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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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Well, since it's been a few days since our last update I thought I'd take a few minutes and update everyone on what's been going on. First of all, I'd like to welcome HTEC, and spacer to the team. HTEC will be working on in-game sounds (ambient, character) as well as some of the

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Well, since it's been a few days since our last update I thought I'd take a few minutes and update everyone on what's been going on.

First of all, I'd like to welcome HTEC, and spacer to the team.

HTEC will be working on in-game sounds (ambient, character) as well as some of the games voice acting.

spacer will be providing us with Source textures for our maps.

So if you see these guys on the Intelligent Design forums, say 'hello' :)

I'd also like to say a 'farewell' but with a caveat 'see you soon' to bashh who was doing some concept art and modeling for us. Real-life has jumped up and swallowed him so he can't dedicate the time he knows we need to spend right now, and has graciously come to me and stepped aside. His work is top-notch and he will be missed.

Ok now that the staff updates are out of the way, work continues on design and backstory. Kevlar recently completed the point-form version of the backstory which has been approved and he is currently fleshing it out. So we hope to have the fleshed out version released shortly, which should give people a much better/clearer idea of what the world we are creating looks like.

I on the other hand have been working on a "fiction" piece that will intertwine with Kevlar's backstory and yet stand on it's own. One of the scientists on the original Station (renamed Orion Station from Alpha Zeta) was keeping a voice to text log of his time on the station as things go from great to deadly. So you'll be able to get a sense of what the atmosphere we are trying to project in the game itself feels like.

Here is a sample paragraph from the logs shortly after the initial animal has escaped and the people onboard the ship are unable to track it.

... So people weren't surprised when a week or so after the initial disappearance that they started hearing footsteps in the vents. Little pitter-patters skittering through the vent systems could be explained. But when people started hearing noises coming from 2 directions, that became a source of confusion. Repeated counts of the remaining animals showed no others had gone missing, and we knew for certain the one that had got away was a male and therefore unable to have been pregnant. It continued to get worse and worse until there were the unmistakable sounds of several animals all moving in a pack.

Keep in mind this is still a work in progress, so there may be alterations, but I think it starts setting the mood for you.

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