cool man!
when you have something, post it on the forums... I don't check moddb that often.
cool man!
when you have something, post it on the forums... I don't check moddb that often.
I'm personally not a fan of the combine using cloud rounds in their mp7s... It just doesn't seem like it would do much damage.
:) seriously though I approve of using the particle system for muzzle smoke, but I hope this particle in particular is just a place holder.
The theme of the beginning of the mod is that the Combine are "coming down hard" on the civilians in the wake of the events in HL2. Many people are being made "examples" of what happens to disobedience.
I should point out DJPOO, that there aren't new weapons in the first release. We're planning some for later, but this first release is to show that we're serious enough to actually finish something, and that we're not going to quit. My personal hope is that we can attract one or two talented people to help out with this project (though we want the team to remain small) in maps and maybe models, so that I can focus on code. I consider myself a decent mapper, and I can do basic models, but there are definitely people out there with much stronger skills that could help this mod become something special.
In the end though, our focus is on telling a story, not packing a bunch of new features in, or creating an awesome map pack.
not sure how i didn't notice this mod, but i'm definately watching now. looks good. can't wait to see it in action!
will you guys be using regular NPCs walking into, out of, and around those awesome buildings? I think that would add to the immersion as most racing games even in cities seem to be devoid of pedestrian life.
I'd say it looks fine. You're not going to get out of your car and stare at it, you're going to blow past at 90mph.
If you want to throw in a bit of Quake and Half-Life history, you could call your mod "Quiver". When valve got the source code to Quake, they started making a game called "Quiver". the name was in homage to Quake. Anyway, they eventually restarted from scratch and Half-Life was born.
This is a piece of art I did in High School. all parts of it were cut out of a magazine, then arranged, then I painted a slightly altered version of the collage.
this mod has SERIOUS potential. i'm usually weary of racing mods, but with the right amount of work, this could turn out great. definately watching.
tip: release early. even if you only have 1 type of car and 1 map, getting the community involved will ultimately make the mod better. this is true of every multiplayer mod i think.
in my above comment when i called myself a source developer, i should have said "source mod developer" ... that's what i get for not previewing.
As a source developer, I'm EXCEEDINGLY curious as to how you are able to mess with the shadow code. I'm going to venture a guess that you didn't write a whole new rendering pipeline, so how did you get the dynamic shadows on more than one light? (i thought that was hidden from us modders).
A related question: not that you should freely give up your hard work without credit, but does your team have any interest in helping the rest of the community by giving out the secrets, or snippets, or tutorials of what you've done to make your mod show more graphical prowess?
I have to applaud you on one thing. You have not taken the easy road of abusing decals and props to make your maps look interesting. You have instead used good brushwork to make your areas interesting. A few of your areas look a little plain, but many of them show at least some interesting usage of geometry. I would say you successfully accomplished that.
now it's time to go back through your maps, and abuse decals and props to add to the already good geometry. :)
I'm not actually working on this mod, but i think it has references to more games than just HL2 and Halo...
and i don't think it's supposed to be a "mash-up" of those games... just sort of has nostalgic artifacts...
i could be way wrong though.
4 of the 5 noted projects are actually "in development". 1 is in the planning stages, and won't enter development for probably another year or two.
for the most part we avoid stretching ourselves thin though. the BOP team is currently ONLY working on BOP, while the 5 team is currently only working on 5. our craziest member (and probably our most gifted) is the only guy working on 2 mods (and part time on BOP). i try not to tie him down though... that's not how his genius works...
anyway, not dead. still hard at work, with occasional slow periods due that pesky real life thing.
clstirens: thanks! we chose Philadelphia for a number of reasons (historical value, proximity to our actual location, etc), and one such reason was that Philadelphia, as one of the first US cities, retains a lot of the look of it's European counterparts. simply put, we are able to faithfully recreate the look of the city without having to completely ditch the HL2 assets.
most places are wastelands, but according to "Raising the Bar" the same thing happened everywhere: the populations shifted into the major city areas, and they were walled off to try to keep out the creatures that poured in from xen. Philadelphia is one such major city.
wow! thanks for your interest, folks. i wasn't expecting comments so soon.
hey togra, take a look at Portal (ironically not a 'portal engine' game.)
those portals see the stuff on the other sides no problem.
valve will keep the bsp engines alive, because hl2 runs on so many different
hardware generations and looks on par with everything else. especially ep2
vecima
Eric joined
I've been into video games since i was about 5. Since I was about 10 I've wanted to create games. These days, Most of my creative energy goes into game design in some respect. But that's not my only dimension. I have a bachelors degree in Computer Science from Rowan University, in New Jersey. I am currently employed at Computer Sciences Corporation, and I'm the founder of Type 3 Studios and technical lead on our first project, The Battle of Philadelphia. My other hobbies include music and classical art. I play guitar and bass for the rock band Hydrophobe, with a few other people from Type 3 Studios.