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Intelligent Design is a HL 2 Multiplayer mod that pits two teams against each other in a First-Person-Shooter/Real-Time-Strategy game. The two teams play very differently while having a core focus of teamwork and communication as their cornerstones. The SNS are the ranged/technology based team, focusing on a central command point, with a single player who is voted at round start being the 'commander' of the team; this player has a top-down RTS style view, and is the true director of his team's actions in the round. The Feral are the melee/organic based team, featuring individual technology trees per-player, and no 'commander' player, focusing instead upon a group interaction and communication. Each team's main objective is to control more territory than their opponent by capturing 'nodes' on the map that supply resources used for increasing technological prowess; ultimately pushing their opponents back to their starting node and destroying it and their means of spawning.

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Hey MODDB, here's a snippet of our news post contained on the Intelligent Design Website found here ... This individual has since disappeared from our active sight. I haven't really talked to him beyond a couple of words for months now. So we lost him as a guide to what he had done in preparing

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Hey MODDB, here's a snippet of our news post contained on the Intelligent Design Website found here

...

This individual has since disappeared from our active sight. I haven't really talked to him beyond a couple of words for months now. So we lost him as a guide to what he had done in preparing our code base.

In comes a new batch of coders, and we find ourselves occasionally running into odd bugs combined with odd implementations that we are trying to work around. At this point discussions began about the potential of starting over, porting over the changes we have made but starting from a fresh perspective.

It came to a head this month when I finally broke down and directed the change, Khaim immediately started from scratch and within minutes had some of our code ported combined with a working team select menu, scoreboard (which we couldn't get working right in our previous code base), chat functionality (again something that worked oddly before) and we began in earnest to re-apply the code updates we had before.

...

New Gameplay Feature:

Since we don't have any models this month to share, I thought we'd high-light instead a gameplay feature that will help shape ID as it's own unique title. At first you might think that this idea is radical and unusual (especially when compared to how other similar FPS/RTS's handle things) but there are some strong design reasons why this is a very attractive way to proceed.

THE IDEA:

...

For the rest of this newspost and our previous news posts which showcase some of the fun and challenges we face while making this game check out our website.

Idmod.net

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