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"It will bring the gameplay style from the street-war levels of the HL2, and EP1 single player to the multiplayer experience, then up it." Adding many new features to intensify the team based, objective oriented, gameplay and taking the game in a grittier, more brutal direction. - Oh and it'll probably be an IP loosely based on Children of Men

Report RSS 1st New/Dev Post :D

Hey, I’m Blandr3ws the developer of Final Stand. This is the first proper news post, I’ve had a mod profile a little while so a few people have discovered it. Haven’t had much media as I don’t have much new art – just lots of code :D

Posted by on

MEDIA is at the bottom!

One of the original statements for the mod was:
"It will bring the gameplay style from the street-war levels of the HL2, and EP1 single player to the multiplayer experience, then up it." - Adding many new features to intensify the team based, objective oriented, gameplay and taking the game in a grittier, more brutal direction.

However the mod has become more about the gameplay than the art/setting - esp as I'm a programmer! Basically the mod is aiming to trying to create a fun, intuative, fluid teamplay experience. I've attempted to catorgaries the main gameplay themes:

Movement - I want a much more fluid and a much fuller movement system, closer to 'Mirror's Edge' or the upcomming Game 'Brink' than most FPS games allow, so: Vaulting & Climbing, Sliding, Prone and Leaning will be added.
Teamplay - Objective (territory capturing) based gameplay where numerical advantage determines the capture rate and direction - no one man instant blocks like in DOD:S. Although I hope to take the teamplay beyond strength in number by using features such as helping up wounded team mates, ammo sharing and auto-shouts.
Intuative features - Things you'd assume you could do but in many games can't: Melee with all weapons, Deploya MG

Another cool feature I couldn't catorgarise is the wounding/collapsing system. It's basically like GOW2: you collapse from serious (non-fatal) wounds and bleed out till someone helps/executes you, you can drag yourself around. Obviously there are tonnes more features but I won't list them all...
To the MEDIA!!!

Grenade Throw-back:

Deployable MG:

Weapon Swapping:

L4D style flashlight:

Comming up (vids on the next dev post):

  • Improved vaulting (much faster and smoother than the old vid + no wasted 2mins of empty buffer lol)
  • Objective Capture - to prove it is all working haha (check out the image section for now)
  • Bullet Penetration - it's based on the bullets current damage and the materials density.
  • Possibling Downing - needs more work
  • New weapons?

Thanks for reading/viewing - Blandr3ws

OH and anyone who wants to contribute in anyway, particularly weapon modellers & animators, and player model animators, just contact me via ModDB or Steam Forums.

ps. if anyone would like to make a decent banner for the ModDB profiles it would be greatly appreciated: It just has to be hl2 rebellion themed, and look better than the current mess (200kb max, 950x150 recommended).

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shadow-killer
shadow-killer

(buried)

FIRST POST :D
(im awesome) so is this mod :D

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MacMonkey
MacMonkey

yay moar progress thank you I thought this died I love you guys again :D!

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Blandr3ws Author
Blandr3ws

No, my pace has been a bit inconsistent recently and I didn't have any art/shinies to show off haha. I'll be back to uni soon and recruit a team from there so the mod should really be in full development by late Oct.
Oh and i actually have quite a lot of stuff done - it's just without the art assests it's a bit hard to show off - like a melee system without melee anims, the wounding/collapsing without anims and objectives without maps haha

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Highmist
Highmist

Damn man, this looks good. The MG model honestly could use some touching up. Just needs ta have hand models while deployed, it just looks wierd without. And add a little spread for deployed. I didnt really notice much bullet spread (knda hard to see) and may need some bumping up. Besides that, it looks awesome! (Achievement! +1 Tracker)

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Blandr3ws Author
Blandr3ws

Cool, I'll experiment with the spread a little but it's still placeholder atm like the fire-rate obv will influence it and that's not decided either yet.

Oh and the MG placeholder is from DOD:S lol.. I think I might go with having the front hand on it like resting on the top when it gets modelled but they didn't put back hands on because then they'd have to have the MG moving properly (pivoting on the bipod) like the mounted guns in HL2 where as atm they are just parented/aligned with the view.

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freredarme
freredarme

Nice coding here, good luck for the futher ! ;)

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deadrawkstar
deadrawkstar

looks like alot of things the call of duty games have had XD

who cares about call of duty though! those features diserve to be in half life 2

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Blandr3ws Author
Blandr3ws

I 2nd that, a lot of the features have been around for agges in various games but COD 4 & 5 really brought them together. Like I remeber thinking vaulting and leaning was awesome when thief II came out when I was a kid >.<

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Dan911
Dan911

nice coding :)

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Jesternz08
Jesternz08

Looking good :)

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ausbushman
ausbushman

A nice lot of features! Will be interesting to see - tracking :)

Congrats on finishing your 1st year!

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Blandr3ws Author
Blandr3ws

I'm taking that as uni and not the mod lol (only been doing odd bits since june). Thanks :)

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Aaagreen
Aaagreen

The only *new* feature here is the grenade throwback viewmodel, which is pretty cool.

But the Weapon Swapping, player icons and Deployable MG are just basically DoD:S features, and the L4D style flashlight looks as odd as it does on Garry's Mod - There isn't actually a flashlight attached to the viewmodel, nor is there a beam of light projecting from the viewmodel.

I look forward to the art media, I'd like to see how you create Half-Life 2 Deathmatch. (Which is basically what this is, but with funky features)

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Blandr3ws Author
Blandr3ws

Guessing your not a coder...:p
the fact the viewmodels aren't correct really doesnt matter until the mod is released - it was about updating the flashlights angles based on an attachment on the weapon, not whether or not I could be bothered to add flashlights to models I won't even be using for the mod. Anyway it was a little shiny thing to show haha, like a tiny piece of code.

Anyways, thanks for the comments.
I'm hoping to make something completely different to HL2DM, I'm aiming for a completly different pace/flow, to have different gameplay objectives and values and I'm probably not going to stick to the HL2 IP anyway... it's more just a placeholder.

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Potteh
Potteh

Pretty decent, but I wish people would stop copy and pasting code to make believe they've put effort into the L4D effect, go to developer.valve it's where everyone just steals code.

Nevertheless, looks a decent mod.

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Blandr3ws Author
Blandr3ws

Haha, actually i came up with the code for the l4d mimic when shadow-killa made a post asking about it on the steam forums... and dynamic muzzle flash has actually been around since verc chatbear.

Tbh i've coded most of my features with no help, I even coded my whole objective system from scratch lol starting with the trigger brush class and player_resource as my references rather than try and implement the valve system in the sdk >.<

But i do agree with your point - I'm very fed up with 'mods' that just start going look we have 3d scopes, particle muzzle flashes and clip reloads - rofl now theyre just VDC copy pasters...

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Potteh
Potteh

Yeah and guess what, if you're from Verc, you'll know who I am. TommyGun. Boo. But you're totally right, totally fed up with copy and pasters you can spot it a mile off eh? :P

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Blandr3ws Author
Blandr3ws

Oh wow Tommy, yeah i know, I started attempting to mod (2005?) when things were winding down so didn't really get round too much/any posting. But I learnt a fair bit from the convo's between you lodle, defrag and parthalon.
Oh and Bob Ima tard Chatman was a pretty nice guy when i mailed him once about an old tut.
I'm not such a noob now tho, got a bit of formal coding education behind me and the source modding's pretty easy when I actually get time/be bothered lol.

What u working on / last on? was it BM:S? I remeber you had some nice features going last time u posted.

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Potteh
Potteh

Yeah I was workin' on some stuff, nothing spectacular as I quit programming coming up to a year ago now. Yeah some of us oldies are still around just using different names ;)

Not workin' on anything any atm mate, I was working on my own project but it's sticking to be my university project (recoil www.potteh.deviantart.com) like I said on your profile, if you need me for anything drop me a PM mate. Good luck on your project :)

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sCobra07
sCobra07

ambitious mod, but by what I can see, you can do it.

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RedRogueXIII
RedRogueXIII

You can look for some art help from these websites:
Boards.polycount.net
Game-artist.net
Gameartisans.org

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