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The mod's still in its early stages, so features are subject to possible change. As such, we can only work on content that we're sure will make the final cut for now, until we finish brushing up some final design details.
The mod's goals may seem optimistic, but with our team having worked with the Source engine since near its intial release, we feel confident that we can accomplish its goals well within the Source engine's capabilities.


The Team:
Marc "Kathar" Hales - Lead Developer, Modeller, Texture Artist, Mapper
Jonny "Blackjack" Girvan - Lead Developer, Modeller, Texture Artist
Jamie "Jiro" Girvan - Modeller
Jordan "Joh" Hutton - Private Tester

The mod is looking to recruit coders. See Media Release #1 for a small taste of what we're looking to incorporate via code.


Story, short summary:
Forsaken Few will be based around a small handful of survivors who recently fled to the fictional city of Oceanic, the last remaining city on Earth to be untouched by "Zombies". These Zombies, previously human, came about by a sudden climate change that occurred throughout the Globe: Glaciers melted causing sea levels to rise, storm clouds brewed; discharging their rage in the form of lightning, towards the dead land below. These clouds continued to expand and merge until they finally ceased to give visual access to the sky. The clouds, a dark and powerful barrier to the outside world, kept the Sun's rays out of sight. Humidity started to increase, accentuating any and all pollutions' effects. These pollutions had nowhere to vent and eventually merged together to form a previously unknown type of toxin. This toxin eventually settled upon the surface of the Earth, infecting the world's water and accessible food supply. If drank from, humans got infected by its effects soon after. Only a few survived the toxin, due an extremely rare, and previously long-thought meaningless genetic defect. These Survivors gathered to the high-grounds of Oceanic City, seeking refuge from the dead world that surrounded them. They were mistaken. Starving from their lack of meals, the Zombies' heightened senses led them towards the last place on Earth containing life; Oceanic City...


General game-play features:
- Complete visual conversion, set in a post-apocalyptic horror theme
- Close over-shoulder third-person view, all the fun of third-person without the "advantages"
- Dense urban environments increase the feeling of tension and unease
- All environments feature a vast amount of freedom and interactivity, therefore opening up new paths to players, such as; destroying environments, starting/extinguishing fires, barricading, trap setting and much, much more
- Zombies will mainly be AI-controlled, although both Zombies and Survivors are playable
- Survivors can use any potentially dangerous objects available as a make-shift weapon to fend off massive hordes of Zombies
- Infection style system forces Survivors to turn on their previous allies, preventing the usually dull spectator experience
- Survivors will have to gather and consume "provisions" to survive, among other unique features
- Highly customisable player models, many aesthetics to choose from
- No preset teams or allies; choose to survive alone, hording potentially useful objects for yourself, or forge a friendship with other Survivors to share the burden of survival
- No preset classes or levelling system; with the interactive freedom of the mod, players choose their own style of game-play
- A dynamic and separated two-handed system allows for a huge variety in weapon/item mixing and matching
- Map locations are set in the fictional city of Oceanic, which features a large variety of environmental districts
- 3 game-modes provide additional variances in game-play for both Survivors and Zombies
- With an absurdly low Survivor-to-Zombie ratio, Survivors must use their wits and cunning to survive the onslaught
- No preset weapon/item positions will be used, instead the maps will be loaded out with huge amounts of "possible" spawn points, some of these will then be picked at random to have weapons/items spawned at them.

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New Minimistic Wallpapers
Those looking for simple desktop wallpapers may be interested to know that two new simplistic Forsaken Few themed wallpapers were recently added to the media section. See here & here.

 

Final Logo Design Introduced
With this update comes a new logo design which will represent Forsaken Few. With less shapes and colours used, it accentuates the "few" factor of the mod's title.

 

Feature List Updated
- Complete visual conversion, set in a post-apocalyptic horror theme
- Close over-shoulder third-person view, all the fun of third-person without the "advantages"
- Dense urban environments increase the feeling of tension and unease
- All environments feature a vast amount of freedom and interactivity, therefore opening up new paths to players, such as; destroying environments, starting/extinguishing fires, barricading, trap setting and much, much more
- Zombies will mainly be AI-controlled, although both Zombies and Survivors are playable
- Survivors can use any potentially dangerous objects available as a make-shift weapon to fend off massive hordes of Zombies
- Infection style system forces Survivors to turn on their previous allies, preventing the usually dull spectator experience
- Survivors will have to gather and consume "provisions" to survive, among other unique features
- Highly customisable player models, many aesthetics to choose from
- No preset teams or allies; choose to survive alone, hording potentially useful objects for yourself, or forge a friendship with other Survivors to share the burden of survival
- No preset classes or levelling system; with the interactive freedom of the mod, players choose their own style of game-play
- A dynamic and separated two-handed system allows for a huge variety in weapon/item mixing and matching
- Map locations are set in the fictional city of Oceanic, which features a large variety of environmental districts
- 3 game-modes provide additional variances in game-play for both Survivors and Zombies - With an absurdly low Survivor-to-Zombie ratio, Survivors must use their wits and cunning to survive the onslaught
- No preset weapon/item positions will be used, instead the maps will be loaded out with huge amounts of "possible" spawn points, some of these will then be picked at random to have weapons/items spawned at them.

 

Survivor Model, Huge Milestone

Survivor-1Survivor-2


While it still requires a few tweaks, with the model comes a huge milestone reached for the mod. This mesh will be used as a base for other Survivors and Zombies, for efficiency and time's sake. However, each variant will be tweaked to a point where they'll be indistinguishable from one another. Now this model is near completion, we can almost start tweaking it for Zombie use, this will likely be our next aim.

 

Other Renders

Hudson-1 Hudson 2

Coat Rail Baseball Bat

 

Looking For Coders
We now feel the mod has reached a point where we can start recruiting some new team members, as of this moment however, we're only on the lookout for coders. We're looking for coders who share the same belief that what we're trying to create will be fun, enjoyable and achievable. The main things that would need to be coded in at the moment, are:

- Third-person view
- Draining/replenishable "needs" bar
- Separated two-handed weapon/object system

Much more indepth detail on these projects will be provided on request. We realise these are large tasks to undertake, so previous coding work with the Source engine will be pretty essential. Due to the importance of these tasks, we ask for serious offers only. Cheers for any interest.

RSS Files
Wallpaper #2

Wallpaper #2

Wallpaper 1 comment

Wallpaper #2 - Simplistic in design, created for Forsaken Few. Created by: Jonny "Blackjack" Girvan

Wallpaper #1

Wallpaper #1

Wallpaper 2 comments

Wallpaper #1 - Simplistic in design, created for Forsaken Few. Created by: Marc "Kathar" Hales

Post comment Comments  (0 - 10 of 14)
Ben_E
Ben_E - - 108 comments

'Unique features for survivors, such as having to satisfy "needs"'
does this mean there will be a poop button??

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Waldo_II
Waldo_II - - 6 comments

Of all of the zombie mods I have played, all of them have has one defect that has turned me away: once you die, you are a slow walking, boring old zombie for the rest of the round. No second chances, no option of turning back into a human.

So, I have a few suggestions that I hope you will consider in your mod.

1. Give players multiple lives! Please! Instead of dying as a survivor once then instantly going to zombie-mode, give us two lives! Maybe even three!

2. Give zombies a chance to turn back to humans! Say, every three kills as a zombie will give you an opportunity to spawn back as a human with the rest of the group. With the other zombie mods I have played, once I became a zombie, it was boring and there wasn't much motivation to kill the survivors (a practically impossible thing to do) other than to get the round over with.

I can imagine how spawning back as a human with the rest of the group can be hard to do from the developer stand point. My idea (I'm not a developer, so pardon me if this is infeasible) is to have tons and tons of spawn points around (like hundreds throughout the map), but they can only be activated when there are two or more survivors near them. This keeps people from spawning far away or in the middle of a mob of zombies.

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Pvt_Pirate
Pvt_Pirate - - 377 comments

great idea :) its already possible in "BrainBread"
though i hate the point of playing as a zombie.
so i'd like the playermodel to turn into an NPC-zombie-bot and the player to respawn at a short delay or with the whole team... this keeps up the cooperation of the team, which is the most important aspect in a multiplayer game for me.

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kristoff_28
kristoff_28 - - 17 comments

if global warming causes zombies im going to buy 3 hummers

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BulletFace
BulletFace - - 13 comments

I'm sorry but how about less zombie mods for HL2?

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Kathar Creator
Kathar - - 4 comments

Haha, while I partially agree with you, we're using the large amount of Zombie games/mods out there to our advantage. We've played the games, we've seen their faults. We believe we can do an original take on the Zombie Survival theme, I'd like to consider our "take" on it as a more authentic real-to-life attempt in comparison to others.

Reply Good karma+2 votes
Otreum
Otreum - - 767 comments

Too true. There are plenty of uh..zombie mods, but...how many of those have failed compared to the ones that have succeeded? And how many of the ones that succeeded are even offering a new experience?

That doesn't mean I don't like other zombie mods, it just means that they aren't really trying at anything new.

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Batuea
Batuea - - 122 comments

This looks *or should I say sounds* like a great mod. You have actually made a drawn out cause for the zombies, not just "One day people woke up and there was zombies" or "No one knows what happened but Zombies are here now", of course these are not direct quotes but thats what other mods seem to say to me. And also for the fact that you tied the "cause" into a actual theory/effect thats going on right now *IE Global Warming*. Anyways keep it up, by the quality of the summary, the quality of game play will be great too.

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KILLER89(FIN)
KILLER89(FIN) - - 2,311 comments

'Unique features for survivors, such as having to satisfy "needs"'

How about satisfying needs in a group, eh?
Maybe in a 3 person group, eh?

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Baxayaun
Baxayaun - - 72 comments

Sounds good... keep on it!

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