Project Valkyrie is a multiplayer first person shooter developed for the Source Engine. Players suit up in the Valkyrie suit, equipped with a powerful arm cannon integrated into the suit and the ability to morph into a sphere for faster mobility and different attack capabilities. Previously titled Three Month Mod, it was thus named for the amount of time it had taken us on the project. Three months from conception to release. Everything was done simultaneously, from pre-production concepts, to code, to mapping. Unfortunately, due to a delay with the public release of the Orange Box SDK (we couldn't release without it, even though we were already Orange Box!) our initial release had been delayed.

Report article RSS Feed 2008 Project Valkyrie Mapping Contest

After an incredible first release, we'd like to thank everyone and announce a contest!

Posted by Zanboo on Feb 3rd, 2008

Project Valkyrie's First Release

We'd like to say thank you to everyone who downloaded our first release of Project Valkyrie, with over 3000 downloads on Fileplanet alone!

We've gotten some great feedback on the forums and are working on tuning the game and fixing issues for RC2, which will include many fixes and enhancements, including Team Deathmatch.

For those worried about the lack of diversity in the mod, we're planning a 1.5 Month Content Patch, including new weapons, maps, player models and tweaks. As always, we'll be keeping the community up-to-date on our progress.

Project Valkyrie Mapping Contest

We'd also like to announce our first Mapping Contest for Project Valkyrie. Within a couple of hours of release, we saw custom maps on servers, so we know some of you out there in the community are itching to produce custom content.

The rules, signups, and other information are all available on our forums.

We should have a full prize list within the next couple of days, as well.

Post comment Comments
Arkanj3l Feb 4 2008 says:

Do you think you guys could show the modding community what planning model you actually used, since it seemed so successful to be pulled off in 4 months.

+4 votes     reply to comment
omegamaelstrom Creator
omegamaelstrom Feb 4 2008 replied:

Our planning model was actually quite simple; Build a feature list of what we wanted to be in the first release, Feature locked early (We still added some things that were going to be later, because we ended up having time, ie: with the delay) and then just stuck to the schedule making sure that everyone who was working on it was able to stick to the schedule. We also discovered that using skype as our communication / collaboration tool ended up being absolutely perfect for this kind of development, and allowed us everything we needed (coupled with a private forum for general info and such) to accomplish everything fluidly. Skype group chat works essentially like a cross between IRC and an instant messaging system, with the ability to have voice conferences and even white board functionality.

All in all, I'm quite pleased with how it worked out, granted there were times when it didn't seem like we were even going to make the 4 months, but we persevered and pulled through. Now that the base stuff is in, we can focus on enhancing everything else, and moving forward which is very very nice!

+4 votes   reply to comment
omegamaelstrom Creator
omegamaelstrom Feb 4 2008 replied:

We're also sticking with the 'release early, release often' mechanism, it allows us a constant thread of iteration instead of spending a year or more on some huge plan for a gigantic release. As we progress further, and release more updates things will really start to grow and our vision should become apparent. Of course, we're also taking community suggestions into consideration with what we're doing. Originally of course, it was just going to be a small 3 month project that we weren't going to continue with and was just a team-building exercise as we stated initially. For example popularity, and making 'the best damned game in the world' wasn't on our list of priorities. This also greatly helped in development because we weren't constantly thinking "okay we need to do better than this game that just came out" every time we turned around, and was more of a "we need to accomplish these specific goals to be considered successful."

Somewhere along the line however, we really 'fell in love' with what we were doing, and decided that we'd continue development for a lot longer to get a really solid game, with lots of features that intertwine together and promote longevity in the experience. Since we made the decision to stick with it, we've planned out a lot of things which you'll all begin to see unfolding in the near future as we continue!

+3 votes   reply to comment
bluseychris Feb 4 2008 replied:

You should write an article for Moddb about the whole thing, be really good as a guide.

+3 votes     reply to comment
WoeKitten Creator
WoeKitten Feb 4 2008 replied:

Also bloody hard work is what really got this mod made. All the talk in the world about fancy design processes comes to nothing if you don't get seriously stuck in. The people who worked on this mod all absolutely beasted themselves to get this thing done.

+2 votes   reply to comment
MrtwovideoCards Feb 4 2008 says:

Awesome, would love to make a map too, but so darn busy with my mod, anyways good luck to anyone that enters, cant wait to see what people think of!

+4 votes     reply to comment
lcpuche Feb 5 2008 says:

i could give it a try but i cant custom texture :(

+4 votes     reply to comment
Temporal Feb 5 2008 replied:

Seems like a good opportunity to learn how! :D

+4 votes     reply to comment
swiftseraph Feb 7 2008 says:

You think we could get that testing facility map you guys made (the orange one) in the meantime? That looked like it would be fun to play deathmatch in.

+2 votes     reply to comment
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Released Jan 2008
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