We apologize for being so quiet with our news over the past week or so – especially since so many amazing things have happened this week! But enough small talk, let’s get right down to it. Oh, and check the end of the news post for an update on our release!
The Contest / Podcast 17 Interview
This past Sunday, some of the key players of the Mod Fidelity team were interviewed on Podcast 17! We talked a bit about the upcoming release, reveal one of the cool little Easter Eggs we put into the mod, talk about an upcoming teamplay gamemode, and then reveal the contest winners of our Episode Two contest!
The winners are as follows:
- Ghost. Passive and Active. Increase suits transparency by 6.6…66%. Player will also gain ability to completely “ghost” any attack (attacks that might hit the play will deal no damage). Players also gains active module while allows them to walk through any prop for 0.5…5 seconds. Suggested by Aleixo Teixeira.
- Headcrab Cannister. Active. Teleport in a headcrab canister containing 1…5 masterless headcrabs which are levels 1…10. Headcrabs will hate the first enemy they see more than anyone else. Suggested by Arkadiusz Gryska.
- Slo-Mo. Active. Create a large slow-motion field which affects all enemies and projectiles within range for 5 seconds. Speed is reduced by 5…75%. Suggested by Trym Horgen.
These modules will be introduced (in order) in subsequent updates while we start development on version 1.8! We’re very excited that these ideas were chosen by you, the community. There’s lots of suggestions that came in and we may also be looking at these for future implementation.
The Player of the Week
As much as we can, we will be selecting a new player of the week for our Steam Community Group. This player will be chosen from how awesome they were being in server. Being made of awesome means that you help out other players when they need it and you are just generally a fantastic person.
Our admins and development team will be keeping an eye out for the player of week – so be sure to always be helpful to new players and as we say in Nerdfighteria: DFTBA! (Don’t forget to be awesome!)
We will be conducting an interview with each of our PotW – our first interview is with one of the coolest Modular Combat players, Xane. She gives some insight into you can see in the coming version – so be sure to give this a listen!
The Preview Video
We’ve been trying to put together a preview video for Modular Combat every since our last release…this video you’re about to see below is the culmination of many different discussions and actual shoots. We learned how to use all the appropriate tools for Source Demo Smoothing and some extra stuff for post-processing. BoSS’s voice comes from the fabulous Beth Anne Fischer, we hope you enjoy the video (now in HD Quality)!
The Server Files
We at Mod Fidelity have always been working right up to the last moment – and version v1.75 will be no different. We do, however, have an unprecedented move (at least, for us) – we will be releasing our server files early!
Within the next 24 hours, we will be releasing our server files to the public, and then will make ourselves available for any kind of support that the server admins need to setup a server. We would also love for you to check out our two new articles on how to customize a Modular Combat server, and how to set up a map for it! Check these out here:
Stay tunes here for the latest news updates! We are so very, very close to the release! Oh, and we have a module for that.
Mod Fidelity
(Special thanks to the Overgrowth team and Iiro Jäppinen for providing these nice icons!)
First.
Also, I slurred so many words in the Player of the Week interview. Wow.
I didn't notice, it was really well done I'm very impressed!
That Slo-Mo module sounds like it would be difficult to implement. Not the slowdown of the players and physics objects - I believe there was a slomo field in the Citadel section of Half-Life 2 - but rather of projectiles and timed objects like grenades.
Then again, just because I've never seen it done doesn't mean the Source engine isn't capable of doing it. Either way, when you guys eventually do put it in I'll probably gape at it for several seconds.
theres a time grenade in garry's mod that does pretty much the same thing
I'm sure its possible. I'm also sure its probably the hardest to implement module we've had to date. I do like a challenge!
Mod Combat is for sure the only mod based on Half-Life 2 Death match I will ever bother playing, you guys are really superior on community interaction.
Looking good guys! Argh I can't wait to play it :)
its been 24 hours, server files?
@Cyber_Spaced
You don't have patience?
WE'VE GOT A MODULE FOR THAT.
Can't wait for this to be on here, I already played on one last summer, but I hope more come out :D!