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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.
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.
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.
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
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March of the Ancients audio - Infamy or Valour Mod for Half-Life 2 - Mod DB
0 comments by uberkirsche on Nov 13th, 2012
Publish or Perish - Archive or Die
Well so here we are again, wondering when this mod will ever take flight.
After much personal debate, I have decided not to archive the mod as I previously thought necessary, instead, I am merely going to shift gears, in the hope that I can move it forward. Unfortunately, we have lost more members than we have gained, this statement is a misnomer to be sure, but I am undaunted in my conviction to make a decent, playable, gorgeous and highly-optimized WW2 mod for those interested in playing it and for those whom do not yet know of it's existence.
I have been contacted by another mod team, they are making a WW2 mod centered on the Pacific theater. As multiple factions were a part of my plan from the beginning and as the Japanese faction was also a part of my notion, I have decided to collaborate with this other mod team to help them with their need for a quality mapper and also in the hope that we can 'share talent' to bring their's and my mod to fruition. The other mod team is ZeneTech, their ModDB page can be found here;
The WW2 Pacific Theater modification they are making is called "Men of Oath", please follow this link to that mod page Moddb.com
The mod-team leader is MiniDude, he is the one whom contacted me in the hope of securing my talents and drive to help them with their mod aspirations. After some discussion, we have agreed to share talent and content as I mentioned, he has a large pool of talented people working on his mod, among them weapon modellers and also he has some character models forthcoming. His team has the same problem I am having, C++ coders versed in the Source Engine seem to be harder to find than the proverbial needle in a haystack.
While i have some experience in coding in C++, I have no illusions that I could not be replaced by a highly competent coder, as with most things in this engine, it is alot of work and so I will help them with their foundational mapping and model needs, as well as adhering to my usual creation of custom textures and other fanciful fruits all in the hope of bringing the works forward and also creating decent content in the further hope of attracting other viable talent.
Currently, I am producing a Wake Island map for the two mods, it will be featured as a map for both modifications, as I already have a fair bit of useable content in the form of models and other items to emplace in this map, I will as well be making an American P-51 plane and also a Japanese Zero and many other models, so it will be an easy transition to make this map and others, as well I will be creating boatloads of new content for this map alone, that will be useable by myself and other mappers in their team, among them another mapping talent, Chap1400, whom posted an excellent map for CS: Source, named de_Vancouver, find that map here;
I hope that the ModDB members following my mod will check out the Men of Oath mod and also add it as a mod to follow, we will be making strides and as much excellent content for the community as we can, we need all of the support and help we can get and I hope that followers of my mod will continue to check out my content and also that made by the ZeneTech team as we make our efforts to carry both modifications to completion and beyond.
Thanks for reading, I do not wish to disappoint those of you whom have been following this mod and so rather than abandon my work, I will instead temporarily move my efforts over to their team and together we can realize both mods, to the benefit of all.
~ uber
This mod starts to leave the "awesomeness" and to enter the "epicness", good work, guys!
The tank model looks great! Cant wait to see the texturing done. I do have one comment though on how the tank handles (at least what it looks like in the video), it doesn't seem like it has the mass of a tiger tank which weighed a whopping 62 tons. If you havent worked on the handling yet then make sure you keep that in mind, I would think such a vehicle would be slow to start and turning would take a while. Also, why is the tank shaking? Overall great work, I especially love the hitboxes and the fact that switching positions requires you to get out, eliminating onemanning tanks!
***NOTICE - pointless trolling will be deleted. We are not posting our work here to suffer flame-baiting and other idiocy from members. While it is not required that only good things are said about our work, at this point in the development, unless you have a valid criticism or question, we will summarily delete your comment. At this stage, it is an early Work In Progress. Glancing at a few screen shots or viewing a video does not by any means make you any sort of expert on what we are doing.
Telling us not to post a shot of this or that is equally wasteful, we will post what we wish to post about our mod on our mod page, thank you. Posting hateful or negative comments about something you know very little about at this stage is unwarranted and immature. When there is something for the dogs to rip apart, it will only be because we have tossed it into the yard. For now, we will make the mod.
Thanks to all that have viewed and commented.
50 PAGES of mods THIS MUST BE A GOOD GAME IM GONA BYE IT
fi dolla u gi me = D
I'm not sure what you mean by "lagg". The screen capture software forces 40 frames per second and is grainy and while it may seem laggy to you, well it is a tank. If you want a smooth ride, that's what an SUV is for.
You should try remove the "lagg" when you are rotating the cannon, thats kinda annoying and ruins the realistic feeling. :3
Nice, I would suggest toning down the smoke on the explosion, and making less smoke come out of the barrel (a lighter smoke color would help as well).
all effects are subject to change. This is a demonstration. Tweaks and polishing will come later.
I have few reccomendations.
1.when you hit few times the head of tank with rockets then head should
Only explode.(3 times and tank head is destroyed)
2.If you hit the tank tracks with one rocket or a mine or three grenades
then the tracks should be destroyed, but if you hit left tank tracks
then left is of but if you right then right is off and tank is inmobile!
3.When you hit front part of the tank few times then front side and tank
head is destroyed except they dont get total unrealistic explosion
and all parts of tanks go up in the air,this isnt stupid Hollywood!
4.When back side of tank got hit by a rocket then tank is inmobile for
2 sec, when is hit again then the motor and tracks are destroyed.
When third time hits the back side then the whole tank goes into
so called "big bang"...
Well this is more for a king tiger tank then for ordinary tank.
Hope that there will be T-34 :D