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New Game Mode

News 2 comments

Fans of "Terrorist Hunt" in Rainbow Six may see some similarity to this gamemode, however we're working on making "Merc Hunters" different in several ways.

The first difference is that NPCs start off as somewhat weak - only being armed with pistols, eventually progressing to wielding heavier weaponry. I'm toying with the idea of having some maps progress onto heavy vehicles / helicopters as sort of boss type enemies, it depends how feasible that is (and more importantly, if that's fun or not).

The second point is that players will have a time limit (there won't be endless spawning enemies in this like in Nazi Zombies). I'm hoping we can give players the ability to extend the time limit if they want to do so, giving them a choice for bugging out if things get too hard.

We'll have a number of maps for this gamemode, the first of which I should mention is one called "Gunkanjima" by the very talented JimOnions


I'm also working on porting a previously unreleased map of his called "Frozen", which is set on a mountainside. Needless to say, it's a fine looking map and should be great fun to play!

Another map for this gamemode is a map of mine called "Rusland". It's not really set with anywhere specific in mind (just somewhere vaguely Russian), I've been working from a variety of references to produce this. It's been quite nice to work on this as a break from the other large scale maps I've been making for the main game mode.


I still want to add a great deal more detail to the map, so I'll be posting more pictures of this as I develop it.

October Update

October Update

News 2 comments

Semi-annual news update: stuff happened. Most of which I've forgotten, so here's a summary of the important things which have happened...

Annual Update

Annual Update

News 9 comments

It's been a while since we last posted any news. Things have been happening in the background, isn't that exciting?

Do you rike it?

Do you rike it?

News 4 comments

New Moddb layout, pictures,music and MORE. Fun on a bun.

Status update - Devil's Night Out

Status update - Devil's Night Out

News 4 comments

State of play update. Concept art, characters, and what to expect over the next few months.

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H3roChr1s
H3roChr1s

Hello,is the release date window is 2012?:)

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Swaggletooth Creator
Swaggletooth

It's not likely to be, probably around July next year.

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toadie Creator
toadie

Yeah, July is a realistic projection. We'd hoped to have something to show by November, but life got in the way of some things.

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B8NDIT
B8NDIT

I think this looks great so far. If you could change uo the default hud, it would help a lot. Also if it is possible to add player s legs that are visible it would be greatly appreciated. Keep up the good work.

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Swaggletooth Creator
Swaggletooth

Thanks for the interest! We are planning to fully change the HUD, but right now it's a "when it's done" kind of thing.

As for legs... that would be a nice feature but one which won't really be necessary (you won't be looking down much in the game).

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Urby
Urby

Keep forgetting to track this whenever it pops up.

Anyway, problem solved. :P

On the topic of NPCs, will you be putting a little more work into their reactions etc. The combine and many other NPCs in HL2 barely react to getting hit and then they cut straight to ragdoll physics when their health reaches zero. Will you be utilising animation blending as seen in L4D or RAGE or is this something you don't intend to change,

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Swaggletooth Creator
Swaggletooth

Thanks for tracking ;D

I guess it's true that standard NPCs don't react too much, I guess it's something we can look into. Ideally it would just be something that requires animating an extended hit animation (I really need to check the animation sequences sometime...)

We'll see how things turn out :)

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H3roChr1s
H3roChr1s

YES UPDATES,cant wait to play it!:D

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H3roChr1s
H3roChr1s

Looks really good,tracking!

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milo-rd
milo-rd

Great work on the new weapons guys :)

cheers!

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