Welcome to another update article for WAR - and first of all i'd like to thank everyone who's shown support when i decided to put the mod on hiatus, i had basically lost all motivation to work on the mod, but now here we are again, and i got more motivation than ever before. I guess you could just call it an extended break, and that's basically what i needed. Anyway, in case you didn't notice the title, the mod's officially back in development! There's also a lot of cool new stuff to show off, so let's get to that!
#1 - Characters!
Meet Julie Campwell - chief of TSO's investigation team. You'll only really meet her in the TSO headquarters, and in the briefings before missions alongside another character which i won't reveal yet. Here's a really good model that Bruss did for her!
The TSO Agents mentioned in the May progress update were implemented into the mod, with each of them having their unique skills. Agent Six has his trusty Desert Eagle, so he can take down terrorists pretty quickly. Agent Red has a powerful sniper rifle, which obviously means she can snipe enemies from afar, and Agent Tucker has the shotgun which means he's great with close quarters combat. Here's a video of all of them in action! (ignore the voices, they all have the same voice for now)
That's basically it for the characters!
#2 - Weapons
Nothing much happened on the weapons side, except from a new model i've made for the M14, which you can check out here!
#3 - New Features
Admer - one of the programmers for WAR has added a really useful new feature to use in the mod's maps, entity parenting! It basically works pretty similarly to the parenting feature seen in Source Engine games, except with a few more bugs because.. well.. Goldsource. Here's a video of it in action!
Basically what you are seeing here is a model and laser attached to a turret, with breakable moving targets that also have a model attached to it. You couldn't really do things like that with the original HL1 entities, so that's going to be REALLY useful and will probably lead to some cool effects in the mod :D
#4 - Maps!
It wouldn't be a WAR progress update without showing off maps, however here's a bit of a catch. I've started doing blockouts for maps instead of detailing them right away. It'll make doing maps much faster than in the past and more easier to prototype gameplay for the maps. Basically all maps for Mission 2 are done (half are detailed and half are blocked out), and i've started fully working on Mission 3. Here's a few shots of the maps!
As you may have noticed, i've fully remade some existing maps because i just wasn't happy with how they turned out. Hope you like the blockouts though :D
#5 - Colors!
You might've noticed that the ModDB page for the mod is looking a bit different, instead of the usual green it's now cyan! Yup, i thought the green got kinda old and cyan looks better anyway, so i redesigned the ModDB page and the mod's UI to fit the new theme! Here's a picture of how the mod's menu looks like now!
#6 - The End!
That's basically it for now! I hope you liked the stuff i showed off! Right now WAR is far from dead and progress is going faster than ever before. Who knows, maybe the mod will see a release sometime next year? I'm not guaranteeing it though ;)
See you in the next update!