lambda Monday, 27 September 2004
Posted by MJCS @ 09/27/2004 08:13:21 | Category: Half-Life 2 Modification
Source: Eternal Silence 2
This week we continue our trend of posting great new art every sunday. Once again, the team has a great lineup of media just waiting to be seen by the public eye. This week, I bring you a concept, by dete and another awesome model from TDA.

Here they are: the updated UTF bomber concept and the NGM bomber model, based on the concept released just 2 weeks ago.





Next week, we will be unveiling our first capital ship models. We've been holding them in for a while, so get ready for that. Have a great week!
lambda Sunday, 26 September 2004
Posted by MJCS @ 09/26/2004 11:59:17 | Category: Half-Life 2
Source: Half-Life Fallout
Sure, Half-Life 2 looks impressive but just how far has it come since the glory days of Black Mesa? Shadowfax fires up the original Half-Life and gets print-screening to present this fine graphics comparison. Trying to remember just how the magnum used to look? Is the water really that much better? You freakin' bet.

Comparisons of weapons, enemies and more — it's all in the Half-Life Evolution.
Posted by MJCS @ 09/26/2004 11:36:23 | Category: Half-Life 2 Modification
Source: Trigun: Escape From Pain
WolvesOfAres sent the team some renders a few days ago of the Goon Uzi model that he made and skinned himself. Enjoy
Posted by MJCS @ 09/26/2004 11:25:59 | Category: Half-Life 2 Modification
Source: Commando
Details on Commando's game modes have been just released:

Single Player Campaign
In singe player mode, you control a GDI commando called Jack "Havoc" Sheppard.
Your Commander will assign you different kinds of missions including demolutions and eliminating enemy soldiers.

Skirmish
In Skirmish, the objective is to destroy all enemy units and structures. Commanders can build structures and assign other player their own missions.
The Commander who manages to destroy the enemy is victorius.

Capture the Flag
In Capture the Flag, each Commander has a flag that is attached to Mobile Construction Yard vehicle.
When Commander starts building the base, the flag drops down in front of the construction yard.
The flag is picked up by driving a vehicle inside the enemy's pickup zone
and when the flag is delivered to friendly pickup zone, the enemy will lose.
Note that picking up the flag will slow down the carrier vehicle.
Check out the rest of the modes here.
Posted by MJCS @ 09/26/2004 11:22:27 | Category: Half-Life 1 Modification
Source: The Trenches
Øelund has worked hard to make our game nicer, and give it the right "WAM" to make it beautiful. So we got a screenshot here, of the new muzzleflashes we're using now to replace the standart HL ones.

Posted by MJCS @ 09/26/2004 11:16:08 | Category: Half-Life 1 Modification
Source: The Battle Grounds
Firstly, many apologies for the lack of news updates on the BG site lately. However, work behind the scene has been going on, in the shape of a new forum skin designed by Ben and Black Panther. The skin on the forum has been created in the theme of BG, with various modifications added. You can see a full list of what has happened in this forum post.

In regards to development on BG 1.2.2, bg_linebattle has been re-vamped using the new particle engine, and detailed textures. Grass, clouds and rain are in abundance, bugs have been fixed, models updated, puddles added, and slight terrain changes. Lighting has been adjusted to make the map have a dusk atmosphere. We hope you enjoy these modifications, and look forward to playing you on it in 1.2.2.

Posted by MJCS @ 09/26/2004 11:08:20 | Category: Half-Life 1 Modification
Source: Frontline Force 2
Related: FLF: Daily Scope
flf_eastend is one of the official maps that will be released with FLF 2.0 and I got the opportunity to interview its mapper, Phox
Fellow-Canadian:
Now for eastend, did you develop the map from your imagination? Or did you use photos of real places as a reference?

Phox:
The map was done all from my imagination. I always wanted to create a somehow abandoned industrial district, and I'm happy with the outcome. I went to the local harbor in our city to get some ideas and do pictures for my textures. The layout is all "fictional" though. So basically the only photos I took were for textures :)

Fellow-Canadian:
How long have you been developing this map for?

Phox:
As usual for my maps, it has been in development for a long time now. I usual start with an idea and keep on working on it, but then stop it for some time to work on other projects. Same on eastend, after working for about 2 weeks or so I stopped, and then resumed work after some time... In total about one or two months if i remember correctly...
Posted by MJCS @ 09/26/2004 10:55:50 | Category: Half-Life 1 Modification
Source: modDB
Public Enemy intervew at modDB
modDB: Describe the best feature in the mod in your opinion? What should the person look for that they might miss?

Public Enemy: The combination of action, atmosphere, teamplay and extensive character development. I've never seen that in a teambased multiplayer game before. Its almost instant action, however, you have to earn your equipment points in order to get better (i.e. more equipment) by killing enemies or completing the mission target (which will give more points, also to the teammates). The points can also be lost again by teamkilling or dieing, and they'll raise slower if you have reached a certain amount. PE takes place in a dark future, in a cyberpunk universe. We also like the flexible way of changing the gamemodes. You can select different damage-(also look question no. 6) and roundtypes (normal rounds, reinforcements etc.)


modDB: Describe the weapons and what the weapon you will use the most and why?

Public Enemy: PE mostly uses realistic weapons with a few exceptions like the seburo cx, or the flamethrower. There are also akimbo weapons which are very cool to shoot with. You can fire both weapons individually using both mouse buttons.
lambda Saturday, 25 September 2004
Posted by MJCS @ 09/25/2004 20:26:30 | Category: Half-Life 2 Modification
Source: Cause and Effect
After months of waiting, and a few internal revisions, Cause And Effect's new website is now open for everyone to see!

With our new image, we bring an updated roster, new weapon renders, and a heavily changed plot, which of course is still under wraps :) However, we are still aiming to create a mod that is as realistic as a zombie mod can get, yet still retaining all the fun of games such as Half-Life, and some of the the creepiness of games like Silent Hill.

And to top it off, we've got four brand-new renders! Blade has rejoined our team, and over the past few months has reworked all of his old models and has also created two new weapons. We also have our first concept artist, MechaGodzilla, who is creating very high-quality work for our mod.




More news and media to come in the following week.
Posted by MJCS @ 09/25/2004 20:10:01 | Category: Half-Life 2 Modification
Source: Insurgency


First of all, we have to show this teaser from a piece of art that Chase is working on for us! This will be a lot bigger and we will show it off once it's done! Next, we have some more skins and models for you all today:

M67 Fragmentation Grenade, M9 Beretta 9mm Pistol

Colt 1911 .45cal Pistol, Datsun Pick-up Truck

L96 Sniper Rifle, L109A1 Fragmentation Grenade



Every time that our Sound Department has put together a preview demo of our sounds... there has been tremendous positive feedback! Well, we have another one for you to enjoy:

You can download and have a listen to 'Inbound Raid' here.

>> Mirror #1 (Courtesy of RClelland.com)

And finally, we have a sample of what the musicians we just hired are capable of:

You can download the sample work here

>> Mirror #1 (Courtesy of RClelland.com)

That is all for now and look for another update soon! There was some work that was so close for this update, but we wanted to get this stuff out to you ASAP! Watch this space...