splash    
JOIN OUR STEAM COMMUNITY FOR PRIORITY IN THE
QUEUE WHEN CLOSED TESTING STAGES BEGIN - Steamcommunity.com 
 IoV Wake Island WIP 
IoV Wake_Island

Chenonceau barracks pics 

IoV Chenonceau
    
  
 
IoV player objectsplash graphicsZnamensky Cathedral wip     Tiger Tank  

This game will be a modification of Half-Life2 Death Match set in the meatgrinder of World War 2. Gameplay will hinge around realism moreso over the "run and gun" style of many Source based games, however game-playabilty trumps "excessive realism" for this mod.

MOD BASIC GAMEPLAY DESCRIPTION

The game will incorporate many player interactive features to drive the action such as epic player-controlled-tank battles, tank escort and demolition and general "capture the flag" style gameplay, as well players will be able to call in aerial bombing runs, artillery barrages and fire local mortar rounds, with all of the effects, sounds and destroyability & visuals you would expect to see in the thick of battle in any World War II theater, all as delivered by the Source engine.

Maps will be varied, from small to medium sized objective-based maps, to larger, more open maps that favor sniping, straightforward assault and other tactics.

We will start with the German and U.S. factions, then move toward Russian, British, Italian and Japanese factions depending on the map.
Iov_Chenonceau map WIP  
The mod has a great deal of content already prepared, many more player models, vehicle and other prop models will be made along with custom prefabs, custom music, sounds, textures and other content.

Group membership is currently limited to the mod team and is invite-only. Mod administrator is uberkirsche. Other team members will be added and as the mod reaches testing stages, select friends of the mod team will have accesss to the mod and content for play-testing.

All content made for the mod by any mod member remains the property of the creator of the content. Mod members however are expected to make their creations available to the mod team for use in creating maps/etc and "first-use" of the content created by a given member is licensed to the mod/mod team for use as the mod administrators see fit and will not be posted or otherwise given out to anyone as content for any other game or mod without the expressed written consent of the mod administrator.

Our goal is to finish this mod with help from the community. We need dedicated mod team members.Train Station at Kursk  
JOBS ! ! ! (Hobbyists only, all postions are un-paid) - Serious enquires only
/
Foliage Modeller - Moddb.com
/
Weapon Modeller - Moddb.com
/
Vehicle Modeller - Moddb.com

New Home page and forums - TBA

Current team roster;

uberkirsche: Project Lead, Lead Mapper and Modeller, Vehicle Modeller, Administrator

LeonNet: Lead Mapper, Lead Modeller, Vehicle Modeller, Weapon Modeller, Administrator

ballin852: Mapper, Modeller

FLAPJACKDAN: Mapper

rgex570: Music Composer

isaakwells: Voice Actor

Webmaster General; TBD

Coders/programmers: uberkirsche, TBD
isaakwells: Lead Voice Actor (North American English)
Lead Voice Actor (British English) - TBA
Lead Voice Actor (German/Deutsche) - TBA
Lead Voice Actor (Russian) - TBA
Lead Voice Actor (Japanese) - TBA
Lead Voice Actor (Italian) - TBA
/
Kursk City Hall pics  
Sound Technician (game sounds): uberkirsche and others TBA
Logo and Banner Artist: uberkirsche and others TBA
Texture Artist: uberkirsche and others TBA
Lead Coder/Programmers: uberkirsche
Coder C++ - uberkirsche
Character Modeller - uberkirsche
Foliage Modeller - TBA
Vehicle Modeller - uberkirsche and others TBA
Weapon Modeller - TBA

 


March of the Ancients audio - Infamy or Valour Mod for Half-Life 2 - Mod DB

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splash splash IoV player object
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2 comments by uberkirsche on Oct 18th, 2013

I am fortunate enough to be making a living from 3D modelling at present - the dream !!! Sort of - it is hard work ! How it unfolds as a steady 'career' in the future is yet to be seen, however it puts me in a better position soon to dust off the mod. Unfortunately, I have lost Leon somewhere, I hope he is well, with him it seems goes all of his choice vehicle and weapon models. Pas problem, c'est la vie.

Tiger Tank 

A Russian friend of mine told me once recently, "if you want to make God laugh, make a plan". So here I go, making with the comedy.

So I am about to shift gears yet again. There is a term called "Occam's Razor" which purports that the simplest solution is almost always the correct one. In that vein, I decided to decompile and recompile one of the HL2 NPC human models into an object file and the combine it with the animations of one of the rebels from HL2 with a reskin for recompile as a player character model. It is a "mod" after all so why not just modify existing content? Sounds easy, right? = D

IoV player object 

well it isn't easy so stop that

= P

I am however interested in finding some weapon and vehicle modellers again as well. Once I have the basic player characters coded in as teams I plan to release an early-beta with one map, for that, it would be good to change out the weapons to some WW2 weps

I will post some more info on the main page header regarding modellers, so have a look and thanks for your continued support

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Post comment Comments  (0 - 10 of 93)
FritzOfTheSS
FritzOfTheSS Oct 20 2013, 12:24pm says:

I have a question! So what kind of realism? In the sense of Battlefield's Action Realism, or ArmA's Tactical Realism?

+3 votes     reply to comment
uberkirsche
uberkirsche Nov 11 2013, 7:47pm replied:

ouch, loaded question. Here is the loaded answer. In my opinion, the Source engine has not really seen the depths plumbed in terms of what it can present to a player or a team. HL2 is fantastic, all the other titles as well, but the physics hasn't been really explored in my opinion. I started in Hammer making prefabs and I spent alot of time mastering the entity use for events and physics. So, by 'realism' I suppose what I mean is using well thought out, highly optimized maps with some special physics effects, I could achieve a 'linear' gameplay flavour within multiplayer. People will say it can't be done in this engine, but I have proved that wrong a number of times. I want to balance playability with some well placed 'randomized' effects (rotating is a better description) to make an immersive feel. Whew! sorry for the earful, I hope that somehwat answers your question Fritz.

+2 votes     reply to comment
N3uR0m4nT3
N3uR0m4nT3 Oct 23 2013, 10:09am replied:

ArmA's tactical realism can only be achieved in organized, closed events. ShackTac videos are a good example of this. Public multiplayer servers don't even come close as, even in team gamemodes, disorganization runs rampant. The only mod that creates something like ArmA is Project Reality for Battlefield 2, but AFAIK the Source engine doesn't like the open, enormous maps that the BF2 engine allows. Therefore I'm thinking something like Red Orchestra, but hopefully with better maps and gamemodes.

+2 votes     reply to comment
uberkirsche
uberkirsche Nov 11 2013, 7:54pm replied:

thanks for your input N3uR0 - you are right, this engine doesn't like big open maps, especially in multiplayer. Certain maps for IoV will be corridored and area portaled off, semi-linear in feel but with multiple attack routes, think in terms of a good CSS map with a mid, left and right, short left, short right, long, sniper spots etc. Other maps that are more open will take advantage of volumetric fog fading. If you look at BF2, especially in a jet or chopper, you will see a very crisp, immediate drop-off at the fog edge, so really, those maps are not all that massive, bigger than playable in source maybe, but not immense IMO. Once I get a couple of player characters coded in, perhaps the end of January, I will try to get a release of the mod as is with one or two maps of mine to spur interest from the community into making weapons models and maps, while I also finish other maps and create the other team characters and more vehicles and also weapons.

+1 vote     reply to comment
N3uR0m4nT3
N3uR0m4nT3 Nov 16 2013, 11:12am replied:

Sounds nice, I'll definitely try it out. :)

+1 vote     reply to comment
BuffHamster
BuffHamster Oct 18 2013, 12:34pm says:

This looks very interesting. I will track also.

+1 vote     reply to comment
Dune_Jumper
Dune_Jumper Nov 13 2012, 10:22pm says: Online

Looks very nice. Question; will it have immerse combat mechanics? (Proneing, leaning around corners,) That kind of stuff.

+2 votes     reply to comment
uberkirsche
uberkirsche Nov 13 2012, 10:49pm replied:

at least proneing - the leaning around corners is worthwhile if it is feasable - thanks for checking it out

+1 vote     reply to comment
N3uR0m4nT3
N3uR0m4nT3 Oct 23 2013, 10:11am replied:

Leaning around corners is indeed feasible, the Insurgency mod did it years ago. It's also really hard to overlook it if you're going to call your mod realistic.

+2 votes     reply to comment
uberkirsche
uberkirsche Nov 13 2012, 5:02pm replied:

nice - thanks dood

+1 vote     reply to comment
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