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Medieval Conflicts is a mod aimed at recreating historically accurate, and enjoyable medieval battles. The mod is based during the "Hundred Years War" between England and France. The mod will feature new game modes, medieval weapons, vehicles, siege equipment, castles, and so on.
For those of you who aren’t familiar with the Hundred Years War, here is a brief description of the Hundred Years War.
The Hundred Years war started when King Edward III claimed he should be king of France. Thus England invaded France and for the next 116 years, England and France fought over land. Eventually however, the English lost the war when the French took Bordeaux, England gave up and the Hundred Years War ended.
We plan on having many cool features such as new game modes, destructible castle walls and towers, new game modes, medieval weapons, medieval vehicles vehicles, siege equipment, castles, and much more!
We would greatly appreciate if you would sign up on our forums, which can be accessed by either going to www.burningvision.net/medievalconflicts/forums/ or by going to our actual website, www.medievalconflicts.com and clicking on the Forums tab in the navigation, note that you must be registered and logged in to post. On our forums you can discuss our mod, give feedback, give suggestions and so on.
However, we are still in need the following:
-Coders
-1 Mapper
-Animators
-2 Concept Artists
-2 Skinner/Texture Artists
To join our team, please fill out the application form which can be found at Medievalconflicts.com . So make sure you send us an application if you can help us out!
Hello and greetings from the Medieval Conflicts mod team. Today we are releasing our February media update, showing off some of the work we did in January. Today we have to show two models made by our new, and extremely talented modeller Guedin. Guedin has started a French knight character model and a medieval trebuchet. Another modeller of ours has made a tent, and a screenshot of it ingame as well as a mace ingame. All of these models are work in progress at the moment.
We would also like to inform all of you that we are still accepting applications to our mod team, to apply please fill out the form here. With all that said here is our media media update.
For the new year we are bringing some new weapon renders to everyone. We also have a few new members that have joined the team so we have some of their...
Medieval Conflicts is a Crysis mod aimed at recreating historically accurate, and exciting medieval battles. The mod is based during the "Hundred Years...
finally, an authentic medieval game. i hate oblivion, warcraft, etc. why are they wearing ugly crap that never existed?
the high poly model is a work of art. please include more primitive chainmail and surcoat armors as well.
Great!!! I can't wait to play this mod !
is this mod dead? i hope not.
I can map prety efficiently and am a cappable modeler considering on one of my previous mods the modeler dropped out half way and I had to try and pick up how to use XSI which I can do now but i'm only good at mainly square things I don't like circles
I've recently been learning XSI Mod Tool, and I'll be making a load of weapon models for my own mod project, but I thought I'd get some practice in and make a basic sword. I'm not sure if its of the right period/detailed enough etc. but perhaps you'd like to use it for some less-than foreground role?
Here's the reference (from Wikipedia's Sword article):
Here are the models:
And here is an overlay of the models onto the original reference:
They export cleanly to Sandbox2 (when I've tested them) and they have placeholder textures - I have little to no skill with texturing at this stage, so they're just there for illustrative purposes - no bump/normal mapping or anything. They're about 2000 tris together.
Give me a PM here or at Crymod if you'd like 'em :)
cant wait for the update :)
Media update number 2 is well underway everyone, please stay tuned!
Interesting idea. I'm just wondering what your over-arching design ethic is going to be, i.e. will you be aiming for realism and depth in your player control or simply for fun? Crysis doesn't really have what I'd describe as deep combat, so it'd be great to see something really visceral and gripping from a mod team!
We are shooting for as much realism as we can pull out of the game in terms of combat, we don't want a basic hack and slash style of gameplay, we would like for a bit more depth to be involved. We'll have to see what happens when we get in there and actually start coding it.
Looks pretty good! Still need to upgrade my PC, but that will be done some time next year.