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New Game Mode

3 years ago 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

4 years ago 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

4 years ago 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?

5 years ago 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

6 years ago News 4 comments

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

Post comment Comments  (60 - 70 of 171)
noob-killer Dec 16 2011 buried:


noobv mod

-6 votes     reply to comment
some-commie-basterd Dec 26 2011 replied:

NO U!1

+3 votes     reply to comment
RazoRProductions1000 Dec 22 2011 replied:

Your mom is a nooby mod

+3 votes     reply to comment
PopcornCoolie Dec 16 2011 says:

The 9mm MP5 doesn't auto-lock. The A1, A2 and A3 don't. The bolt does not twist into that nook by itself. You must manually pull the bolt back and push it into that nook. Why? To speed up the reloading process. you'll have to check the chamber anyway. To make sure the magazine is empty, a cartridge didn't misfire, fail to eject causing a double feed, fail to feed, misfeed or jam in some other way. The bolt could jam or fail to fully rebound.

If the gun actually featured an auto-lock the second animation would be pointless. If the gun featured the auto-lock function seen in the first animation the second animation would suggest the magazine is empty and the cartridge in the chamber misfired or jammed in some way while being ejected. Which would require you to retract the bolt manually. So the second animation would only occurs during malfunction. IF the bolt were to auto-lock.

Been a long time, but the first MP5 to feature an auto-lock was the MP510 or 40. The UMP and MP7 also sport this feature.

They may have at some point upgraded the MP5 so it does suppurt an auto lock either way one of those animations doesn't belong. Not unless the gun actually misfires in the game.

+2 votes     reply to comment
toadie Creator
toadie Dec 17 2011 replied:

Yes, you're correct on all accounts- There's no Bolt-hold-open function on the MP5A2. our model reflects that, though perhaps the animation doesn't show off well enough (fear not, working on some nicer animation renders to put up that do show it better). Don't worry, the bolt manually gets locked back by the player on dry magazine changes and inital battery check when you first pick up or select the weapon only.

+2 votes   reply to comment
Swaggletooth Creator
Swaggletooth Dec 16 2011 replied:

I believe our MP5 is an A1 model. Those animations are way outdated, but if you look at them, you should see the hand pull the bolt back into the locked position, then push it back after a new mag is inserted.

But like I said, the animations shown there are way out of date... we've gone through several newer iterations since then.

Thanks for the feedback, I'll pass the information on to our animator =]

+3 votes   reply to comment
_Erebus_ Dec 11 2011 says:

Looking so pro. Keep it up guys!

+3 votes     reply to comment
h4wk99 Dec 10 2011 says:

i know that every developer hates thats question but is there some kinda release date or can you valuate how progress is going so far?

+1 vote     reply to comment
Swaggletooth Creator
Swaggletooth Dec 10 2011 replied:

Ha, yeah it's pretty hard to say!

Ideally I'd like this to be released a year from now - it might seem a long time away, but we're still in the early stages of coding; not to mention there's the inevitable bug testing which will suck up months of time :<

+3 votes   reply to comment
redkaos Nov 23 2011 says:

If you need help with weapon information I've fired more guns than most people fire in video games haha.

+1 vote     reply to comment
Swaggletooth Creator
Swaggletooth Dec 10 2011 replied:

That could be quite handy actually! Any info you have on grouping / weapon kick would be extremely useful :)

+1 vote   reply to comment
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