Prison Island will take the player deep into the expanses of a combine converted prison, home to some of the greatest threats to the combine. Choosing their own style of game play, the player will be able to complete the storyline the way they see fit. Stealth is a viable means of gameplay. The player will move quickly with light weapons using his cunning to overcome combine forces and obstacles. If the walking tank is your desired method, heavy weapons and stronger armor are available to the player at the cost of speed of movement and agility. And if you don't want to take on the combine on your own, you could always rally up the other prisoners and distribute weapons and ammo for a full scale uprising. With a variety of custom weapons, props and enemies prison island aims to immerse the player in an epic story.
We've made progress on the mod and with progress came a few changes.
Posted by AlexCrafter on Apr 4th, 2008 digg this super bookmark
So, we've continued work on the mod and we have some new audio tracks made by Damagefilter available for streaming on our media page. The main highlight of this news post though, is that we are moving to the Half-life 2: Episode 2 engine. Although we originally decided against it we felt that the benefits the mod would get from it such as improved visuals and decreased work time out weighed the down sides. This is going to mean that players are going to need to have a retail game that uses the episode 2 engine. We hope you can understand our decision. (Portal, Team fortress 2 or half-life 2 episode 2)
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You don't see me complaining.
Hey, I think that any game of the OB its necesary, just the Orange Box SDK, I'm wrong?
That's what I thought.
it depends what resources the game uses
Given that they list /all/ of the OB games, I think they're mistaken. You'd either need one of them, or none!
"Stealth"? Delicious! I hope that mechanic is done well! (and rewarded well)
Wait, how does working with the episode 2 engine "decrease work time"?
Well, we had originally planned to add in enemies that you saw in later episodes and code in dynamic shadows but by switching to the episode 2 engine all those enemies are already coded and the dynamic shadows are already present.
How will the dynamic shadows work?
If it's an NPC thing that has to do with illumination levels, it may be even harder to code because A) You're working with Valve code and B) It's Valve ENGINE code, which is twice as bad from what I've heard.
I love the maps and all the constrasting shadows. Should make for a good game.
The shadows wont change a lot anymore since they're improved in orangebox.
But still, there are some restrictions and things, we will remove and improve, so that, as said already, the shadows will react on light and also will react correctly on dynamic lights instead of set by a preset of the engine or the shadow_control.
Thanks for the nice words on the maps :)
there is not as much documentation out there for OB