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D.E.A.D a HL2 Mod looking for mappers/texture/skinners

  • Ev!L ErN!E
  • January 24, 2005 at 4:00 AM
  • Ev!L ErN!E
    • January 24, 2005 at 4:00 AM
    • #1

    Our HL2 mod is looking for skilled mappers and texture artists to join the team, we currently have 4 mappers and 1 texture artist, we are still looking for more.

    If interested email me at [email protected]

    please include soem samples of your past works.

    Mod located at: http://www.deadmod.com

    #d.e.a.d on Gamesurge

    also we need some player modelers and weapon modelers, along with animators.

    Thank you

  • kleinluka
    • January 24, 2005 at 4:22 AM
    • #2

    http://mapcore.net/forums/viewtopic.php?t=1577

  • MagicTMP
    • January 24, 2005 at 4:29 AM
    • #3

    people dont want to waste time on mods that might die in a few months. we need to see more than just a website. maybe some sort of media would be nice?

  • Ev!L ErN!E
    • January 24, 2005 at 4:52 AM
    • #4

    For more info on the mod visit http://mods.moddb.com/4448/

    sorry if I missed the rules before posting.

    Were also working on getting a media release in the next couple weeks for everyone. Even though were in early production we have put together a really great team that is dedicated to putting out a great mod.

  • kleinluka
    • January 24, 2005 at 5:10 AM
    • #5

    Do you have any sort of documentation for your design?

    Who else is on the team and what have they worked on before?

    etc etc etc.

  • RD
    • January 24, 2005 at 12:13 PM
    • #6

    In your description of the mod you begin talking about zombies fighting normal ppl and stuff, but only a few lines further u describe ur mod as 2 teams fighting each other with ak47's etc. PLEASE!!!!!!!

    Maybe u have this written in a secret design document, but u should start describing whats fun about the gameplay, what can dead ppl do etc. Website looks good tho

  • Ev!L ErN!E
    • January 25, 2005 at 5:15 AM
    • #7
    Quote from RD

    Maybe u have this written in a secret design document, but u should start describing whats fun about the gameplay, what can dead ppl do etc. Website looks good tho

    if you read the FAQ list posted here: http://mods.moddb.com/4448/

    you will find out a bit more on what the gameplay will be like and what features will be in the mod.

    Quote

    Do you have any sort of documentation for your design? Who else is on the team and what have they worked on before?

    What do you mean by documentation?

    As far as the team goes:

    (all listed on the website)

    Ev!L ErN!E - Team Leader

    ColdIce - Coder

    Codelord385 - Coder

    Phyco - Modeler

    Israeli Sniper - Modeler

    CheeseSticks - Mapper

    Maxwell - Mapper

    Night Hawk - Mapper

    Viper - Mapper

    John Devilman - Concept Artist

    RRP - Graphic Artist

    Toxsid - Model Skinner

    Silver Nitrate - Writer

    Some of the mods the others have worked on are Operation Desert Storm for HL2, Stargate: Eternal (or something like that) for HL2

  • kleinluka
    • January 25, 2005 at 6:05 AM
    • #8

    By documentation I mean a document that lays out the design and features of your mod in detail. It would help people see what your mod is about.

  • RD
    • January 25, 2005 at 12:14 PM
    • #9
    Quote from Ev!L ErN!E

    if you read the FAQ list posted here: http://mods.moddb.com/4448/

    you will find out a bit more on what the gameplay will be like and what features will be in the mod.

    I read the FAQ , theres not much info about gameplay. Your mod is 2 teams fighting each other with realistic guns, like almost all mods out there. Except ofcourse one team is undead, but as far as i can tell this just means one team will have a zombie skin. So its gonna be 2 teams fighting each other with real guns? If not, put it on ur frontpage

    Quote

    Well first off the dead in this mod will not be those leg dragging, BRAINS! mumbling slow zombies like in the movies or in other mods, these zombies (dead we like to call them) will be fast, smart and strong, ever play a zombie that can attack others with an AK47? or maybe a baseball bat? Don't think so, these dead, will make the gameplay alot more fun along with keeping the action going... I don't think anyone wants to play a slow moving zombie that can only bite people...

    It sounds like ur saying the zombies wont look, move or fight like zombies but will be just like normal humans, which kinda defeats the purpose of using zombies. Maybe im crazy, but playing as a slow moving zombie that can take a 1000 bullets stalking your weak human opponent and eating his intestines sounds alot more fun than playing a humanlike zombie with an ak47, against a human with an ak47.

  • Ev!L ErN!E
    • January 25, 2005 at 6:37 PM
    • #10

    Then you just skimmed the FAQ, you didn't actually read all of it... the FAQ explains how the zombies will have a mutation system, allowing them to mutate into better killers, with each mutation adding a new look and skill for the player.

    and if you would have read it you would have seen that the zombies will only beable to use a small selection of weapons, most of them being melee sytle weapons, there bite will be there strongest and most deadly weapon, but of course you'll have to be close to use that.

    "OUR" zombies won't be normal zombies threw the whole game, the player will select a zombie class at the beginning of the level, then after he has earned the skills to mutate himself he will be allowed to choose from different options what he wants to mutate, then he will mutate, changing his look and abilities. We never claimed to be a run ofthe mill zombie mod, think of this as more of a Resident Evil meets Natural Selection meets Firearms kind of mod. Also if you would have looked more closely at the FAQ you would have seen that only the humans will be allowed to use the more powerful weapons in the mod, and the weapons will be real life weapons because we don't want to use laser guns or plasma rifles etc. we want weapons of mass destruction in this game, to make it as bloody and gory as possible.

    As far as gameplay goes the FAQ lists that there will be a few different types of game modes (depending on the level your playing)

    Some gametypes that we intend to include are Deathmatch, Attack & Defend, Demolition, Capture & Extract, and many others.

    (so that explains what the gameplay will be like)

    The zombies will start off looking just like a normal zombie would, only with our mutation system they will beable to change, if you would read the story line on the website you would see how this is possible.

    Which is also listed here: http://mods.moddb.com/4448/ in the about section of the mod (its a general storyline which explains how the zombies have the ability to mutate)

    Human classes will also beable to change, they will have an evolution system, the more skills they earn the more skills they will unlock and beavle to use, such as a medic skill allowing them to help wounded players or infected players, although they wont change in appereance they will change in skill levels.

  • RD
    • January 25, 2005 at 8:24 PM
    • #11

    I read all that, but stuff like mutating and skills could mean anything, or nothing. What do u mutate into, and what are these zombie skills?

    In all mods and games players have skills, even in counterstrike. Mutating could mean anything, from getting a new skill like carrying 2 grenades instead of 1, or morfing into a butterfly. The last one would be really interesting then what ur site says now, which is ''mutating will get u new skills with which u can do something, and u will be a better player with more powerful weapons"

    In NS u dont just get more powerful weapons when u mutate, u can climb walls, teleport and fly. I dunno what ur zombies can do

  • Ev!L ErN!E
    • March 28, 2005 at 2:49 PM
    • #12

    D.E.A.D RECRUITMENT

    We're always on the lookout for individuals who are very talented in their given field and are very passionate about their work. We would like to make D.E.A.D a really special experience, and in order to do that we have to put in the hours and the dedication that will reflect on the quality of work produced.

    This isn't a commercial organization, so of course we cannot ask you to work a certain set amount of hours every week, however, you should ask yourself, "Do I have the free time and dedication necessary to work on something like this?". Many of us lead busy lives, so sometimes we'll need to depart here and there for a little while to sort out other issues, that's normal, but what we will ask you is that you allocate a certain amount of time for D.E.A.D every week.

    Apart from dedication, it is essential that you're experienced in your given field and can produce work that rises above the average in quality. We're not looking for a certain age or a certain amount of years of experience, we're looking for raw potential and enthusiasm that will allow you to create the best for D.E.A.D. Of course you must also be deeply interrested in the mod, otherwise your time with us won't be productive or fun. If you think you have the skills and the passion, don't delay and send us an e-mail to: [email protected]

    Tell us which area of game development you specialize in (modeling, skinning, coding etc.) and attach some of the best examples of your work as ".jpeg" files, or even better, link us to an online portfolio if you have one. We'll do our best to reply within 24 hours to arrange further recruitment discussion.

    Current open positions are:

    Coders

    - Must be very experienced with C++.

    - It would be great if you've had previous Half-Life coding experience.

    - Have an enthusiastic "can do" approach to solving problems.

    - Able to participate in online meetings regularly.

    - Able to be online very frequently

    Weapon Modelers

    - Previous modeling experience for Half-Life preferred.

    - UV Mapping skills a bonus

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Player Modelers

    - Previous modeling experience for Half-Life preferred.

    - UV Mapping skills a bonus

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    World props Modelers

    - Previous modeling experience for Half-Life preferred.

    - UV Mapping skills a bonus

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Texture Artists

    - Previous texture experience for Half-Life preferred.

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Skinners

    - Previous skinning experience for Half-Life preferred.

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Mappers

    - Previous mapping experience for Half-Life preferred.

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Animators

    - Previous animation experience for Half-Life preferred.

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Graphic Artists

    - Previous graphic experience.

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Sound Technicians

    - Previous audio experience for Half-Life preferred.

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Writers

    - Previous writing experience.

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    2D Artists

    - Previous 2D art experience.

    - Have an enthusiastic and creative mind.

    - Able to participate in online meetings regularly.

    Along with that are some new concept artworks we would like to show

    Here are 5 human and 2 zombie concepts:

    [Blocked Image: http://www.deadmod.com/pics/human1.gif]

    [Blocked Image: http://www.deadmod.com/pics/human2.gif]

    [Blocked Image: http://www.deadmod.com/pics/human3.gif]

    [Blocked Image: http://www.deadmod.com/pics/human4.gif]

    [Blocked Image: http://www.deadmod.com/pics/human5.gif]

    [Blocked Image: http://www.deadmod.com/pics/zombie1.gif]

    [Blocked Image: http://www.deadmod.com/pics/zombie2.gif]

    [Blocked Image: http://www.deadmod.com/pics/zombie3.gif]

    Some questions you might have:

    D.E.A.D - FAQ LIST

    Frequently Asked Questions

    Q: What is D.E.A.D?

    A: D.E.A.D is a zombie style firstperson shooter mod full of action that pits the living against a world of the un-dead, created on the Source engine.

    Q: Will this mod be single or multiplayer?

    A: Initial release will be a multiplayer team mod, which may be followed up by a dedicated single player / coop game campaign. Our intent is to first make the tools that will allow for a compelling multiplayer game. Once that is done, we can concentrate on developing an immersive, story driven campaign with what we've built.

    Q: What type of game modes will there be?

    A: The game modes will depend entirely on the map. Some gametypes that we intend to include are Deathmatch, Attack & Defend, Demolition, Capture & Extract, and many others.

    Q: What kind of environments will we be fighting in?

    A: Environments will be dark, scary & full of firey damage... because the bomb has left almost nothing intact.

    Q: What weapons will be featured in the mod?

    A: D.E.A.D will keep all weapons real life weapons, to add a bit of realism to the game. There will be a Weapons list added to the website and forum shortly.

    Q: Who will beable to use what weapons?

    A: Each team will have there own selection of weapons that the player can select after they select there player, there will be a menu of weapons for each team and each teams selection will be different. Zombies will wield melee style weapons and some small arms like pistols and SMG's. The living will have more powerful weapons to choose like AK-47's , Colt M4A1's and rifles like the Winchester.

    Q: Will there be vehicles in D.E.A.D?

    A: Yes but probably not in the first release.

    Q: Will there be different kinds of zombies?

    A: Yes there will, there will be 4 classes of zombie to choose from, each class having there own special skill, but the classes won't be restricted to only one level, we are adding an evolution system to the mod that will allow each player to mutate there zombie and make them a better killer.

    Q: Where will this mod take place?

    A: The mod will be placed in the United States and parts of Canada in the year 2010.

    Q: How come the zombies have been reanimated?

    A: This is all classified by the government, but we have got our hands on one of the classified documents leaked by an insider.

    CLASSIFIED

    RE: COLONEL H. GLOVER

    In 1966 Darrow Chemical Company was ordered by the military to develop the top secret chemical Trioxin. They were told it would be for marijuana defoliation. An accidental leak into the Pittsburgh VA Hospital morgue resulted in a contamination that literally reanimated corpses. The Army Corps of Engineers contained the bodies in a cryonic state inside airtight biohazard drums. A shipment of six drums was lost in the rushed transport to a storage facility.

    The bio-warfare experimentation that could create indestructible soldiers in the event of war was launched using this new weapon, 2, 4, 5 Trioxin. The military’s orders to medical supply warehouses for cadavers are common and assumed to be for ballistic tests.

    What the Army did not know is that the lost Easter Eggs had been rotting in the basement of the nation’s largest medical supply warehouse in an industrial park outside Louisville, Kentucky.

    All was revealed the night of Friday, July 3, 1984 and by Independence Day, 12 hours after the last Egg hatched, yet another cover up had begun…

    The July Fourth 1984 Industrial Disaster of Jefferson County

    Q: Will we beable to shoot off body parts?

    A: Yes some body parts will be flying off, were still working on the system to do this and make it look as real as we can.

    Q: Will I need Half-Life 2 in order to play D.E.A.D?

    A: Yes. Because D.E.A.D will be using the Half-Life 2 engine (Source), you will need the original game in order to play D.E.A.D.

    Q: Is there a release date?

    A: Not at this moment, it takes alot of work to complete a mod and things cannot be rushed because it will only effect the quality of the mod, so we are taking our time and making sure every detail as been looked at.

    Q: How will this mod be different from all the other HL² zombie mods that are being made?

    A: There seems to be a great deal of zombie style mods being made now that the Source engine is out, but with our mod we think we will be adding features to the game to make ours stand out a bit more than the others, some of which will kept secret until a later date.

    We do however wish all the other mods the best of luck, we have no interest in mod wars, every mod has there own unique element that makes them special.

    -------------------------------

    If your interested in joining the dev team please contact us and let us know.

  • kleinluka
    • March 28, 2005 at 7:54 PM
    • #13

    nice concepts

  • ReNo
    • March 28, 2005 at 8:40 PM
    • #14

    Indeedy, saw them on PHL the other day and was quite impressed Love the little character bio's as well, adds a little touch of personallity than most pieces of concept art alone can't manage.

  • von*ferret
    • March 28, 2005 at 9:26 PM
    • #15

    techincaly concept art is supposed to be able to tell you a story, a background to the character, ect to make it "good" concept art reno ~~

    however looks like you guys are getting your act together more. Keep it going and youll get talent on your team with hope.

  • DaanO
    • March 28, 2005 at 9:45 PM
    • #16

    This is all nice and stuff, but please define why we should map for your mod and not for the hundreds of other mods out there. What makes it unique?

  • FrieChamp
    • March 29, 2005 at 1:28 AM
    • #17

    One advice which generally applies to every MOD out there:

    Put 1 or max. 2 gamemodes in your MOD. I know you want to make your MOD as exciting and entertaining for as long as possible, but adding 5 gamemodes or even more is not a good solution, because

    1. Making and polishing one gamemode for a total conversion is already a tremendous piece of work, so adding 3-4 of those in the first release doesn't make things easier. You will most likely end up with a semi finished product after 3 years of development, with a team which lost interest and motivation in the project.

    2. You got a very dedicated, hard working team or even consider to go with one or two gamemodes for the first release and add more in later versions? But why would this make your MOD more fun to play? Do more gamemodes attract more players? I am convinced the answer is no, because more gamemodes make your MOD more complex, less transparent and attractive to players than it needs to be. Think about it: Mods like Counter-Strike, Day of Defeat and Natural Selection didn't need more than 1 or 2 gamemodes to be fun and popular.

    Try to be as original as possible about one gamemode. Make it innovative and fun. Leaving the gameplay completely up to the mapper is not a good idea, this is a game designer's call, it's your MOD and if you are honest about multiple game modes, it all comes down to: Deathmatch, Capture the Flag, Assault and Assassination/Guarding.

    Learn from my mistakes kids

  • ReNo
    • March 29, 2005 at 1:51 AM
    • #18

    Yeah yeah Ferret, I knew somebody was gonna correct me on that Perhaps "personality" wasn't quite the right word; "history" might have been better Concept art, or at least good concept art, can definately give you a sense of the character and their personality, but its a rare piece of concept art that tells you they are looking for their lost daughter or an an ex-mod accountant

  • Ev!L ErN!E
    • March 31, 2005 at 6:12 PM
    • #19

    2 new concepts:

    [Blocked Image: http://www.deadmod.com/pics/human6.gif]

    [Blocked Image: http://www.deadmod.com/pics/zombie6.gif]

  • RD
    • March 31, 2005 at 9:34 PM
    • #20

    What is evolving?

    Quote

    Q: How will this mod be different from all the other HL² zombie mods that are being made? A: There seems to be a great deal of zombie style mods being made now that the Source engine is out, but with our mod we think we will be adding features to the game to make ours stand out a bit more than the others, some of which will kept secret until a later date.

    We do however wish all the other mods the best of luck, we have no interest in mod wars, every mod has there own unique element that makes them special.

    This basically boils down to:

    Q: what makes ur mod stand out?

    A: Our mod will stand out because we will make it stand out

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