Post news RSS Ground Zero Prototype 2 Released

The second public prototype of Ground Zero has been released! Prototype 2?s main showcase is a demonstration of our early constructor toolset. Primary download: Moddb: pending, check profile Mirror: (we are transitioning to a new host and may experience downtime) Constructors can be placed like brushes

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The second public prototype of Ground Zero has been released! Prototype 2?s main showcase is a demonstration of our early constructor toolset.

Primary download: Groundzeromod.net
Moddb: pending, check profile
Mirror: Students.mcad.edu
(we are transitioning to a new host and may experience downtime)

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Constructors can be placed like brushes in the Doom 3 editor, which at runtime then spawn complex groupings of other entities (such as characters, walls, lights, debris, weapons, other props, and even other constructors). These entities can inherit determinate and randomized attributes from their constructor, but function as discrete objects once spawned. Combined with Doom 3?s dynamic capabilities, constructors can be used to generate things as simple as a single wall or randomized items on the floor, to entire cities complete with interactive props and characters.

In this mod, you begin somewhere in the area surrounding Springhill, which is occupied by a hostile force of raiders. Each time the map is loaded, you will find a different city in front of you: the size, appearance, and location of structures; the number, strength, and position of enemy fighters; the composition of barricades and furniture; the possibility and distribution of weapons and ammunition.

Screenshots:
Groundzeromod.net
Groundzeromod.net
Groundzeromod.net
Groundzeromod.net
Groundzeromod.net

MAJOR KNOWN ISSUES: We must warn users that this iteration is incredibly demanding on virtually any hardware. Our graphic assets and environment designs are completely unoptimized, and we have if anything gone overboard to probe the limits of environmental detail. Even with a targeted final release sometime in 2007, there are numerous avenues we are researching to bring performance up to a more playable level without sacrificing much in visual quality. Stay tuned.

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