Hello ! I am pleased to introduce "Half-Life Deathmatch : Pro" modification. I wanted to give some info about this "brand new" mod !
Basically, the whole team of this mod are players of Half-Life Deathmatch and / or Adrenaline-Gamer, but after ten years, the community needed a new mod, not noly some little adjustements, to put the whole HL/AG/OP4 community in ONE for new competition !
The idea is simple. The gameplay will be significantly changed, but we are keeping the HL1 weapons of course !
Our goal is not only to make a mod, it's mainly to gather a LOT of people, who still play the Legendary game Half-Life One, to a great player versus player experience.
I will divide the information of this news about the mod in some parts. But before, I will introduce the team members.
"Alley" - Mapping Team & 2D Artist. (10 years experienced mapper, DC-Coop, Custom Svencoop maps, Panique à black mesa, Adrenaline-Gamer and Half-Life Deathmatch DM maps, and much more !)
"Srbo" - Mapping Team & Community Manager. (Adrenaline-Gamer known player for his involvement in the community, and former Desert Crisis player.)
"BiggY`" - Gameplay Designer & Community Managing (His work is very important here, he is the one who manages the gameplay and balancing features
"rAyvex" - Mapping Team. (Known in the Adrenaline-Gamer scene for his exploits at the Best Of The Best league, he helps the mod with high-quality and innovating mapping !)
"Elite" - Programming Team, Gameplay Designer, Soud Artist & Community Managing (Known for his extremly wide knowledge of the Half-Life 1 engine & Half-Life 1 Game mechanics, also known for his works on every Quake based engine and an Adrenaline-Gamer player. He always worked with Alley on his active projects.)
IV. Graphic content (*)
As some knows, the game will mainly be based on Advanced Fast-Paced First Person Shooter Movement (AFPFPSM), that means the well-known Bunnyhopping (tricking the engine to be constantly considered as in the air while jumping consecutively, by that avoiding the friction code = gaining speed!), Ramp sliding, Base jump / Ramp-jump (getting a boost according to your current Z-speed while going up a ramp and jumping OR jumping again while already having Z-speed, for example when you climb up boxes. :)), Acceleration based jumps (using the ground acceleration trick for the starting jump to be some units faster!) and of course, the unforgotten Explosive-based-jumping ! And will of course stay in the Half-Life "Realism" (Following the rules of the gravity ;))
The game will feature a main gamemode of Team Deathmatch / Free For All, and will introduce the well-known Arena gamemode (1on1 action, when a player dies, another enter in the arena to fight the Defender.) without forgetting his similar gamemode "Clan Arena" (round based gameplay, TEAM vs TEAM). Later, many "fun" gamemodes will be added just for pleasure and entertainment for the whole community, between some competitive TDM action ! (i.e a coopmode will be on, with some short movement involved maps). The game also features a Tricks mode (selfdamage off, mainly for trickjumping maps where you must perform runs in a rocketjumping maps.
Oh and also, HLDM-Pro is using the Quake 2's player movement physics for smoothness and stability purposes, and this port was a success ! :)
The customization in the game will be wide ! That means you will be able to chose your own gluon beam color, rocket trail color, grenade trail color, hornet trail color and will be seen by the other players, just to make the game more customizable and provide a better experience. :)
IV. Graphic content
When the game will be ready, I will focus myself on adding eye-candy features and also advanced imaging feature, to replace the old sprites (i'll use TGA's), so players will be able to have TGA crosshairs, means they will be :
1) Sharp even in 640x480
2) Scalable !
That's all for the moment, feel free to contact us at #HLDM-Pro on quakenet.org, or hang there for news!
Oh and I forgot ! Here is a link to our youtube channel !