lambda Tuesday, 25 May 2004
Posted by MJCS @ 05/25/2004 16:36:25 | Category: General
Source: VERC
Related: Forgotten
Many of you do not know of this new half-life modification, but it's worthwhile to check it out.

Nearing completion, Forgotten has released some new screen shots and a few videos for your perusal.

Although the mod itself is looking bare, rest assured that it is coming along nicely; and we are expecting a release before August this year. It has been in production since December 30th, 2003; and literally has not stopped chugging along since that date. The media you see, is not essentially the media you will end up with. Secretive?

Just a little..

Visit the website for more information regarding the story, the people and the places you will encounter.
Posted by MJCS @ 05/25/2004 16:22:36 | Category: Half-Life Mods
Source: The Ledgend of Teroldor
I just updated the screenshot page so that it is broken up into sections. Aea has re-joined the team and finished a map already. Awesome possum's "Castles by the Sea" map is done and he's started on his next map, "The Third Age". Tom has a new section of his map or the start of a new map on the way as well. JolleJ has started to make a lava/hell wad for a future map as well as making some of our Elven voices. We have a start on our Orc voices as well. We also have a couple potential new members interested in joining the team.
Posted by MJCS @ 05/25/2004 16:21:27 | Category: Half-Life 2 Mods
Source: Task Force
Another small newspost, but here are some new shots of our ingame menu, which is created by Jay-Attack. Some other screens will follow soon.


Posted by MJCS @ 05/25/2004 16:18:01 | Category: Half-Life 2 Mods
Source: Nuclear Dreams
We have decided to start production.

Now you might think that’s a little too late or a little too early, but I will explain to both points of view.

I chose to keep anything not "concept" related under raps and from being produced, namely 3d models and maps because the lack of a SDK. Why I chose this route was to save time in the long run, and not have to reproduce work that had time invested into it already. With out the SDK, we cant be sure what polygon counts will run properly and make it look good as well. So I chose to wait. That is why we waited.

As I have announced before, we have what we called a "MiniMod." We were going to use it to learn with and gain experience as a team. Well it has progressed from a simple project with no direction, to a story and feel of its own. We will produce it with as much quality we can imbue upon it all the while using it as experience for the full mod, Nuclear Dreams. We have come up with a name and a concept that will be further divulged at a later time, its called "Nuclear Dreams: Uprise," but we like to call it Uprise. We hope you guys will enjoy it, and that it will make you anxious for the full ND.

To further explain, we will start production on Uprise. Its not a big deal that models aren’t the right polygon count or maps aren’t perfect to what Source can support, because we are using it as a starting point. We will polish all the work in Uprise before releasing it of course, but that is why we are starting right now.

On another note, we are looking for a talented and willing Animator who would like to work with some great modelers and skinners. If you are interested, just email me at chapel@nucleardreams.com.

Thank you to everyone, especially my team.
Let's get this party started!
Posted by MJCS @ 05/25/2004 16:17:06 | Category: Half-Life 2 Mods
Source: King Maker
Another update! The screenshots below are of one of Kingmaker's maps made by none other than Bugi! :)




Expect more screenshots/renders in the near future! :D
Posted by MJCS @ 05/25/2004 16:14:59 | Category: Half-Life 2 Mods
Source: Jungle Mist
I'm posting this for Shinobi until we get our members section back online.

Hey guys, here's a quick status update, expect some media mid-june.

We've been working hard to get the Jungle Mist gamepaly design finished. There's been a lot of cleaning and streamlining. I'm happy to say that we're almost done the game design pre-production and can now focus on getting more content done.

We've been restructuring our team to alow for better communication. OCJ is developing a kickasstask managemement system for us to keep everything organized. Finally for those who don't already know, we have a ventrilo voice chat server. You can download Ventrilo at Ventrilo Download. After you have Ventrilo head over to this link to get all the information needed to join in on our server.

We have also recently had 4 new team members join us. They (including myself) are all students at the College of Interactive Arts school of Game Art and Design (www.gamercollege.com). They bring some great skills from across the spectrum to the team. Expect to see some great things from them in the future.

First we have Lee, who is the new character modeller. Lee does every aspect of the characters (Modelling, UVmapping, Normal Mapping, and texturing). Lee has recently decided to take a more involved position on the team so expect to see him around more often. Also send him your comments on the forum about his player models we love feedback. Some of Lee's previous work can be found Here

Azyunomi will be animating Lee's characters as well as giving them emotion through use of HL2's face blending support. He has worked at both mainframe on the show "heavy Gear" and EA as an animator. Look forward to seeing some great work from him in the future.

Elfmaid has just been hired as a texture artist. She brings years of experience to the table in the form of traditional art, skins and textures. One of her character designs was featured in quake 3. We'll probably be working together over the next while getting a world texture pack ready for the JM mappers before the SDK comes out.

Finally we have Wayne, a very talented concept artist. He has some great work as well as some truelly twisted chracter designes.

I would just like to formally welcome these team members. We have a journey ahead of us and I look forward to working with each and every one of you.
lambda Monday, 24 May 2004
Posted by MJCS @ 05/24/2004 21:04:23 | Category: Half-Life 2
Source: OP: CO-IN
Here is the latest media that our talented team has put together:





Our mappers and texture artists are also at work. The render at the bottom right is of the Darlaman Palace in Kabul, Afghanistan created by DelaZ in Hammer and exported to be rendered in 3DS MAX.

We would also like to welcome the following team members who have joined us since our previous update:

Tolchok - Map Models/Textures

Geno - Weapon Textures

Dennis - Vehicle Models

Fiblah - Weapon Models

H3llbound - Map Models

Seth - Model Textures

Pezz - Vehicle Models

NinjaBob - Lead Programmer

With that note, there are only a few positions open with the team:

Level Designers - Must be very experienced and skilled with Hammer.

Vehicle Texture Artist - Talented texture artist to skin our vehicles.

Previous work must be shown and if you are interested, please send an e-mail to: join@opcoin.net

Finally, Operation: CO-IN will be changing its name to: Insurgency. This is basically simplifying the name from Operation: CO-IN (CO-IN meaning 'Counter-Insurgency').

The name change will not go into full affect until we have a new website (again) along with all of our media updated. And once again with the new name and website, will come an even bigger and better update... maybe even better than our last major one.
Posted by MJCS @ 05/24/2004 18:13:23 | Category: General
Related: Project Hull Breach

Julian Young from Project Hull Breach just sent me a new concept art for their upcomming HL2 mod.

Posted by MJCS @ 05/24/2004 16:51:22 | Category: Half-Life Mods
Source: Project Timeless
We took a long time to think about the things, we could make better and change for this release. Actually beta 2.0 is very different and new compared to beta 1.0 in many aspects - so if you thought PT is no fun - give it a try and you may change your mind - beta 2.0 is an all new experience and it's fun!


Beta 2.0 features and changes:

[+] Since we have realized that the game was way too slow it has become much faster now - faster movement and faster weapon switching!

[+] We've implented amazing new visual effects to increase the quality of eplosions and weapon effects

[+] There are amazing new maps and all other maps were tuned or even completely redesigned

[+] New player animations increase the atmosphere

[+] There are 2 new grenades: EMP and napalm and a redesigned razor model

[+] Added a powerful movement-sensor

[+] Added a round display that shows up the current sub-round

[+] The score-system is more understandable now

[+] There are many other new things you'll discover while playing beta 2.0

Beta 2.0 Screenshots:













Beta 2.0 could be the last full release but depending on the success and community feedback we may continue our work on PT and release further updates and stuff.
We are searching File - and Gameserver Hoster for Project Timeless Beta 2.0.
If you are interested plz send a Mail to recoilmaster@project-timeless.de