lambda Thursday, 22 September 2005
Posted by chief_phillips @ 09/22/2005 14:58:01 | Category: Half-Life 2 Modification
Source: Sands of War

Due to some site difficulties (which have now been resolved), the Sands of War team hasn't been able to show us this media, but has kept it warm in the oven for us to be shown today. Since they are inching ever closer to the first public release of Sands of War 2, they've started showing the in-game media. Firstly, showing the effects of a flash bang grenade, and the effect of the smoke grenade:


Secondly, we see an early implementation of Night Vision and Infrared Goggles:


Lastly, you can see the Real-Time Strategy element that will be implemented in later versions of SoW2, first showing an Armory, Power Plant, and Gun Turret:


For more information on the impending release, as well as information on the upcoming SoW 1.6 (for Half-Life) release, please visit the Sands of War web site.
Posted by chief_phillips @ 09/22/2005 10:36:11 | Category: Half-Life 2 Modification
Source: modDB
Related: Realms of Valhallon

It's not often you see professionally established companies building Half-Life 2 modifications, but Ruccus Productions (based out of Los Angeles) is doing just that. Until now, production has been kept quiet from the public, but our friends at modDB had a chance to break open the case, and have a talk with Jacobo, the projects lead designer, and his team. Here's a bit of what they had to say:

modDB: How varied will these scenarios be? Can you give any examples?

JJ: Each scenario will provide a different type of battle, and we have taken strong measures to include the major combat experiences a soldier would face in an ancient/medieval world. In the assault model for example, there is an invading force that spawns from a single location (usually on the opposite side of the map of their final objective). This force can respawn at that same point quickly for the entirety of the battle, but the number of reinforcements that they have available is a server-set variable. The defending team can spawn 1-2 players at each position (for example a watchtower on certain maps), but the remaining force and every player thenceforth spawns from their reinforcement spawn at the far end of the map. While this defending force has infinite reinforcements, the rate at which they may respawn depends on how far the invading force has advanced across the map.

We are deliberately avoiding entirely balanced battles, which is in our opinion a formula for boring gameplay, and are trying to place an equal focus on team goals as well as personal score, something that is lacking from most other online action games.

You can check out the entire in-depth interview here, as well as a few concept images, and even a soundtrack preview! You can also check out the official Realms of Valhallon web site for further information.
lambda Tuesday, 20 September 2005
Posted by chief_phillips @ 09/20/2005 14:10:21 | Category: Day of Defeat: Source
Source: DoD-Infos.com

BLU-82 from DoDInfos.com had the opportunity to sit down with John Morello of the Day of Defeat: Source development team, and discuss the project. Here's a snippit of what they had to talk about:

BLU-82: With the new engine and all these changes to DOD: Source since the very first BETA, do you think the game-plays still comparable to 1.3?

John Morello: We always try and push DoD forward and evolve the experience. However, if we completely changed the gameplay, it just wouldn't be DoD anymore.

You can view the entire article here.
Posted by chief_phillips @ 09/20/2005 13:53:47 | Category: Half-Life 2 Modification
Source: Resistance & Liberation

Eaglesman from the Resistance & Liberation modification has sent us word of the first of their planned updates. Firstly, a screen shot of the GUI (Graphical User Interface) of the player's loadout, and as well as a new screen shot of St. Mere Eglise.


Eaglesman would also like to extend his welcome to Daniel Minns as the new RnL webmaster, and Ricky Williams as the latest addition to the level design department. So stop by http://www.resistanceandliberation.com/ and check out their new media section, and stop by their forums to say hello!
lambda Monday, 19 September 2005
Posted by chief_phillips @ 09/19/2005 19:58:55 | Category: Site News
Hello everyone, I would like to take this time to introduce myself. My name is John "Chief" Phillips, I'm the newest addition to the Half-Life Gaming.com staff as a news poster, content writer, and forum administrator.

However, I am only one cog in the machine, we still do need some staff members to finish up the roster. We're currently looking for people who are interested in, and are capable of the following tasks:

  • Creative Writer

  • Forum Administrator

  • Content Writer

  • Interviewer

If you possess one (or more) of these talents, you can e-mail the site administrator MJCS-gTFC-. Please have examples of previous writings you have done if you have them readily available, and be sure to include any comments or questions you may have.

Lastly, I'd like to point out that we do in fact have Forums, and they're a great place to discuss Half-Life 1 and 2, modifications, post recruitment messages, or just talk about the Sunday game, or that ingrown finger nail you're trying to get rid of (but... do try and refrain from the latter of the example topics ;)).

I look forward to bringing the best that Half-Life & Half-Life 2 has to offer you!
Posted by JMR @ 09/19/2005 19:50:03 | Category: Half-Life 2 Modification
Source: Chicago Times

From the creator of Night At The Office comes Chicago Times...
As Leroy O'Reilly, you begin at the end of your journey; sitting in your cell on death row you have just finished your final meal and you're being escorted to the electric chair.

While making your way there you wonder exactly what is going to happen once you die and ultimately if you deserve death for the wrongdoings of your life.

Moments later you're strapped into the seat by the guards and the switch is flipped. Thousands of volts pass through your body, ending your life. Then suddenly you seamlessly re-awaken where it all started; your recruitment into the Chicago mafia scene...
Posted by MJCS @ 09/19/2005 17:20:49 | Category: Steam
Source: Steam
Related: Rag Doll Kung Fu
Rag Doll Kung Fu Available Via Steam October 12th

Rag Doll Kung Fu, a wildly entertaining new game from designer Mark Healey, will be made available to gamers everywhere on October 12, 2005 via Steam.

Featuring a wide collection of single and multiplayer games, either online or with multiple mice, Rag Doll Kung Fu provides players with one of the most creative and unique game experiences delivered in years. Additionally, between game rounds, the challenges of an aspiring Kung Fu master are revealed via outlandish cut scenes inspired by classic Kung Fu cinema.

The game is the brainchild of artist and designer Mark Healey (who moonlights as a lead artist at Lionhead Entertainment). During last year’s Game Developer Conference, Healey presented Rag Doll to industry colleagues. Immediately after this presentation, several Valve employees invited Healey to visit Valve and discuss Steam distribution of Rag Doll Kung Fu.

"Rag Doll was originally just an idea for me and some friends to have some fun making an old style Kung Fu movie," said Healey. "It's amazing to think that a tongue in cheek film project has now evolved into a full game being distributed via Steam. I hope everyone enjoys it as much as my friends and I enjoyed making it."

Steam offers developers and publishers a direct distribution channel to over 5.5 million customers. Rag Doll Kung Fu will be made available for purchase via Steam on October 12, 2005 for $12.95. For more information on Steam, please visit www.steampowered. For more information on Rag Doll Kung Fu, please visit http://www.ragdollkungfu.com.
lambda Saturday, 17 September 2005
Posted by MJCS @ 09/17/2005 22:00:47 | Category: Hosted Site
Source: Borg Wars
Staff

Over the last month or so, the mod has been blessed with receiving many new and talented team members in almost every area of the team. The new staff members are grouped into their respective departments which now have more Trek-like names
Artificial Intelligence Systems, Cartography Department, Evaluation & Approval, Lead Management, Master Sound Department, Medical Facility, Music Audio Department, Production Facility, Programming Department, Public Relations Department, Voice Audio Department

For more information regarding the new staff members and employment opportunities, please check out the update staff page here


Website Updates


The backend of the website has recently been updated and you should see an increase of speed going in-between pages. Also pages that had little or no content as well as pages that were out of date like the staff page were updated.


New Maps


The mapping department has been working overtime lately and pulling a few all-nighters to produce theses levels. Here we have some screenshots of the corridor from the Prometheus. These corridors have been polished and textured up by ZedeX. Also included bellow are before and after photos of the crew quarters. You can see how a little bit of texturing can mean a world of difference. Also shown is a Work in Progress of the Holodeck. ZedeX has been creating many textures that have already been applied to the following maps. You can see them below.






Modeling


FoxgirlJade is still at it creating models. If you remember in our last two updates we presented to you the Plasma Dragon. This weapon is only one of a series of weapons that she is creating. These ultra high-resolution models are just a beauty to look at. On the next update we will have more images for you. In the mean time we have the following items to showcase: A WIP Tricorder, a 3d shot of our logo, and a un-skinned chair from the bridge


Concept & Storyline


Much has happened with the story line in the last few weeks alone. We currently have CH 00, 01, and are working on 02 and 03. We are also proud to announce some new conceptual artwork from our wonderful new concept artist Uru. Below we have a sketch of the Type-3 Phaser:

On behalf of the Borg Wars Development team, I thank you and hope to give you another update soon. In the mean time, please sign up on our message boards to stay up-to-date with what is going on. Thank you.
Posted by MJCS @ 09/17/2005 16:28:31 | Category: Steam
Source: Steam
Day of Defeat: Source, the latest version of Valve’s popular WWII online action game, is available now for pre-load and pre-purchase. Day of Defeat: Source leverages the Source engine's advanced features such as high-dynamic range lighting, advanced graphics, and realistic physics simulation.

Anyone may pre-load the game free of charge and decide to purchase at any time. Those who pre-purchase the game before it is release will save 10%. To pre-load, pre-purchase or just find out more, please visit www.steampowered.com.
Posted by MJCS @ 09/17/2005 16:28:05 | Category: Half-Life 2 Modification
Source: Fortress Forever
Things have been movin' along smoothly with nary the time for us to acknowledge our adoring public -- and yet here we are with a fresh installment of paparazzi intrusions into our inner sanctum.

Defrag, a consummate professional (and lovable anal retentive crackhead), had some trouble parting with these images of his version of Push, but thanks to someone breaking into his mansion and pulling a "Pam and Tommy Lee sex tape"-esque robbery we finally got him to show some skin:

As is often the case with fickle stars covetous of the limelight, decs leaked word of his lascivious encounter with sev to E! (who promptly did a tasteful 2 hour special):

Sooner renounce his Scientologist faith than be outdone, Fooley_Cooley struck with his so-called "nuke-u-lar option" and eschewed even skin:

As always, folks, there's a whole cornucopia of clandestine tabloid shots in our bustling media section -- including the two previously exclusive scout poses from the HL Fallout interview. Also, look for dev. journal activity in the coming days as Schtoofa returns from his east-coast jaunt.