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HELIX is a First person shooter source modification created by my brother Xyius (aka Exos212, akA Mr.Data :P), and me, Xyos212. Its emphysis on originality graphically is advanced source mapping, modeling, and texture art. Our goal is to make this look as realistic as possible, but still run at least at 40 FPS on an average machine. (HDR disabled will compensate alot of FPS problems for the low end machines) The gameplay is still being drawn up as we create content. The setting, story, and weapons are all done (in concept) and ready for mapping/modeling, etc. So far gameplay will be as follows: Round based, decent HP so it takes a bit to take an enemy down, Unique movement abilities to vary gameplay, and more little tweaks to the way you recover HP, deal damage, and destroy the enemy. TO SEE THE STORY LINE VISIT OUR WEBSITE AND CLICK "STORY" This is an abstract gameplay explination, and will be updated as we go along. Right now its a bit cumbersome to post progress on a continious...

Post news Report RSS Helix - New map Completed! More Screens!

We have just finished our fifth map, Testament! There are six new screenshots for you to view. All feedback is welcomed.

Posted by on

After a little break (due to all the awesomegames that have come out) we have finished out latest map, Testament. This map takes place on a Mars militart outpost that is old and rundown. We used many custom models and a custom skybox to really make this map feel unique!

Click the image below to go to our image gallery and view the newest six screenshots of the map! All feedback is welcomed! If you want to see more please visit..

Helix Mod Website


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Squeebo
Squeebo - - 388 comments

I kinda wish I could map as good as you... Would you mind posting some tutorials? It'd be helpful.

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mordy
mordy - - 7 comments

I second that. If you have time I'm sure many of us would appreciate a tutorial or two on how you do some of your advanced, neat little tricks ;)

I never thought the Source engine could handle that level of detail. You guys must be pushing the boundaries! How do you tell when to stop? Is there some sort of benchmark that you're working by?

Good job on this mod!

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Varsity
Varsity - - 1,044 comments

A big part of the look is $detail. Developer.valvesoftware.com

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ChromeAngel
ChromeAngel - - 708 comments

Looks good. Really packed with detail. Nice custom props.

/me modwatches

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weroper.GX
weroper.GX - - 50 comments

Keep it coming! Your Skills are awesome!

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penE
penE - - 6 comments

Sweet. But the Lighting is very poor. In the most maps of your mod it's just like RBG 200 200 200 .. more colors an fog would bring a lot more athmosphere !

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Kamikazi[Uk]
Kamikazi[Uk] - - 1,412 comments

Nice map lighting needs to be improved plus use env_cubemaps.

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Xyius Author
Xyius - - 29 comments

Thanks for the feedback guys!

About the lighting comments. I did infact use env_cubemaps, and I was going for a dull lighting atmosphere because the base is old and decrepid. I didn't want to overlight and I thought fog wouldn't look realistic on Mars.

:)

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penE
penE - - 6 comments

It isnt just that map on which the lighting is really crappy .. and if this map is setted on mars, why do you use this rbg 200 200 200 ****. Sry, but i think this are some bad excuses.
I think you could improve your maps alot with a better lighting. Think about it ! ;)

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c4Menace
c4Menace - - 135 comments

looked like unreal 3 for a sec.. wow

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Xyius Author
Xyius - - 29 comments

The RGB fot my lighting is 255 210 210. I did at one build make it much more red. But it didn't accentuate the shadow effects I wanted. It made all the shadows have a reddish look to then, which in my opinion looked horrible. So I toned down the redness of the lighting to get those cool shadow effects. They are not "bad excuses" I think of everything when it comes to lighting. Your thoughts are just opinions from someone who has radically different(and bad) opinions on lighting and validate them as "the correct way to light."

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