Who And When "The Trenches" is a World War I mod for the Half-Life engine. Included in our first release are the British and Germans, two large players of the "Great War". Players will be able to fight for their homelands with six different weapons on many locations on the Western Front with two different kinds of gameplay. Game Play Rush over the top with your teammates or stay in your trench to pick off enemy troops in "Trench Capture" gameplay (tt) and cover the advance of your army to in territorial push (tp) play. Special Features The Trenches will have some features that will make this an even more unique mod than it already is. Some of these features (for the first release) include: - Custom Faces (no additional files needed!) - Built in MP3 Player with Exclusive Tracks - Realistic ambient sound system - Two classes for the Germans and British Imperial Forces - Manual "game action" system - High damage variables - Anti-"Cheap" measures...

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Greetings again from the Western Front. Our mappers have been hard at work redoing some of the older maps. The Leprechaun is working on a replacement for the territorial push map "Swamp". Due to ModDB image posting requirements, I'll just post some of the URLs here. Just highlight the text and copy

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Greetings again from the Western Front. Our mappers have been hard at work redoing some of the older maps. The Leprechaun is working on a replacement for the territorial push map "Swamp". Due to ModDB image posting requirements, I'll just post some of the URLs here. Just highlight the text and copy and paste the URL into your browser window.

Germans defending a trench

British and Germans Posing on a Bridge

"All for one, one for all!"

I'd also like to announce the completion of an advanced ambient sound system. Most modifications for Half-Life have a .wav file played for certain weapons. Whenever any player fires a weapon, the corresponding sound is played automatically, despite the distance. In real life, sound behaves differently and may often be delayed. The sound itself may also change as it riccochets off solid objects and travels through the air. We have implemented a proximity system so that firearms discharged from a distance will create a delayed, echo-like noise, while closer ranged discharges will have a more sudden and defined tone.

Finally, Oelund has done some great work on tweaking the player model faces, giving them higher definition and detail. Great work Oelund!

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NuclearFriend
NuclearFriend

Indeed..

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lillbrorsan
lillbrorsan

This is just my opinion, but i think the map has some textures that needs to be replaced and lack of detail...

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frosty-theaussie
frosty-theaussie

Hey ShortCutMan, can you say "whoops"?

;P

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katana^
katana^

I agree, textures seem a bit weak..could get better

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