lambda Friday, 15 April 2005
Posted by MJCS @ 04/15/2005 16:11:55 | Category: Half-Life 2 Modification
Source: modDB
Related: Pong Source
PongSource version 0.7 has a new play mode as a server-side option. Weapon Damage can now be turned off, so that players can concentrate on the ball and scoring, rather than getting shot on the way.

We call this No Weapon Damage mode because we can't think of anything better, and if the server hosts play nicely servers should have (NWD) in their hostname to prevent confusion between the two server types.
Posted by MJCS @ 04/15/2005 16:09:41 | Category: Half-Life 2 Modification
Source: Final Orbit
Our talented concept artist Michael Brakefield has drawn the "Colonel" and one of the main character in the game.

Also we have some sad news, one of our modelers has left the mod. There for we are looking for someone to replace him.
We are looking for someone who has some experience with modeling for half-life 2. Your job will be to model the main characters and enemies.

Further we are looking for mappers who want to help us.
Requirements are: know how to work with hammer and to be able to work in a team.

Use our contact form to apply for the jobs.
Posted by MJCS @ 04/15/2005 16:05:41 | Category: Hosted Site
Source: E-Force
New models on the Horizon. Vehicles done by Morgan, Model 77B and XM8 Carbine by Jester, Spas-12 & Kukri done by Nemor. Great job guys and keep up the good work.


Posted by MJCS @ 04/15/2005 08:59:11 | Category: Hosted Site
Source: City Havoc
Finally after a long awaited time we have another media update for you all. To be honest progress has been slow with various team members having problems and others leaving. The team has grown smaller and help is needed. As well our former lead mapper, Dogmatic, has left the team and we bid him farewell. That said, we are in need of a massive amount of help in ALL areas. Coding and skinning and mapping being the primary areas of help needed.


This and over a dozen or so images are available via the City Havoc website.
lambda Thursday, 14 April 2005
Posted by MJCS @ 04/14/2005 08:40:27 | Category: Half-Life 2 Modification
Source: Complete Control
  • Players can own territory, and have gangs of other players

  • Higher level players could be bosses over lower level

  • Players can get jobs as anything, from garbage men to fbi agents to pizza boys

  • Players have skills, classes and stats - speed, strenght, agility, gun tech, etc

  • City will have both slums and the up-market areas

  • Controlled by cops and gangs.

  • Prison system - player spends a specific amount of time in prison, according to the crime they commit
Posted by MJCS @ 04/14/2005 08:39:59 | Category: Natural Selection
Source: Natural Selection
We are pleased to announce that work on Natural Selection v3.1 is progressing nicely. This update will features the first public implementation of Unknown Worlds Entertainment's 'Nexus' System, about which we will release more information over the next weeks. NS v3.1 will also see a number of improvements aimed to make NS more intuitive as well as a number of optimizations.

We have also begun to research the efforts and challenges involved in a port of Natural Selection to VALVe's Source engine (Half-life II). So far our results have been mixed but with some positive surprises in terms of the artwork. We hope to begin asset creation relatively soon. There will however be no decisions on the code and the initial scope of the Source port until after v3.1 is released.
Posted by MJCS @ 04/14/2005 08:36:52 | Category: Half-Life 1 Modification
Source: Firearms
Wow, it's been a long time since a news post has been made here. I just want to let you guys know that, thanks to Sgossard, 3.0 is pretty much done and is on the way to Valve. I know it'll be hard waiting for Valve to finish the installer and get it back to us, and for us to send it to our mirrors, but try not to gnaw off your fingernails in the meanwhile. Just hang tough. And be sure to look for more information soon... on several subjects.
Posted by MJCS @ 04/14/2005 08:36:27 | Category: Half-Life 2 Modification
Source: Shadows of Winter
We'd like to unveil some of the more garish tools of death from our Master-of-Arms' arsenal. This time around, Sir Phoenixx's craftsmanship can be seen in the Battleaxes of Parmathia. Click on the images below for a better view or visit our Equipment section for more information detailing these and other weapons within TLP:SoW.

Some additional props encountered within our world can be viewed by clicking the images below or visiting the Additional Art section of our website.


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

We've been rather busy in our *brief* absense from posting announcements and look forward to displaying some truly spectacular imagery very soon. Be sure to check back with us frequently because the best is yet to come.
Posted by MJCS @ 04/14/2005 08:29:32 | Category: Steam
Source: Steam
Three Half-Life 2: Deathmatch maps are now available via Steam. These maps were created by the three players who won our recent HL2: DM mapping contest. If you have HL2: DM installed in your Steam games list, you will receive the new maps automatically.

The new maps are:
  • Winner: dm_underpass by Scott M Jordan, USA

  • 1st Runner Up: dm_resistance* by Jonathan Linker, Germany

  • 2nd Runner Up: dm_powerhouse by Michael Schulz, Germany

This release also includes a Counter-Strike: Source update which fixes incorrect player names appearing in the scoreboard.

*Based upon "Bodies" from Blood.
Posted by MJCS @ 04/14/2005 08:28:11 | Category: Half-Life 2 Modification
Source: HL Fallout
Related: Final Escape
Final Escape, a modification surrounding a massive out of control fire based in a top research and development facility, owned by the BioGlobe Corporation, the concept is like no other modification around and plans to be a full conversion for the hl2 game.

Back in early 2004 when the hype of Half-Life 2 was at its all time high, Half-Life 2 modifications burst on to sites like no tomorrow, some unfortunately realised making a modification was harder than expected and it didn't matter how good the concepts were on paper it was the skill at the computer that made or broke it, I think that goes to almost every position in creating a modification, because one is certainly as important as the other, more so thinking about the small things that made a big impact in games and modifications across the scope, in particular I will always remember music for hl2, it was great and very well placed, and the first time in Half-Life when you jumped in to the H.E.V. suite and the music came pounding on, those things made the game in certain parts, and coming back to things like mapping and architecture, lighting and contrast etc, it proves making a modification is not as easy as building a room full of thirty slow zombies and a billion rounds of automatic fire power. For me I craved the reality that Half-life and Half-Life 2 gave, and from such games like Call Of Duty and Resident Evil, where weapons and items where placed appropriately, and unlike Doom 3, where it was ammo, kill, ammo, kill, etc, which with the exception of the amazing locations and lighting bored me. I also found the enemy placement very bad, where as in Far Cry, everything seemed to fit into each other in the beginning maps.

With this idea of what a modification should feel like and with my own ideas about how Half-Life 2 could have improved, I began a development process and general concept idea that would later turn out to be what is now….. Final Escape

I begun developing a map based on the BioGlobe Corporation facility entrance. Even though the response to the screens was positive, the modification still lacked huge credibility and enthusiasm from even myself. Final Escape was heading to the direction of the scrape yard, it seemed the initial interest wasn't their and neither was the experience members or a decent web-site, and a forum was non-existent. The idea backing the modification seemed to not work with the community, and I think everyone who starts a modification will agree it’s hard to
prove yourself when you are the only team member. I’m pleased to say that within four months of actual development from my-self, the map screenshots have proved to be one of the biggest hits of all time even though compared to what we have to show you today, and in to the future it makes those screens seem worthless. The forum was then the second biggest event for Final Escape attracting huge following within only 6 hours of being live, we also recruited in that space a Story Developer and a Concept Artist, so we are really looking forward to the response of the web-site. A huge thanks goes out to Craig Bullivant for all his incredible talent and hard work, for which it is clear this modification would not have picked up as much recognition, and the forum once again is proof that will are dedicated to bring this amazing, unique and vibrant modification to you!

This huge new website release also brings to you the release of exclusive media material which can be found in the media of the website. We wanted to build up as much anticipation before revealing all themedia.

As for you the community, we are continually working close to your comments and views to finding out what you will want from this mod, we have also looked at other modifications to see where they failed and succeeded, or are picking themselves back up, we understand that communication and information is the key to success and continued community dedication. This web-site marks a landmark phase for the mod, team and community, as it is the central hub of official information from the team leads and members. Even though if you want to get more involved why not become a member in our forum, as this is the very best way to talk to us directly, all posts are answered as soon as possible.

So here it is, the official web-site and the official media released. We ask everyone to comment, either direct to us or through our forum. The future of Final Escape is starting very bright, and a huge anticipation is in the air for some great things to come out of this mod.

As a final comment, the team of Final Escape, welcomes you to the new site and hopes you very much enjoy your time here, and will return or visit our forum and post any comments, ideas and general talk with us.