Source: Dulce Et Decorum
'Ello and sorry to keep you all waiting,Without further adiu, here's the media release:Tune in next weekend for another media release!
Source: Stargate: The Last Stand
Welcome To The New Look Stargate:The Last Stand Website. Hope you find the new site easier to navigate with its even simpler interface. Do not despair, you do not need to re-register, nor re-enter any profile details. Please post your comments in the forum! So, I havent fed you in quite a while so im sure your ravenous for food. So here, as promised, your media!Please Take Notice That Many Of These Are Work In Progress. Coming Friday Feature (11.06.05): Stargate Command
Source: The Snarkpit
It's time for our yearly mapping competition, and it's our first for the Source engine! So fire up your copy of Steam and make sure those displacement-surface and smoothing group skills are up to scratch. Aim: Simply make something "unreal": a place or situation that you simply wouldn't ever find yourself fighting over if World War 3 were ever to come around. Think "surreal" or "abstract" or "mind-bending" though, rather than just "futuristic" or "unlikely." Something out of the depths of your warped mind or dreams, or inspired by a work of art, or perhaps just how you picture a particularly strange or grand scene in a fantasy/sci-fi book. We're NOT looking for more Combine bases or warehouses or embattled towns, or killboxes with purple lights, or anything else resembling anything in Half-Life 2 or in real life (past, present or possible future, unless heavily distorted). Ideas: The map doesn't necessarily have to be surreal: if you don't feel like a map-making god or don't have access to loads of custom textures, try creating a miniature (or macroture) Rats! style level (though try to base them around/inside objects, rather than rooms in your house!). You could try making a fantasy setting (e.g. DM Avalon) or a crazy space setting (e.g. DM Tribute) or a dream-world setting (e.g. Max Payne dream sequences). Just make something crazy that isn't very realistic, but yet is still a playable deathmatch level; if you're unsure, ask in our forums. The size of the map doesn't matter, but you should aim to make it be fun for 8+ players. Judging: Graphical and gameplay aspects of the map will be judged, along with how original and exciting the theme is. As ever, there will also be a 'popular' vote where the peons of this website pick their favourite.Prizes: Prizes are yet to be announced, but at the very least there will a new console/PC game for the winner. The best maps will also go onto permanent rotation on our HL2DM server.Deadline: All submissions must be in by 23:59 GMT on Sunday 14th August 2005. You've got plenty of time, so the deadline is strict.Rules:
- You can base your level off concept art or sculptures if you wish, but reproductions of film scenes or other peoples maps or other games aren't allowed.
- Custom textures, models, skyboxes etc. are allowed.
- You are allowed to enter up to 2 levels.
- Maps must be playable HL2 deathmatch levels, and be fully compiled with no (obvious) errors.
- Maps must be be submitted in a .ZIP or .RAR file with a readme, and should be listed in your profile by the deadline.
- The editor's decision (i.e. Leperous') is final.
Source: The Survivors
Well, as you can see, we have removed the old site and replaced it with the new one. There are a lot of things going on, so let's get started: I went ahead and removed a lot of the previous news posts, as they were old, uneeded, and they were cluttering the page. Not to mension affecting loading times. So consider them gone. I hope you are all enjoying the new frontpage, as I already am. The logo was created by myself this weekend, and it'll be on the newest media that we'll be releasing very soon. I hope all of the things regarding the site will help in acheiving a stronger feeling of what our mod's about.I'd like to welcome a new member to the mod team. He'd prefer to go by the name Headshot and he'll be doing some more weapon modelling, I've seen some of his previous work, and I'm looking forward to seeing what he'll be doing in the future, and I hope he likes it here with the rest of the team. When it comes to Lt.Hinkle, is also currently working on getting the Winchester rifle done, I will do my best to get some WIP shots ASAP. But with great payoffs, comes great work.I'm also very happy to announce, we've successfully anchored a new IRC channel, and logically.. it's called #TheSurvivors. So boot up mIRC and come chat with the dev. team. #TheSurvivors on QuakeNet! - Start chatting now
Source: Resident Evil: To Serve and Protect
About a week ago I came up with the following proposal.We formed RETSP after seeing the failures of the communities we had all been parts of. Resident Evil: The Escape, Resident Evil: Shadows of Fire, etcetera. Over the course of our life we succeeded in accomplishing what none of the others had been capable of doing. We released a playable build. Though this was a forced reaction it was certainly a proud time for us. Regardless of the mixed reviews we had triumphed over adversity and released something with what we had. Resident Evil mods are notoriously passed over for their short life spans and yet we had managed a release larger than I had ever anticipated for alpha 1.1.When we were screwed over by Temp we banded together in a way I hadn't ever seen the team do. In two weeks we accomplished more than we had in the prior two months. What I'm proposing is that we all band together once more and put aside our differences for not just one final release but something we could be proud to label Resident Evil: To Serve and Protect. Something that we could be proud of. Not a failed project that died because the team fell into bad terms. Rather a team that had completed what they set out to do and went their separate ways as not only friends but comrades in the fight to accomplish what has been long thought to be impossible. I know we've all had our differences and I'm not asking you to forgive myself, or anyone else that has angered you in the past. I'm merely asking that we put this aside to do what we all committed to doing a year ago.This would be called "Resident Evil: To Serve and Protect FINAL". My plan for this is to go through our list of team members and anyone from the community who has sought to give work in the past and to draw everyone, past and present together to finalize a more solid version of RETSP. Once this was completed we could all go our separate ways triumphant and the RETSP boards would be turned into a tech support for the mod and a community as it had been in the past. The SP story would be converted into a Machinima project.The basis for this version would be from the original alpha 1.2 outline but would include everything that anyone and everyone from the community would want to contribute. From here, we could expand upon this based upon who we had for each job. I realize that many of you have moved on to Aberrant Haven but I also have been informed that work isn't going to seriously begin until after the road trip between Andrew, Daniel, and Perry.I think we should gather together who we can find and release everything in around a months time so that we can finally close the doors on the project the way it should have been.I am capable of building a new team but I really feel that we should combine once more not only for the project but ourselves. We all used to be friends. Don't let this end as a failure. It doesn't have to be. If you won't do this because you hate me, think about the overwhelming majority that voted for one final release on the old boards. Think about MaXeR who still continues to model for the project to this day. Think about Morrath who put endless hours into the code. Think about yourselves and every ounce of energy you put into this project to see it succeed. Let's not make the last year for nothing.At this point we have the following people signed up to work on this final version of RETSP.The forums will be up in a bit as well. It seems we may have had a corrupted backup so these may be new forums. We're still trying to find a way to work around this.
- Chaossaber314
- Menome
- Kennedyisazombie
- SethWalker
- Fiskedusen
- Civilian Soldier
- Termin8tor
- Gleeful
- MaskedBloke
- Enix
- SSG H
- Lt. Kelly
- Rayne
Source: No More Room in Hell
Over the past month we have added new members to our team, so without further ado I would like to officially welcome our new skinner/modeler, Leonard 'NecroGorian' Thuresson, our new mapper, Jason 'Generalvivi' Mojica, and our new voice actor, Chris 'Captain Munky' Adams.NecroGorian, who has yet to employ his skills in a mainstream mod, joined our team with the intention of providing "No More Room in Hell" with the high-quality textures that people have come to expect from us. Thanks to the hard work our modelers we have been building up a large collection of models that we have yet to show the public, but now through NecroGorian's efforts these models will be skinned and made ready for our mappers, which in turn will be shown in new screenshots to the public. To give you an idea, here are some samples of NecroGorian's past work:As always we are interested in increasing the number of maps that we have in-progress, and to date we have always had more level designs on the drawing board than mappers to bring them to life. With the help of Generalvivi though, we can now increase the pace at which we are creating those maps and new ones. Here are some sample screenshots of maps Generalvivi created: Last, but certainly not least, there is Captain Munky. With already two experienced voice actors in the team we still felt it is essential to have a wider variety of voice talent, not only for player dialog, but for all the NPCs that players will meet along the way. In respect to his talents, Captain Munky has worked on several mod projects in the past, including:
- Insurrection (Half-Life 2 Mod)
- Hold-Out (Half-Life 2 Mod)
- Radigun Silverant ("Radiant Silvergun" parody)
- Ys 4 (English remake)
Source: Jungle Mist
We finally have something to show you guys. Here is a map that Chuckybob has been working on to replicate Machu Picchu.The map is just replicating a side of the cliff face and it has a nice urban jungle atmosphere which I am excited to have some good competition in. It’s going to be a fun push map with one team starting at the top and another team starting at the bottom having to take the mountain. This map should create a good team setting. It is looking pretty neat and the plant models are from shiroko's map cs_jungle until whuh? finishes his work to replace them. This map is still being worked on, we just wanted to give you an idea of what some maps will look like. Also welcome Meltdown to the team as a skinner/mesher. He has already started on several models and I will update you with his progress as he goes. Ganj is enjoying his time in Italy and Shinobi is somewhere off in Europe. I personally cannot wait till their return. I hope everyone is still doing well. Peace.
Source: Insects Infestation
It's been awhile, we know, and the mod is not dead. Well belive it or not but we've got an alpha out which the team is playing with at the moment. Altho we've got a fork in the road here: As it is right now we've got the coding department itching for more models to put in the game. We've got models and modellers, but before we can put those in-game *someone* has to skin and animate them. So if you know how to animate or skin 3d models then either reply to this message or you can send an e-mail to die_fox@hotmail.com. With you'r application you should add your real name, age, how long you've been skinning/animating. Also a preview of you'r previous work would be great :)
Source: BRAWL
To get to the first "ALPHA" we need you. Yes you! We need help in the following areas:Please if you have Half-Life and Half-Life2 modding skills and or talent and have the time to help please join the forums or email us @ jobs (at) bluewolf72.com
- Sound Technician
- Modeling
- animating
- help with player models
- getting models ready (mdl)
- Coding
- Helping Opi who is our lead coder
Source: The Specialists
As Schmung mentioned, the new site allows for easy news and media posting. So I am pleased to present a little taste of what is to come in 2.2 (and just a couple of cool looking screens). Pay special attention to the media of the two new maps ts_antrodome by Stratesiz, and ts_wyndam by Lois_Must_Die. They both look fantastic. Thanks go to Stratesiz for most of the great pics and media formating.
Monday, 06 June 2005