Off Limits is a multiplayer modification that is focused on two teams hunting down and killing the enemy main guy, the Juggernaut. Both teams have the ability to capture spawn points within key areas of the level. The more spawn points a team has the more map control. Only regular players can enter spawns and capture them, the Juggernaut can't enter it. Once captured by a team the health of the Juggernaut goes up by 200HP, so capturing spawn points is vital for winning a match, it not only gives you more control over the level and match, it also gives more strength to your teams Juggernaut.

Once your Juggernaut is killed you lose a spawn point and also lose advantage over a section of the level. So you are being pushed back. So good team work is definitely advisable. By the loss of that spawn point your Juggernaut also lost the extra 200HP he had. Once your team has taken all spawn points except the enemy base spawn your Juggernaut will have 800HP vs. their Juggernauts 200HP (as there are a total of 5 spawn points per level). So the center spawn point is crutial throughout the entire match, but if lost it's still very possible to take it back as playtesting has proven.

When your team is pushed back and only has the base spawn left you need to change your strategy and go on defense, because if your Juggernaut gets killed this time he won't respawn anymore as there are no spawns left. If you do lose your Juggernaut and with it the base spawn the regular players can still try to survive and defend the spawn point as it recaptures or capture it themselves. When they succeed the players that were dead can respawn again and the Juggernaut will also respawn. If they don't, they lose.

We made the Juggernaut vision special, so people playing him can immediately see they are their teams Juggernaut. The vision is an X-ray type of vision that allows you to see through walls (limited distance) and it shows all characters as skeletons. The skeletons are lit up with the team color they are in. The Juggernaut has a minigun with unlimited ammo. Also unlike the regular players the Juggernaut does not have a minimap and also doesn't know where people are. One of the advantages the Juggernaut has to offer to his team is that within a set radius on the minimap it shows the enemy players (good for the team to know). He also has within a set radius health regeneration for his team, so staying close in heavy combat to the Juggernaut might be a good idea!

Some feature we have is the spawn points have a force field around them that can not be entered by the enemy or shot through, this to prevent base camping and killing people upon spawning. As mentioned above the Juggernaut can't enter spawn points so it can not be abused either.

We also made a shield grenade with the same force field as the spawn point, one you can carry with you and deploy where ever you want and use it as a protection shield (since the enemy can't shoot through it). This stays open for 20 seconds, very good to help protect your teams Juggernaut when he's in trouble and also for rushing to center to get the spawn point at the beginning of the match or to block off corridors for the enemy!

On top of that we also have drivable vehicles which makes going from spawn point to spawn point faster on our larger levels and adds a lot of fun in chases or drive by shootings (or trying to run over the enemy Juggernaut if you are skilled enough).

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17 comments by Wesley on Sep 20th, 2009 digg this super bookmark


Wanted to post some new screens of what we've been doing on the mod recently, spread the word as we get closer to a release (finally). We've been doing weekly playtests and crunching out a lot of game play issues and bugs. Also adding core features such as the Juggernaut vision / HUD. Most of our playtests are on this one level as some might notice, but I'm working hard on getting a new level out asap, this one will feature our vehicles which should be interesting to see as well after not playing with them for quite some time.

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More shots videos and updates can be found on our blog/website: Off Limits | A Half-Life 2 Modification
We can always use some more dedicated playtesters who have time to play on Sunday evenings as well. Just register on our forum and PM Keats.

Comments  (0 - 10 of 194)
Dante2500
Dante2500 Oct 25 2009, 6:57pm says:

Tracking...

Looks like a promising Mod if work is kept up, and from their Forum they are playtesting, fixing and updating regularly.

Hopefully turn out good :D

+1 vote     reply to comment
Squeebo
Squeebo Oct 16 2009, 11:35pm says:

A wallpaper and some videos at the OL site. =D

+1 vote     reply to comment
Geneseed
Geneseed Sep 21 2009, 5:09pm says:

Tracking. And I must say, this mod looks awesome.

+1 vote     reply to comment
ronjack
ronjack Sep 21 2009, 4:57am buried:

(buried)

Hmmm needs more peenus if you have that its good keep it up mo-fuckas

-9 votes     reply to comment
Redexodus
Redexodus Oct 1 2009, 4:30pm replied:

Not even a chuckle.

+3 votes     reply to comment
BcForCe
BcForCe Sep 21 2009, 4:46am says:

Very cool

+1 vote     reply to comment
staffcarguy
staffcarguy Sep 20 2009, 8:55pm says:

kind of reminds you of unreal tournament doesn't it?

+1 vote     reply to comment
Wesley
Wesley Aug 28 2009, 8:01pm says:

Just wanted to say to people watching this, we now have registrations and comment abilities on our website, where we post a lot more updates than we do here (in case you want to follow our progress :p ). We will still update moddb whenever we do a full public media release though.

Off-limits.be

+1 vote     reply to comment
shaun10656
shaun10656 Aug 11 2009, 8:11pm says:

wasent this supposed to come out in july?

+1 vote     reply to comment
Wesley
Wesley Aug 13 2009, 5:34am replied:

Our release strategy has always been the same: when it's done :)
We never set a date, we were hoping to release it around June or July yes, but it wasn't feasible. I'm now working full time on Off Limits, working on finishing another level for release. Once that level is done (which will be mentioned on our website when it is), a release of the mod will be short after. Don't expect to see it for another 2 to 3 months. We are updating our website a lot lately, more as a blog, so you can follow the progress there if you like. We'll be showing some new media soon as well to show and explain what we've been up to and why it's going so slow (slow for some, however I believe we are going very fast atm even with our small army of two).

+3 votes     reply to comment
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Off Limits
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