Atharon : Armistice's End is the first game set in the world of Atharon, a rich fantasy world with an in-depth history. Armistice's End is a total conversion modification for Valve Software's Half-Life 2. Here at Atharon : Armistice's End, we are of the mindset that if you're going to make a game, you better have something new to bring along to the genre. For this we have planned a non-linear and varied objective based game mode that we call the War Mode. Additionaly, we have invented a unique combat system that has never been tried in any game before. Taking this base of originality and combining it with a strong belief in player freedom and minimal restriction to player-choices through design, we hope that Atharon : Armistice's End will prove an interesting, competitive and unique experience for our players. ? Third-person action gameplay ? Highly flexible and dynamic combat system ? Customisable classes & skills system ? Expansive background story by tallented...

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Armistice's End is a thirdperson, melee-action, teamplay oriented game set in the world of Atharon, a rich fantasy world with an in-depth history. Armistice's End is a total conversion modification for Valve Software's Half-Life 2, and will feature a unique and highly competitive combat

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Armistice's End is a thirdperson, melee-action, teamplay oriented game set in the world of Atharon, a rich fantasy world with an in-depth history. Armistice's End is a total conversion modification for Valve Software's Half-Life 2, and will feature a unique and highly competitive combat system and a truly immersive and flexible campaign based game mode. We have also implemented techniques such as Billboarded and Moving Grass, as seen in TES: Oblivion, with high scripting flexibility for level designers, Relief Mapping with Selfshadowing and backstepping to Parallax Mapping, with other techniques on our todo list.

• Third-person action gameplay
• Highly flexible and dynamic combat system
• Customisable classes & skills system
• Expansive background story by talented author
• Per map specific game-modes
• Carefully balanced level of realism
• Expansive exterior environments
• Realistic foliage techniques created in-house
• Immersion through a minimalist heads-up-display
• Election system for the General of the army
• Rank system
• Hero rank with unique looks

Please visit our homepage here for more information and media.

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Our team is looking for additional members, especially in the fields of Character Texturing, Gameplay Programming and Level Design. We are, however, always on the lookout for new talents in all departments of development, so if you feel intrigued by our concepts, please review our application site here

Comments
AJ_Quick

THe stone wall looks abit funky , but the grass is nice.

Perhaps abit too ambient?

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AJ_Quick

I'm referring to how it's lit.

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_Kat_
_Kat_

Yeah the walls look really strange, but the grass is really cool. And by the way, it's TES. Not ES because it's The Elder Scrolls not just Elder Scrolls. ;-)

Looking forward to the mod!

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Trefall Author
Trefall

Thanks for the comments. The grass in this demo was implemented by Greg Chadwick, our Lead Programmer. No Level Designer or artist put his hands on the coloring of those textures, and that might be the reason for why it may look too green ;) The grass system has a built in script similar to vmt though, so level designers and artists can specify a lot of different properties for the grass in a map. There can be height differences between grass clumps, colour differences, there is a perlin noise applied to it to create additional variation in colour over a grass field, etc. The grass is still in a very early version (this is the first map of decent scale the grass was applied to), so Greg will surely continue to add functionality and support for the grass.

The brickwall looks weird because we added relief mapping, but had no time before the deadline to polish/tweak it, and it's very sensitive to the heightmap. The relief mapping shader is created by Igor Todorovski, or Canuck, who was a member of our mod team earlier, but is now concentrating 100% on his own mod, Dreamscape. The relief map supports selfshadowing and fallback to normal parallax mapping, though you'll need SM3.0 support on your GFX card to run it. Our own lead programmer, Greg, has planned to implement another parallax mapping type that is very similar to relief mapping, but supports SM2.0.

And on TES, my mistake. Sadly things always get hectic before these media launches.

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LedKardova
LedKardova

heheh, I was gonna say, that this stuff looked close to what we have in Dreamscape :P Grass looks quite lush, i want to roll in it :D

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Matt22182
Matt22182

Lush. Mmm.

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Termin-X-man
Termin-X-man

Did you say your video card must support Smart Shader 3.0 to use Parallax mapping?

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TKAzA Staff
TKAzA

so its 3 mods now with dynamic folage and parallax mapping

this one
dreamscape
dark source

righto then :)

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TKAzA Staff
TKAzA

SM 3.0 to use Parallax mapping(relif/self shadowing or oclluder)
Standard parralax will work on SM 2.0

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Matt22182
Matt22182

yeah igor, the dreamscape coder, was on our team :). Hes a machine, thats one mod im looking forward to.

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Trefall Author
Trefall

What TKAzA said on the SM3.0, we have support for backstepping from Relief Mapping to standard parallax though, so you'll get the virtual displacement effect eithre you have a GFX card with SM3.0 support or SM2.0 support.

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methy
methy

By the way, because no-one cleared it up, SM refers to Shader Model, not Smart Shader. This looks nice, and TKAzA, tons of mods have parallax mapping, Nightfall has it, I have it, it is in the Source SDK, so it isn't really all that hard to do. Grass looks sexxxy though.

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Matt22182
Matt22182

haha gregs going to have something to say to that im sure.

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TKAzA Staff
TKAzA

methulah you have it cos of wraiyths tut and i dont see any screens from your mod or nightfall with it
i know thay have it ...yes
but we are the only mods that have showcased it in action
besides that it is hard to get (relif/self shadowing or oclluder) to work

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methy
methy

Sure. I'll admit that Wraith's tut was what got me interested in getting parallax mapping to work in the Source Engine, so I implemented it his way, found it wasn't too sexy, tried to get self-shadowing and relief mapping to work. Decided it was too much work for an engine I didn't really like the graphics of anyway.

Anyway, just because I got it off Wraith's tutorial doesn't mean that I don't have it. But I know what you mean, and yeah, as you say, at least you guys have it in action. I made an executive decision, and I'm not putting it in my mod, so you won't see it in any screens. My game should have relief mapping though.

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Bjorneo
Bjorneo

the grass looks cool, but i've seen this before somewhere.. good work, however anoyying thing about the video is that it moves about to much and you only really get 5 seconds to see it and notice the movement

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