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14 comments by Trasher64 on Dec 9th, 2014

Hello!

We're into December. This is a shorter update than usual, simply because we just don't have that much area to cover. First up:

Development targets

We're aiming to wrap up production, and ideally, launch sometime within the next ten weeks. As before, this is a loose estimate based on current progress and team member availability, and until environment design is finished, it will remain difficult for us to commit to a fixed launch date. In other words, we won't know when we will release until we're nearly ready to do so. This is simply part of making a non-commercial project with a widely distributed team; as much as we would love to, we can't guarantee a steady development pace.

This leads into the next bit...

What we have for you right now

Currently, the environment being redesigned is Area 51 Sector 2- the entrance area to the underground bunker that houses staff barracks and recreation. We've got a few screenshots of that to share:






We've also got another tune from the Revision soundtrack: Enemy Within Conversation.


A few general comments

We know that development on this project can be frustratingly slow at times, so thank you for bearing with us. We're closer than ever to completing this project, and we always appreciate your support. We'll follow this up with the Revision Goodie Bag on Dec. 24th as a sort of christmas present to the community.

Stay tuned.

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Revision Goodie Bag

Revision Goodie Bag

Dec 24, 2014 Wallpapers 5 comments

The Revision Goodie Bag contains some screenshots, wallpapers and ringtones. Happy Holidays from Caustic Creative!

Post comment Comments  (20 - 30 of 991)
Lippi1005
Lippi1005 Jan 6 2015, 11:53am says:

Hi! Will Revision add additional NPC's (as "decoration") to city hubs? I've always felt those places to be just.. too dead. A couple more of standing or walking NPCs could really enhance the city feeling (i'm mostly thinking of Hong Kong, since i understand that NY and Paris are under martial law)

+5 votes     reply to comment
dev221117
dev221117 Dec 31 2014, 11:27am says:

Happy new year to everyone and the Revision team!

Until the mod comes out, can a series of articles discussing the philosophy behind the revised levels and areas be put up? Like what problems the team found in the original level, what methods they thought to take care of those, and what they agreed upon in the end? This can continue even after the release of the mod, and I feel it can provide some interesting insight into level design.

Also, a third article was planned for the Eidos blog but never released. Will it be released with the mod's release, or later?

+1 vote     reply to comment
Jerion Creator
Jerion Jan 3 2015, 6:54pm replied:

It is a decent idea. After 1.0 is released we might do a post-mortem. The people who might have the most to say are the same people who still have things left to finish on this project- and we would rather that they finish those things first. :)

+3 votes   reply to comment
dgames
dgames Jan 2 2015, 4:16am replied:

I wouldn't mind reading that, except after crunchtime is over and release has happened :)

+1 vote     reply to comment
Blade_Sword
Blade_Sword Dec 29 2014, 8:56pm says:

I personally would like to post a suggestion about cracked walls since there is some in the game but a bit too few IMO as utilizing them to open pathways is interesting imho. Mostly if we could have them as somewhat "hidden" pathway, or even for a weak preset bridge that could be used.
The problem as I see it is how this can be applied as an expansion of the gameplay and is it in the scope of the team.
I know that such scripted interactive elements will certainly add their sheer of bugs to a map quite easily :(. But well for me there is ways to put some additional interactive elements on the maps simply because they add ways to complete an objective.

+2 votes     reply to comment
bjorn98009_91 Creator
bjorn98009_91 Jan 16 2015, 7:38am replied:

Maybe. We won't change anything for Revision 1.0 (that we haven't already put in), but for updates/patches then maybe. We are just a bit hesitant to change any geometry at this time as it has the possibility of introducing new bugs. Also there is an issue of tracking breakable walls if it's a map that spans multiple missions, since there is a new map for each mission.

+1 vote   reply to comment
Blade_Sword
Blade_Sword Jan 16 2015, 10:12am replied:

I understand that :). I'm just hoping for a future possibility for it in the future. even if in an other hand I understand if it may not appear at all.

+1 vote     reply to comment
denton2
denton2 Dec 28 2014, 7:45am says:

hmm ? will this be better than new vision mod ? ... lets see .

-2 votes     reply to comment
Jerion Creator
Jerion Dec 28 2014, 6:01pm replied:

That's a bit like asking if LCD is better than HDTV. The two don't directly compete in any way. We actually incorporate New Vision into Revision.

+4 votes   reply to comment
dgames
dgames Jan 2 2015, 4:18am replied:

So, BETTER! :D Also, I really enjoyed the early release with the new UNATCO building and Hell's Kitchen. Nice designs that changed things up while not changing the gameplay or story a bit.

+1 vote     reply to comment
dev221117
dev221117 Dec 28 2014, 8:48am replied:

New Vision is meant to improve textures and add some graphical effects, while Revision is meant to change up the level design. They are two completely different mods, so comparing them directly isn't possible.

+3 votes     reply to comment
Blade_Sword
Blade_Sword Dec 29 2014, 8:39pm replied:

The only comparison possible is about vanilla and this, so far from my experience about the last demo things have been improved overall. The firsts demos while they added some interesting elements, made the multipath quite awful simply because they either made the sentries placed in a way that you couldn't go through a way pathway without being spotted or even by blocking the way.
The latest demo have some of this unfortunately (NSF barricade before the airfield). But most of the things were improved, most of the levels were better and had improved gameplay in addition of the exploration.

+1 vote     reply to comment
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