Tour of Duty is a realistic team play mod for Halflife by Valve Software. The game is set at the height of the Vietnam war, between 1967 and 1973 allowing you to relive the conflict fighting either for the United States Marine Corp (USMC) or the Viet Cong (VC)/North Vietnamese Army (NVA). The mod features realistic weapons of the period, and a number of gameplay styles including control point capture, demolition or bombing missions, capture the flag/radio/codemachine and escape and evasion are the currently coded styles. We are also planning on adding rescue missions, where you'll rescue a general or famous figure. We've added support for some vehicles that players can ride into the action in, with guns 'ablazing', right now, we have a huey that players ride to the bomb target zone, and have plans for PT boats in future levels.
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My Suggestions | Locked | |
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Mar 14 2006 Anchor | ||
1) Fix the defusal bomb I don't know if you like all of my suggestions or will add any but I want to atleast express my suggestions so I can atleast say I helped, or tried to help :p Edited by: PistolMonkey |
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Mar 14 2006 Anchor | ||
ya this is exactly the kind of thing I want to know, i want to know peoples suggestions for additions, fixes, and if there are any bugs, in version 1.2.1 or 1.3 |
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Mar 14 2006 Anchor | ||
1) Choice of crosshair. Edited by (in order): Whirled_Peas, Whirled_Peas, Whirled_Peas |
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Mar 14 2006 Anchor | ||
6) *Chopper bugs are from 1.2 so ignore them. 8. Get rid of some of the maps like queson, poorly made, and small. Edited by (in order): Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas |
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Mar 15 2006 Anchor | ||
Bring back the fog. Steam wont render it properly |
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Mar 16 2006 Anchor | ||
those are some very good ideas guys, keep up with this so i can get a good list going. I have a good list of things I would like to see and a plan of course i would like to take to do it, I might have a few people willing to help already, so keep up the support and bring back the community and it will happen |
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Mar 16 2006 Anchor | ||
Or even better! let the player a choose what crosshair they should use! |
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Mar 16 2006 Anchor | ||
Quesan was an amazing map, don't get rid of it :-/ Also fix the tripwire bug where you can defuse it through walls or the floor :p As long as your in a small distance of the mine you can defuse it, even if its on the other side of the wall. 10) Officer controlled air/artillery strikes, for larger maps. This is half life, not battle field. Those 2 suggestions wouldn't be that good on ToD or the Half Life engine, I'm definately against the artillery strike, and vehicals are always tricky on the hl1 engine. Most of your suggestions would be a major struggle for the HL1 engine, they may look and sound good but I don't know if anything of that nature has been pulled off successfully on the HL1 Engine. 1.) Maybe left and right handed models? cl_righthand 0/1 Edited by: PistolMonkey |
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Mar 16 2006 Anchor | ||
Not khesan, that map is cool and should be kept. Queson. They can at least fix the bunkers in the Marine spawn. They are too low and only have doors. The surrounding sandbags do not provide significant fortification either. The mine fields are to close to everthing else. The tunnel system should be longer, lighted with lanterns occasionally, and more intricate.It should just be more spread out. The bunker where the ammo is kept at khesan is better. It slopes downward and has a canopy over top, perfect place for mgs and grenadiers. |
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Mar 16 2006 Anchor | ||
Meh, that map makes for some fun matches though. You'd probably like cp_industrial or cp_jungle the most. Those are pretty big maps. As well as bravo and village. |
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Mar 17 2006 Anchor | ||
I like khesan and lz the best I think. |
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Mar 17 2006 Anchor | ||
There are a lot of good suggestions here. I dont know what all were going to get into HL1 if we do it. Some smaller fixes should be easy, all new weapons and players would be harder. But a nice makeover would help, some map fixes and some coding fixes/additions shouldnt be bad. But if we go with HL2 version as well I can get a group of guys working on HL1 makeover well I get all the HL2 stuff situated. There is a lot of stuff that needs to be done first, I have so many ideas through my head for it and how I want to get it going that it will take awhile, that should give a few guys maybe 2 or 3 months to get a version out for HL1 see what needs to be touched up and release another patch. I dont think there will be any changes significant enough to warrant a Beta 2. But we might just for the sake of it being a lot of new team members. I have already found a modeler willing to help out, but he mainly does vehicles and map props. But i havent looked for any staff yet at all. So keep posting ideas and suggestions and here in a few days Ill try to compile it down to a nice organized list and figure out easy medium and hard stuff and see what would be managable. But no matter what happens a website would be one of the first things we would need. But anyways keep giving ideas and try to get more community in here if you can. Ive mainly seen only the same 3 people here. It would be nice to get atleast 10 people and start growing from there. |
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Mar 17 2006 Anchor | ||
I'm always talking to ratm, they are pretty active on their own fourms. Ratm.fragism.com |
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Mar 19 2006 Anchor | ||
I know once we release and start doing media releases that people will get attracted to the mod. Im looking for the community that the game already has, I know a few of the ratm members, havent talked to them in a year. But if you can get them using this forums as well. |
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