We're back again, quickly, with an update for you. Busy things have been going on inside the Dystopia headquarters. I, myself, have been very busy with things to do so extra content such as podcasts and interviews have had to fall short. We originally intended to release shots of both our new maps, Exodus and Injection, however, that has de-railed when one of our level designers surprised us with some new things in an old favorite, Undermine.
First, we'll be taking a look at an area which makes the assault on the first objective a bit easier, the alternate path. The entrance, outside of the mine shaft, gives the Punks the easy opportunity to come in from different angles.
The newest addition to Undermine is the ability to use the deep chasms to your advantage. This particular area serves as an escape hatch for excess dust in the cavern, although, the Punks don't know that. When the infiltration has begun, the Corporate defenders cycle harmful gasses and open up the hatch. Down goes the scum!
Several areas have either been removed or redecorated. All the mines extraction units have been made larger to suit well placed combat, and areas around these have been remade. The oldest extraction unit, "EU2", serves as a dark area to ambush your enemies and take hold once more of this vital objective! Heavy combat areas have also been given a face lift to accommodate the mines general atmosphere, to convey that only the deepest, darkest souls reside in this abandoned mine. Tread lightly.
Combining all of these vital game play aspects together, the third EU is the level's most dangerous spot. The ability to battle over a large chasm, in the abandoned world where extraction units are king, and have a stealthy advantage over your opponent are apparent with the new look. May you only pray that you not become the soul, in which to fight on this hectic battleground.
In the spirit of things, mainly being forgetful, I have also taken the liberty to show off areas of all levels! I don't discriminate, but mainly because it was forgotten in the previous update! Accept this as our sincere apology; the new look of a bland spawning area from Silo now gains our attention right away!
We would also like to take the time to welcome three new tryout developers, and one permanent developer. Xiztence, a modeler, animator and texture artist, Spire a modeler, texture artist and level designer, and Complications, one of our returning sound engineers! We would also like to welcome former tryout developer Hyphen-ated to the permanent spot of Team Dystopia as one of our great coders! The team is already busy at work, and we hope that we can have great things to show off for you in the next update!
Looking good!
So why are you guys listed as a standalone game?
Where do you see that?
Where do you see us listed as standalone? I'd like to correct this.
It showed an indie logo next to the newspost instead of a hl2 logo. :)
They are not listed as a standalone game. They are listed as a Half-Life 2 mod. Correct me If I'm somehow wrong about what I just read though :)
I was just about to ask the same question, since this is actually a HL2 mod.. if you are going indie, hope it goes well for you guys, you certainly have the talent base to do so... nice update, great mapping and textures...
seems good
Dysoptia is one of my favourite mods.
If I were decent enough in source mapping I'd like to try my hand at making one for it.