12 comments by Wiweeyum on Apr 22nd, 2009 digg this super bookmark
I set a goal to post an update every Wednesday, but not only that I set a goal to always have some media for y'all to look at. Well I had no idea if this was even possible to tell the truth, but it looks like we're going strong!
A lot of really cool stuff happened this week actually. Some fortune and some mis-fortune as is common with development, but all around it's been a cool week.
First off, we brought a new team member on board to compose music for us! MtM0201 is in the process of writing music specifically for the DMSS that was demonstrated in last weeks update. If you haven't heard his stuff, go check it out! He wrote the music that opens every single Modcast here on ModDB, so his stuff is quality for sure.
The Private Chexter player model by Jerick is very close to being completed, with only his armor needing to be completed. He'll be rigged and in game very soon, so that's great news! No more vanilla HL2 models.
As for the misfortune, our mapper ajhallmon had some bad luck with his computer... it fried. So we currently don't have a mapper. Ah well, he's still around to help with the management though.
Here's a short clip to show off a very early third-person camera! Even though it's very early and nowhere near being complete, it's a milestone for us because it's the first thing actually implemented in game.
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I've mentioned this elsewhere, but as a comment in a long-buried news article.
Here's one thing I have in mind: the player can freeze time by pressing a button. They then have, say, thirty seconds to scan the room and enter their combo commands. If they're successful, and within thirty seconds figure out a way to eliminate all six enemies in the room, they gain some large combo bonus. The incentive could be ammo, could be health, it could even be something as simple as combo points (like DMC). It doesn't matter.
If they aren't so successful, they get to freeze time again. However, they'll end up with a far smaller combo bonus, as they'll only take out, say, three enemies. At the end of the scenario, the number of attempted combos is taken into account, and they receive a bonus accordingly.
What I can imagine is a shooter that doesn't rely on things like health and ammo, only a single combo score. Getting hit reduces your score, it doesn't kill you. The combo score is your ammo meter - you invest your winnings in new combos for potentially greater return. High scores could work with enhanced visuals and music to produce a feel good factor.
this is great and i hope it will stay this way
this is great and i hope it will stay this way
You should really have a summary, I have no idea what the hell this is about. Is it Chex Mix? :P
Very nice original concept and it looks like you have really put in a lot of hard work. My only criticism would be your summary. Its full of names and places that mean nothing to me the casual public. Personally i would like to see a far more indepth summary on what the games about and what features and so on i can expect to see.
Saying this is do like your frequently asked question area.
Good luck guys
Good point. Thank you very much.
Changed it, does that help more?
This looks snazzy!
Thanks. Glad you're tracking, it'll just keep getting better.
That was the only model that had that boney look, and even then it has been diminished since then. I'm tryin' to get that creepy but yet not quite so creepy feel to it. By all means any body, give me critiques. I do listen.