lambda Monday, 25 July 2005
Posted by MJCS @ 07/25/2005 08:44:53 | Category: Site News
Well there actually has been. I just have not been keeping up with posting it. Regular news posting will start later tonight. Sorry for the delay. Expect to see an interview in a few weeks as well.

Cya.
lambda Sunday, 24 July 2005
Posted by Squall @ 07/24/2005 09:58:19 | Category: Valve
Source: VALVe
Play-testing Day of Defeat: Source has taken over the Valve offices. We're expecting DoD fans and new players alike to have a blast with the game when it's released later this summer. Polishing work is being done right now on the player animations, as well as lighting work on the various maps. Current favorite features include the new grenade stun effect, and the ability to deploy the machine gun on any surface.

Those who are familiar with the game will recognize the area in the two screenshots below from the map "Donner".



In other news, HL2: Lost Coast (the upcoming free Half-Life 2 map for Half-Life 2 owners which showcases HDR rendering technology) is nearing completion and will be released soon on Steam. We're going to include a bit of extra content with Lost Coast, which we haven't mentioned yet... watch this space for details.

lambda Monday, 18 July 2005
Posted by MJCS @ 07/18/2005 09:05:50 | Category: Hosted Site
Source: No More Room in Hell
As a zombie mod "No More Room in Hell" needs zombies. Fair enough, I suppose that goes without saying. But where exactly do the ideas for these zombies come from? Let us take a moment to delve deeper to the source... concept artwork. In our case these zombie character concepts are crafted through the dark inspirations of our team's artist, ReK0. It is from his imagination and by his artistic skills that the first ranks of zombies have been designed and are even now being formed by our Modeling Department.

Although a new member to our team, ReK0 has already proven to be a skilled artist, taking over the place of our first concept artist, SickJoe. In only a short span of time ReK0 has provided us with several character concepts and more on the way. Here are ReK0's finished works for the mod so far:


So be sure to visit ReK0's released artwork in his Concept Artwork section of the website and come back from time to time to check for new updates.
lambda Sunday, 17 July 2005
Posted by Squall @ 07/17/2005 23:30:11 | Category: Half-Life 2
Source: Half-Life 2 Max Tools
This tool set is to help make your compile process to Half-Life 2 much faster and more efficient. There are currently two applications in this tool set. One to compile your .qc file . The other is to parse a directory you specify for .tga(s) then compile them to Half-Life 2 formats, assuming your mod paths are set up correctly for vtex.exe. This utility sets the shader mode to VertexlitGeneric. This tool also includes INI support, so it will save all your settings and paths. Making the program very fast to use after initial setup.
lambda Saturday, 16 July 2005
Posted by MJCS @ 07/16/2005 11:48:02 | Category: Half-Life 2 Modification
Source: BRAWL
First off I must say thanks to Simps for his hard work and dedication to Brawl. The other key staff are important but Simps emailed me this model and this is another screen-shot of the same model and I just had to show everyone.

In other news Perin is finished with the Bar map and we will show new shots soon. Opi is coding his heart out and he will update the news soon!

Visit the forums and chat with the other Brawl fans!
Posted by MJCS @ 07/16/2005 11:44:45 | Category: Half-Life 2 Modification
Source: Badge of Blood
The Badge of Blood team is currently looking for the following:

3D Artists
Familiarity with using Hi Res models to generate normal maps a plus. Familiarity with the Source Engine export pipeline also a plus. We prefer Softimage XSI or 3D Studio Max users. Maya is also acceptable.

Programmers/Scriptors
Strong working knowledge of C++ and the Source SDK required.

Texture Artists
Looking for 2D texture artists for modeling and mapping. Understanding of the Source Material system a must.

Mappers
Strong mapping skills with a solid grasp on the concepts of playability, performance, and the ability to generate interesting visuals and content a must.

Anyone interested must also meet the following requirements:
  1. Be old enough to sign a legally binding NDA in the United States. (18 years old)

  2. Be mature, good natured, easy to work with, and able to accept honest and open constructive criticism with an open mind and a positive attitude. Absolutely no Prima Donnas need apply.

  3. Must include a portfolio of previous work, or an application project based on the material we've published in our Development Forums.


Send all inquiries to MonkeyLord@badgeofblood.com

Thanks a bunch, and we look forward to hearing from you!
Posted by MJCS @ 07/16/2005 11:42:04 | Category: Half-Life 2 Modification
Source: Dino Instinct
Mdogger just joined our team agreeing to help us model out some dinos, while we wait for him to push out some content for us, you guys can check out this little bit of high poly eye candy.

No that won't be in the game, the models were for a small CG project of his, but with this under his belt I can't wait to see what he will pull out for us!

With that in mind our priority positions open are mainly for sound engineers, you will be mostly dealing with dinosaur sounds, like foot stomps and roars and the such. If you would like to apply goto the link below and show us some of the work you have done in the past.

Apply Here!

Also all other postions are still open, if you have some talent with game design and like to share then click on that link and show us what you can do!
Posted by MJCS @ 07/16/2005 11:40:22 | Category: Half-Life 2 Modification
Source: Dragonball Source
In todays update we are showing off a couple of the early work in progress screenshots of "West City", mapped by Gundy. besies the two images below, Gundy has posted an additional three screenshots over at the West City WIP forum thread. So head over there, check out the images, give us your crits and comments, and then stick around to see the on going progress of this huge map.


Think you can do better than this? Then why not apply for the position of "Mapper" for Dragonball Source? Either click the "Join our Staff" link over on your right, or post some of your previous work up on our forum. You never know, we might just take you on as a staff member.
Posted by MJCS @ 07/16/2005 11:39:16 | Category: Half-Life 2 Modification
Source: Shadows of Winter
Now that summer is in full swing, our team brings forth more material to remind us that the biting cold of winter is never too far away. This time around; we'd like to present another set of armour fresh from Sir Phoenixx's forge. The heavier, more protective suit of Medium Armour is available in many variations. Click on the links below to see a more detailed view of a Kardrak soldier regaled in this protective gear and the other variations encountered throughout TLP:SoW. For more information pertaining to these and other Arms & Armour, visit our Equipment section.

Suits of armour aren't the only protective equipment within TLP:SoW. We also present another shield characters may employ to defend themselves with. The Round Shield; hardier than the Buckler, is the favoured shield for infantry and cavalry alike and many soldiers have emblazoned heraldic decorations upon its face. By utilizing the "boss" situated within the shield's center, combatants gain a better sense of control over maneuvering it into harm's way.

Rounding out our arsenal of melee weaponry, we proudly display the horsemans' bane: the Pike. The largest and slowest weapon available to combatants, the Pike also possesses the longest range of all melee-based weapons. Though absolutely detrimental to those mounted atop steeds, infantry and archers may find wielders of this weapon easier to dispatch. On the other hand; A combined effort of skilled soldiers using shields in a front-row and Pikes in a rear-row have been known to halt the most ferocious of advances. Click on the image below for a closer view of this polearm or visit our Equipment section for more details.

Lastly, many have inquired about the status of our maps and, with the assembly of our very talented crew of Mappers/World Builders, we will be releasing imagery very soon!
Our recent additons to the team; Bismarck and CoKie, have combined their efforts with TheKeyci to produce some truly impressive marvels. We're currently putting some additional touches on these levels to make them more presentable to the public and look forward to unveiling them in the coming weeks.

We'd also like add one final note: Our team is always looking for skilled and dedicated contributors to help bring this project to life and if you feel you'd be an asset please drop us a line.
Posted by MJCS @ 07/16/2005 11:28:30 | Category: Steam
Source: Steam
This coming Monday, July 18th, one of the winners of the "Win a Trip to Valve" contest will be arriving here at our offices. Lawrence S. Burstein PhD, of Ft. Lauderdale, Florida purchased the "Gold" edition of Half-Life 2 during the contest timeframe and was our first winner.

In other news, we're always on the lookout for new and interesting mods which use the Source engine. Here's the latest batch which have caught our eye:
Insurgency Hostile Planet Badge of Blood MINERVA Hull Breach

Also, we've launched a new webpage for tournaments, where organizers can submit a tournament registration request for their event to be posted on the Valve Tournament Calendar. If you're looking to compete, spectate, or host an event, check it out.