The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Table of contents.
Section I. What is "a Means to an End?"
II: Features
III: Playmodes
IIII: Classes

Section I: What is "a Means to an End?"
A Means to an End is a new FPS war modification for the Half-Life: 2 engine. Based on the 2003-present conflicts in Iraq. I know what you all are saying, "Not another war mod based in the desert." Yea, you're right, its "not" just another war mod based in the desert. It will be by far the most realistic war modification as of yet. Many key features will be put in place to make you feel like you are really on the battlefield, not just another game. As of right now, I wish to deliver you a quick multi-player version of the modification. Later I do want to bring a single-player version with a very interesting storyline. There will be plenty of maps to play on, and not just small maps, huge maps. There will be plenty of room for CQC (Close Quarter Combat) as well as plenty of cover for the sniper in you. Vehicles will be a usable feature as well. Such as Special Forces buggies with mounted .249 SAWs. Every door and window can be opened/broke to provide concealment, cover, or simply fun. Which provides for a unique game play offering unlimited possibilities for CQC, traps, ambushes, etc. I have yet to see a game where every building on the map is accessible. Another upside to this mod, is its not just a mod that some average joe is creating. I want this to be the most professional mod yet. Which will also provide our team with great content and experience for future jobs in the game industry.

Section II: Features
The features I wish to bring you will set this mod out from the rest. The realism involved itself will be outstanding. Features such as a real time damage system. What is a real time damage system? Lets talk gibs here. Lets say you got hit in the leg by anything, shrapnel, a bullet, what ever. Depending where you were hit, you will either bleed slow, or fast, long, or a short period of time. Flesh wounds won't bleed much and stop quickly, where as mortal wounds to an artery will continue to bleed until you die, or get treated. Not only will you bleed, but your blood will leave a trail for the enemy to follow, which will not go away until your character dies. On top of the bleeding, your stance, speed, and accuracy will be affected as well. You take a hit to a knee, you aren't moving anywhere on your feet, so its a slow crawl for you. Take a lil pot short to the shin and you got yourself a limp. Take a shot in the gut, you are going to bleed profusely, and if you don't get the wound treated within a matter of minutes, (like 1 minute?) you will be vulture bait. Hand shots, now that's gotta hurt. You get shot in the hand, you gonna bleed a little, like a flesh wound, but your aim will be affected by the pain in your hand. You get shot in the forearm you will bleed a little, for about 30 seconds or so, and your aim affected a bit. Upper arm near the theamor artery you will bleed a lot, and as the gut, if not treated within a matter of minutes (1 minute?) you will bleed to death. If not shot near the artery in the upper arm, you will lose ability to sight properly, no more bringing the weapon up to your shoulder, its all hip shooting for you! I think you get the idea about the real time damage system now? So lets move on to another of our key features. Who doesn't like shooting holes into things? I don't know about you, but I am completely tired of shooting at a person hiding behind a wooden plank and them not taking any hits because the plank is pwning the bullets. Shooting through objects, what a wonderful thing indeed! I have not seen many games use this since Swat 3. Except in this case, almost every object will be "shoot throughable," even bodies. So yea, go ahead, run at me in a group of 3 back to back, ill just shoot all 3 of you with a .50 cal >:D. But of course, some things, such as metal objects, depending on how "hard" the object is, can deflect your bullets. To include, bullet proof vests. But what stops bullets, doesn't always stop knives. If by some possible chance you sneak up onto someone from the back, you will be given an option for your action key to "execute" your opponent via "slit throat." Caught your interest yet? So glad you've decided to continue reading. What about the aiming system? This feature will probably turn a lot of "CS campers" away from the game. No cross hairs. What? I like that idea! Instead, when you fire your weapon without being in your sighted mode, your bullets will scatter at random points in front of you. But, if you are in a close proximity to your target, who cares right? The aiming system for each weapon is going to be unique.
---
More to come when the site is finished.

RSS Articles

a Means to an End

News

a Means to an End
a Half-Life:2 Modification
Produced by Panda-Corp

What is "a Means to an End?"
A Means to an End is a new FPS war modification for the Half-Life: 2 engine. Based on the 2003-present conflicts in Iraq. I know what you all are saying, "Not another war mod based in the desert." Yea, you're right, its "not" just another war mod based in the desert. It will be by far the most realistic war modification as of yet. Many key features will be put in place to make you feel like you are really on the battlefield, not just another game. As of right now, I wish to deliver you a quick multi-player version of the modification. Later I do want to bring a single-player version with a very interesting storyline. There will be plenty of maps to play on, and not just small maps, huge maps. There will be plenty of room for CQC (Close Quarter Combat) as well as plenty of cover for the sniper in you. Vehicles will be a usable feature as well. Such as Special Forces buggies with mounted .249 SAWs. Every door and window can be opened/broke to provide concealment, cover, or simply fun. Which provides for a unique game play offering unlimited possibilities for CQC, traps, ambushes, etc. I have yet to see a game where every building on the map is accessible. Another upside to this mod, is its not just a mod that some average joe is creating. I want this to be the most professional mod yet. Which will also provide our team with great content and experience for future jobs in the game industry.

Features
The features I wish to bring you will set this mod out from the rest. The realism involved itself will be outstanding. Features such as a real time damage system. What is a real time damage system? Lets talk gibs here. Lets say you got hit in the leg by anything, shrapnel, a bullet, what ever. Depending where you were hit, you will either bleed slow, or fast, long, or a short period of time. Flesh wounds won't bleed much and stop quickly, where as mortal wounds to an artery will continue to bleed until you die, or get treated. Not only will you bleed, but your blood will leave a trail for the enemy to follow, which will not go away until your character dies. On top of the bleeding, your stance, speed, and accuracy will be affected as well. You take a hit to a knee, you aren't moving anywhere on your feet, so its a slow crawl for you. Take a lil pot short to the shin and you got yourself a limp. Take a shot in the gut, you are going to bleed profusely, and if you don't get the wound treated within a matter of minutes, (like 1 minute?) you will be vulture bait. Hand shots, now that's gotta hurt. You get shot in the hand, you gonna bleed a little, like a flesh wound, but your aim will be affected by the pain in your hand. You get shot in the forearm you will bleed a little, for about 30 seconds or so, and your aim affected a bit. Upper arm near the theamor artery you will bleed a lot, and as the gut, if not treated within a matter of minutes (1 minute?) you will bleed to death. If not shot near the artery in the upper arm, you will lose ability to sight properly, no more bringing the weapon up to your shoulder, its all hip shooting for you! I think you get the idea about the real time damage system now? So lets move on to another of our key features. Who doesn't like shooting holes into things? I don't know about you, but I am completely tired of shooting at a person hiding behind a wooden plank and them not taking any hits because the plank is pwning the bullets. Shooting through objects, what a wonderful thing indeed! I have not seen many games use this since Swat 3. Except in this case, almost every object will be "shoot throughable," even bodies. So yea, go ahead, run at me in a group of 3 back to back, ill just shoot all 3 of you with a .50 cal >:D. But of course, some things, such as metal objects, depending on how "hard" the object is, can deflect your bullets. To include, bullet proof vests. But what stops bullets, doesn't always stop knives. If by some possible chance you sneak up onto someone from the back, you will be given an option for your action key to "execute" your opponent via "slit throat." Caught your interest yet? So glad you've decided to continue reading. What about the aiming system? This feature will probably turn a lot of "CS campers" away from the game. No cross hairs. What? I like that idea! Instead, when you fire your weapon without being in your sighted mode, your bullets will scatter at random points in front of you. But, if you are in a close proximity to your target, who cares right? The aiming system for each weapon is going to be unique. Each has its own sighting parameters just the real deal. You will be looking down a true pair of iron sights. Not just a sprited scope. The sights will be "part" of the model itself. Adjusting your sights is one option that I like the most. Not every weapon on earth will shoot the same distance that every gun you use in a game does. Take Medal of Honor for instance. Every weapon will shoot the same distance, across the entire map. Without adjusting sights to pop shots off, they are dead on no matter what the range of the target is. So, without adjusting to the correct range specs of your target, you might just miss every shot. Vehicles..., need I say more? As of now, I am only going to add a limited number of vehicles, such as Special Forces dune buggies, jeeps, and HMMWV (Hummers). These alone set this aside from the rest. What more could you ask for? We will continue working on new features to add, as well as considering ones you offer up to us. So let us know what you think would be a great feature to add!

Playmodes.
Playmodes for multiplayer will be the typical TDM, CTF, or Objective based. As of right now, I am still working on a custom playmode to add. Any suggestions? Lets hear them.

Player Classes
Army:
Squad Leader Loadout
Weapon: M16A2
Sidearm: M9 Beretta, Combat Knife
Grenades: Frag x3, smoke x2 1 red 1 yellow, flashbang x2
Backpack: Binoculars, map, multitool.

Riflemen Loadout
Weapon: M16A2
Sidearm: Combat Knife
Grenades: Frag x2, smoke x1 white, flashbang x2
Backpack: multi-too, map

Grenadier Loadout
Weapon: M16A2+M203 Grenade Launcher
Sidearm: Combat Knife
Grenades: Frag x2, M203 Grenades x6, flashbang x2
Backpack: multi-too, map

Support Loadout
Weapon: M249 SAW/M240
Sidearm: Combat Knife
Grenades: Frag x2, flashbank x2
Backpack: Ammo pack x1, map

Medic Loadout
Weapon: M16A2
Sidearm: Combat Knife
Grenades: none
Backpack: Bandages, Morphine, map

Sniper Loadout
Weapon: M24/M82
Sidearm: M9 Beretta, Combat Knife
Grenades: Smoke x1 white
Backpack: Binoculars, map, multitool.

Engineer Loadout
Weapon: M16A2
Sidearm: Combat Knife
Grenades: none
Backpack: Mine detector, defusal kit, land mines, anti-personnel mines, multi-tool

Army Special Forces:
Squad Leader Loadout
Weapon: M4A1 RIS with 8x Acog, M203 Grenade Launcher, Suppressor
Sidearm: .45, Combat Knife
Grenades: Frag x3, smoke x2 1 red 1 yellow, flashbang x2
Backpack: Binoculars, map, multitool.

Riflemen Loadout
Weapon: M4A1 RIS with Aimpoint, Suppressor
Sidearm: Combat Knife
Grenades: Frag 23, smoke 1 white, flashbang x2
Backpack: map, multitool.

Grenadier Loadout
Weapon: M4A1 RIS with front iron sight mod, M203 Grenade Launcher, Leaf 203 sight mod, Suppressor
Sidearm: Combat Knife
Grenades: Frag x2, M203 Grenades x4, flashbang x1
Backpack: map, multitool.

Support Loadout
Weapon: M240
Sidearm: Combat Knife
Grenades: Frag x2, flashbank x2
Backpack: Ammo pack x1, map

Medic Loadout
Weapon: M4A1 RIS with Suppressor
Sidearm: Combat Knife
Grenades: none
Backpack: Map, multitool.

Sniper Loadout
Weapon: M24/M4A1 RIS with x8 Acog, Bipod, Suppressor
Sidearm: M9 Beretta, Combat Knife
Grenades: Smoke x1 white
Backpack: Binoculars, map, multitool.

Engineer Loadout
Weapon: M4A1 RIS with Aimpoint, Suppressor
Sidearm: Combat Knife
Grenades: none
Backpack: Mine detector, defusal kit, land mines, anti-personnel mines, multi-tool

Note that the enemy will appear to be an "al qaeda operative" although each side is the "U.S." Thus creating a none U.S. killing U.S. type of game. More information will be posted about our classes when the website is finished.

More information will be posted once our website is finished 100% so please stay tuned.

Post comment Comments
TKAzA
TKAzA - - 3,154 comments

Archived

This mod has been deemed “dead” or inactive.
If this is your mod and you would like this reversed please, send me a pm and we will re activate the mod.

Regards
TKAzA

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X