After working on both levels on and off for the past two years (one year per level) I’ve finally reached the point where both of them are polished, tested and final. I made this quick video presentation of both levels, it’s a quick freecam video of most areas in each level. I kept it simple and to the point as I want to spend my time mainly on finishing the game.
ol_russia (originally ND_Russia) was made for Nuclear Dawn before it got picked up by InterWave. It’s original creator Robert Briscoe with whom I worked with at DICE donated it to me for usage in Off Limits. The level layout seemed to work well in our favor because it had five main rooms and our game play was based on five spawn points that needed capturing. When I received the level I spent close to a year working on it, redesigning it to match our game play (which was being tested while working on this level). I kept the look of every area but made them bigger and added more room for maneuverability. I also updated the flow between rooms which made everything blend in together more easily, guiding the player from one area to the next. Some of the biggest changes were rebuilding the entire Submarine dock and Submarine model (which is now 100% playable), in Robert’s original design this area was only playable for about 40%. The generator room which has increased by 50% to match the same size as the opposite main base (Submarine dock), this to give both teams a fair final battle ground.
ol_styx is a level I designed, created and finished for our original Alien game play. We had to ditch this game play for a number of reasons in late 2007. Back then I spent about four to six months working on it. After finishing ol_russia I came back to this level as we did need a vehicle based level in our initial release. The old styx seemed to be the best level I could use as a base to finish quickest (I initially used ol_undersiege, but after a months work I decided to use styx for our second level, ol_undersiege will have to wait). Same as russia I pretty much rebuilt the entire level while keeping the original rough layout. The biggest design change was the entire central station area which wasn’t there in the original build. While rebuilding this level I updated most areas art wise to bring it up to date with the present day standards. I created a new and bigger lobby, remade the entire construction site and updated a lot of old materials and assets from the original level.
We should have our new playtest server up and running within the next week, so expect game play footage of both levels soon.
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like Off Limits. We love games like Half-Life 2 that have opened themselves up to modding. Because of communities like Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
It all started
In 2015, when the paid modding dispute left many gamers and modders worried about the direction the industry is headed. Things have since settled down, but we believe it is important to continue this small tradition to show we are not alone in our love for mods, and the open platforms that embrace them.
Mod Appreciation Week
Nothing is more motivating than knowing something you've built is being enjoyed by others. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2016 (or click the icons above for a pre-built post).
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