lambda Wednesday, 20 April 2005
Posted by MJCS @ 04/20/2005 09:58:12 | Category: Half-Life 2 Modification
Source: Renegade X: The Dead 6
The Dead 6 is looking for dedicated and ambitious people to start working on getting content into our MP Alpha tests. Currently, our art department is under rework, and tbh, I think we could use some fresh minds. I sometimes look around, and feel that we are a huge exception to the rule. We are 4 programmers rich, and are having a hard time finding content developers.

The Dead 6 is a total conversion based (with permission from EA) on the Command and Conquer Universe. It takes place during a 4 year time span from 1993-1996, with the build up of the first Tiberium war, as well as the forming of GDI. (previously known as SOGE/Black Ops 9).

Currently we have a very well developed storyline covering 14 chapters taking you to nearly every corner of the planet. This is not to overshadow the multi-player elements of the total conversion either.

Some of the things that we have implemented thus far:
  • Custom file format for file archiving.

  • "no-code" weapons and ammo (100% text file to make a new weapon)

  • Server-side control of startup weapons

  • Server-side control of weapons, server admin can create an entirely new weapon pack, and implement without any versioning issues, clients will only have to download any extra models/textures while connecting providing very dynamic gameplay per server.

  • Implementation of the current weapon types in code (for no-code weapons). Pistols, bludgeon, rifle, shotgun, thrown, deploy.

  • GUI overhall in the works.

We are also excited to mention that we already have a mod that is going to be built upon our TC, as well as others inquiring into it. We are making the TC completely moddable so others can use the same code-base that we complete.

Below is a listing of our current MP game modes to be implemented and/or already implemented.

DM/TDM
Standard DM/TDM, player chooses his professions (rifleman, sniper, heavy weapons, etc...) and will be assigned a load out of weapons to use throughout the level, while still having other weapons as pickups, but not nearly as accurate.

CTF
CTF at its best, both foot and vehicle based, its all about getting your flag back to your base. Whether it be a tight indoor on foot battle, or an outdoor arena blasting away at eachother with tanks and mini-guns.

C&C
1 objective, destory the other teams base. This game mode was made popular by the game C&C Renegade. You take two teams, give them weapons, vehicles, and buildings at there disposal. Each team pushes until one of the teams is forced into defense of there base. Destruction is imminent. Warning: Games can be long. This is intense contant war. Tactics are the only thing that will help you win.

RTSS
Similar to above, except the implementation of a commander for each team that is able to build the base anywhere on the map. The commander will assign waypoints for the team to travel to (whether they listen or not is up to them, but bonus' are given to those that do), build new defenses and outposts as well as the main base, approve vehicle request ques, and repair structures. But be warned of the shroud of war, as the commander can't see all unless he either places an automated guardpost, or has teammates scout an area.


We really have a huge demand for a much more focused and ambitious art department. So if any of the above excited you, and you can contribute one of the below item, please send me an email Dante at RenEvo dot Com.

Open Positions
Prop modelers
We are looking for people who can model misc items that will be found throughout the game, from generators to lamps. Ability to texture your own work would be nice, but UVW mapping is a must. (3ds prefer).

Weapon modelers
Creatively take our design docs and concept work of weapons and make accurate detailed weapons. Again, would be nice if you could texture your own work, but UVW mapping is a must. (3ds prefer).

Organic modeler
With some special needs that we have throughout the mod, having an organic modeler is a must. Organic modelers are modelers that can model organic life forms (i.e. people, pets, stuff thats alive). Ability to texture and/or rig the models is a huge plus, but not neccessary, UVW mapping is a must. (3ds prefer).

Vehicle modeler
Take orthographic concept art, and model a detailed vehicle with interiors. Everything from small to big, with experience in making military vehicles. Ability to texture isn't neccessary, UVW mapping is a must. (3ds prefer)

Texture artists
Making textures for objects per uvw maps (should know how to render in 3ds at least) as well as creating world textures from photographic references. (Photoshop and/or ZBrush preferred)

Level Designers
Create levels of locations from the desert, to the jungle, city to the aztec temples. Using very detailed concept work, you will create a geometry mock up (using measurement textures) for playtesting of our internal test team, then begin work on lighting while we started the texturework/concept work. After art is finished, prop-placement and continued gameplay testing will occur. This is to help direct the most fun, bug-free levels as possible.
Posted by MJCS @ 04/20/2005 09:30:31 | Category: Hosted Site
Source: The Storm of Steel
Well as you may have noticed, We have a brand-spankin' new site (If it is displaying any old images, Like the header, Just refresh your browser), Along with some goodies, New team members, and a bit of a progress report.

Lets all welcome Eroswell (Mapper) El (Mapper) Lord Stefan (Research) and Mantis (PR, Texture Artist), But we are still in need of members, So check out the Joining page is you're interested.

As for progress, We are moving forward and fast. ERoswell and El are working hard on their maps, Rambo and Lord Stefan are knee-deep in research, Jumbo Pie is skinning our german rifleman, Mantis is helping our mappers with textures and spreading the word about it, And i am continuing to work on weapon/static models and skins. We are looking forward to our first internal release, With the help of a coder.

And to show off a bit of our work, Here is the textured MP 1918 I:

That's all for today, At Ease!.
Posted by MJCS @ 04/20/2005 09:25:51 | Category: Hosted Site
Source: No More Room in Hell
I would like to take a moment to introduce two new members to the "No More Room in Hell" team, our new Modeler/Skinner, Matt 'Maxx' Kazan, and new Voice Actor, Tyler '3p!demiC' Grohoski.

Maxx is a veteran of the modding community and is not only known for his excellent model and skin work, but he also has had important roles in many past notable mods, such as:
  • Counter-Strike (Half-Life Pre-Retail Beta), as a Level Designer

  • Sven Co-Op, (Half-Life Mod), as a Level Designer

  • Entropy (Half-Life 2 Mod), as the Co-Lead Designer/Modeler

  • Citizen-132 (Half-Life 2 Mod), as a Modeler

  • Tainted Retribution (Half-Life 2 Mod), as a Modeler/Skinner

  • Clash of the Ages (Half-Life 2 Mod), as the Co-Leader/Modeler/Skinner/Animator

There is also a very good chance that many of you might already be familiar with 3p!demiC from his past and current voice acting roles. For he has lent his talented voice to characters in several mods already, including:
  • Boone's End (Half-Life 2 Mod)

  • Call To Arms 3: The Nature of War (Call of Duty Machinema)

  • Central Conflict (Doom 3 Mod)

  • Conflict In NAM (Half-Life 2 Mod)

  • The Living Dead (Half-Life 2 Mod)

  • The Somme Valley (Half-Life 2 Mod)

  • Vietnam: Operation Phoenix (Call of Duty Mod)

  • Zombie Panic (Half-Life / Half-Life 2 Mods)

So I would like to welcome them to the team, as they bring their considerable skills that will no doubt allow for even greater strives in progress for "No More Room in Hell".
Posted by MJCS @ 04/20/2005 09:12:04 | Category: Half-Life 2 Modification
Source: Shadows of Winter
We've updated our website with more tasty instruments of death to whet your appetites!

This time around, we present the Polearms fresh from Sir Phoenixx's forge. Long, sharp and extremely deadly in the hands of a skilled combatant, these weapons possess both an incredible range and devastating damage potential. Click on the images below to have a closer look or visit our Equipment section to learn more of these and the other arms & armour of Parmathia.

An additional prop; a rather painful-looking hook, can be viewed by clicking the image below or visiting the Additional Art section of our website.

Once again, a few character concept renderings have been added to our Characters section for your viewing pleasure.

Lastly, We'd also like to take this time to announce that we are seeking talented & dedicated individuals to join our team and fulfill the following positions: Character Modeler & Animator.
Posted by MJCS @ 04/20/2005 09:07:28 | Category: Half-Life 2 Modification
Source: modDB
Related: Hoplites
It's the time again, yes another media release! This time we have a handful of skinned models for you. We have the Lakonian, the Athenian & Spartan Aspis and our Merchant character.

Posted by MJCS @ 04/20/2005 09:03:52 | Category: Half-Life 2 Modification
Source: modDB
Related: Sands of War
New Project Team members
The Project Team consist of the 5 most important members of the crew. Recently two of them have decided to step down and just continue as crew members.

This has opened up for two positions which will be filled by:
  • VGF, Lead Modeller. He has is the man behind most of the models in SoW and has been a good crew member for more than a year now.

  • Necsus, Lead Webmaster. Necsus is the one who have kept the spirit high on the team and designed&coded the last two websites.


Welcome to you two, you are worthy additions!

SoW 1.51/1.55
There will never come a 1.51 version of SoW. Do however not worry, it will just be called 1.55 and contain more stuff SoW 1.55 does already contain 4 map updates along with the animation fixes, so we think that 1.55 fits better. We are planning on releasing this version within a week or so.

History contest
Due to the lack of SoW2 history proposals in the history contest we have decided to push the deadline for a few days. New deadline for handing in your winner history is April the 22th!. Contest thread:
http://sow.hl2files.com/forum/viewtopic.php?t=1037

Be sure to use the unique chance to have influence on SoW2 history and win a position as beta tester which gives access to all internal test versions!
Posted by MJCS @ 04/20/2005 09:00:00 | Category: Half-Life 2 Modification
Source: HL Fallout
Realted: Tim Co-Op
It's my birthday so i felt like releasing an update :p
  • New lvl2 map

  • New lvl3 map

  • New antlion_troopers2 map

  • New Ravenholm Coop Beta2 map

  • The maps now load the next map at the end.

  • Autoteamswitch is fixed in most maps

  • Increased the smg firerate

  • Grenades explode after 6 seconds

  • Servers cannot be started in 'deathmatch' mode anymore

  • Improved gunship primary attack

  • G_ragdoll_fadespeed is 1 by default


Big thanks to Gandorques Hikla for making the Ravenholm Coop Beta 2 map :)
Also Kanachi should get some credit for his kanny_lockdown map!

lambda Monday, 18 April 2005
Posted by MJCS @ 04/18/2005 19:27:50 | Category: Half-Life 2 Modification
Source: HL Fallout
Related: Stargate: Source
We are very displeased to announce that apparently MGM the huge company feels very threatened by a group of individuals spread throughout the world. We have received a letter to desist from the creation of the Stargate: Source mod. At this time we are still discussing the issue but it does appear that we are going to be shutting down. Sorry to all of our followers and those who were looking forward to this mod. Personally I will not buy a copy of their game out of protest. It is an unfortunate circumstance when the large, powerful and wealthy must attack the small and free but it happens and it is buisness.

Sorry to all again, and please stay tuned for any official announcment.

Wheezy
Posted by MJCS @ 04/18/2005 19:24:35 | Category: Hosted Site
Source: No More Room in Hell
Just wanted to let everyone know that we have updated the Screenshots section of the website to include a selection of images from one of our current maps in progress "Outpost 31". PogoP is the mapper currently assigned to this map, which is based on level design found on the forums (here). Please keep in mind that this map is still in progress and has yet to include the new custom textures or models we have planned for it. For those of you who have not already visited this thread you can see not only the map's floor plans, but also descriptions for the various rooms and a story describing the map's plot. "Outpost 31" involves an Antarctic research station and how an emergency medical evacuation turns into a fight for survival.

Here are a few of those screenshots:

We plan to have more map screenshots soon, especially new ones from Dark and his work on "The Subway". We should be seeing those within the next few days so look forward to it.

Also, I wanted to take a moment to mention that the website's FAQ has also recently been updated to reflect the new design documentation for the mod. It should help to answer a few more questions you might have about "No More Room in Hell".

We are also looking for new and dedicated team members to join us. If you have skills in modeling, animating, skinning, mapping, coding, or anything that you think could help the mod just PM Cs42886 on the forums with samples of your work.
lambda Sunday, 17 April 2005
Posted by MJCS @ 04/17/2005 11:16:03 | Category: Hosted Site
Source: Urban Combat
Our team has been very busy working on UC recovering all the old content and working on lots of new content. We should have a media update soon, we have put alot of work into a new system so what happened before never happens again.