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Resistance and Liberation now recruiting

  • Steelwind
  • June 7, 2004 at 6:26 PM
  • The_Postman
    Guest
    • June 8, 2004 at 5:49 PM
    • #21

    STOP

    MAKING

    CLONE

    MODS

  • Izuno
    • June 8, 2004 at 6:31 PM
    • #22
    Quote from kleinluka

    the players look like they've been sent to the washing saloon before going to war.

    yeah...like they are all scared 16 year old kids about to get shot....which may have been realistic sometimes given the germans were spread pretty thin by the end of the war. Get more variety in faces. those faces make me crie in phear.

  • Duff-e
    • June 8, 2004 at 10:17 PM
    • #23

    canadians won ww2

    bf1942 recognized this in the battle of caen.

  • Steelwind
    • June 8, 2004 at 11:37 PM
    • #24
    Quote from The_Postman

    STOPMAKING

    CLONE

    MODS

    If I was involved in one, I would.

  • kleinluka
    • June 9, 2004 at 1:52 AM
    • #25

    can you give me the address of the washing saloon you used?

  • mikezilla
    • June 9, 2004 at 6:20 PM
    • #26

    we used satellite photos and went to normandy and took 9000 pictures and recreated every inch of it.

    ONE TO NOTHING!!!!

    In all seriousness, the real fault with your post is it's a typical mod post. In the veign of here's 8 model renders and heres a few paragraphs on why we're REALLY GREAT!

    Yes, you have historical accuracy... what makes your game FUN? There's a thousand other places you can get cool looking ww2 weapons vs nazis... what sets yours apart? That's what you have to prove to turn their heads. Just because you're making a mod for a first person shooter doesn't mean your mod has to be your average team on team class based ctf (which as far as I can gander is what your mod is.) You claim to be all about accuracy but there were very few radiomen in the 82nd airborne and their usage was to call in naval bombardments and such and these men were really only tied to colonels... medics is the same thing... from a gameplay standpoint I've seen it... the magical medic who runs around and "bandages" your hitpoints back up to a 100. Realistically the medics (and there were very few) that came in off the beach heads had a fairly simple job, save whoever they could and make the rest comfortable when they died. I don't want to play a game where I make people die comfortably... doesn't sound like much fun really at all. Yes, I know I'm rambling on and jumping to some conclusions... but it seems fair to jump to them.

    RULE ONE MAKE IT FUN

    Then brag about how authetic you are.

  • von*ferret
    • June 9, 2004 at 8:34 PM
    • #27

    holla back to your boy

  • Kehldon
    • June 9, 2004 at 9:49 PM
    • #28

    Glad you got this mod all figured out Mike. :roll:

    When we started making it, there wasn't anything like it and so far I haven't seen anything with the same approach or goal, including your proffesionally made game, which btw wasn't announced until atleast a year after we started working on it.

    Now, Im not saying you should/will all like this game, Im only asking you not to jump to conclussions before you have tried it, which depending on Valves mood, my take a while before you can. mmmK?

    /Kehldon

  • IR
    • June 9, 2004 at 10:13 PM
    • #29

    well its not like you've tried it yourself

    so how you know, ideas are great ,but their just ideas

    mods usually only acomplish half or less of the goals they set if they make it atall. and a large part comes from thinking we ll make the BEST MOST REleastic PWNAGED 100000 features mod, instead of trying to make a base thats atleast fun and proceed from there, theres alot of people outthere modding that are just starting with hl, and hl2 isnt going to be easyer just because you got more polies infact its going to be harder

    dod nearly died 3 times before its first beta .. which was ugly and basic

  • von*ferret
    • June 9, 2004 at 10:49 PM
    • #30

    Who cares who started their "mod" or "game" first. Does it really matter? You guys totaly missed mike's point which was you guys do not have a solid idea that makes your ww2 mod different than anyone elses ww2 mod. You just shot back that your mod started off before his "game" which is what a nub would do. So congrats on failing at life.

    and I'd also like a second to remind myself you guys are making a mod for a game that isn't out, I'll laugh, snicker, and then go get a bowl of cereal.

  • Duff-e
    • June 9, 2004 at 11:07 PM
    • #31

    if i wanted realism to kill nazi's i would just buy an m1 and take care of ferret

    OOOOH BURNNNED

  • kleinluka
    • June 10, 2004 at 3:34 AM
    • #32

    I'm still waiting on the address of the washing saloon.

  • Kehldon
    • June 10, 2004 at 12:25 PM
    • #33

    Ill sponsor that M1 Duffy!

    We try to focus on our work and don't look to much on other mods/games, and my point was that we hardly were copying BiA. Anyway, in the end its only the results that matters ...

    Well, IR got many good points, but if you don't aim high, you will not reach very far and atleast I think RnL have a good foundation to build on.

    Well Klein, Im sorry to inform you, they are out of washing powder and had to close. But Ill can promise you that we will have some cows, dead or alive.

  • kleinluka
    • June 10, 2004 at 3:01 PM
    • #34

    if your mod has cows, it can't fail.

  • mikezilla
    • June 10, 2004 at 4:01 PM
    • #35

    any mod that aims "high" to "succeed" will do directly the opposite.

    I'll break it down from someone who has been around a LONG time (as have many people here on the forums.)

    Aiming high is a long term goal. Any mod with ONE long term goal will do the obvious, fail. You don't work from a central location, you rely on work from outside sources who might be a shade over forteen... in fighting... the works. Any mod with many short term goals culminating in a long term will probably succeed more than your average.

    Step one, make a release idea. This idea should be simple and bordering on normal. This will take far longer than you have ever imagined and will be no where as cool as you think. It might even sorta suck, who cares release it... get feedback get your name known. People play crappy games, and like them. This helps to build a fan base and community to fall back on when your team eventually leaves you citing "his mom will sue you asshole!@#!"

    Step two, is the long step. Repeat step one only adding a few things each time. Modding is evolutionary not revolutionary. It gets better with each release.

    I'm really not trying to diss you. But you like many MANY others have ventured out with stars in your eyes and no experience in your brain and expect to become the greatest mod "evar."

    Oh and CS and DOD were so popular because no one had done a mod like that yet when they released... and all the clones (don't kill me for saying the word) failed afterward.

    BRAIN SAUCE WINS!

  • Duff-e
    • June 10, 2004 at 4:17 PM
    • #36

    make a mod so that you will enjoy playing it, that way if it sucks you can always feel like it wasnt a waste of time. PLUS if you like it chances are there are other people like you and they will get in on the gang bang of your mod

    IF YOU BUILD IT THEY WILL COME

  • Steelwind
    • June 10, 2004 at 4:20 PM
    • #37

    Mike, perhaps you jumped to the conclusion that we're "aiming high" for our first release. I'm personally doing the programming and I honestly don't expect much more than what DOD had when they were first released. But that's no indication of our final product. Our design and build process was created to incrementally add more and more of our final design goals as we continue to put out builds.

    By no means are we trying to lay claim to the most original and supreme ideas that has graced the gaming industry. We do however, feel that what we'd like to ultimately accomplish with RnL will definitely turn some heads. I feel that once we've grown as developers, and as people see the progression the mod makes, the things that may or may not set us apart will become more apparent. I assure you that our design is in no way related to Day of Defeat, Call of Duty, or any other WW2 title available. It can also only be scratched at with the short paragraph I wrote here in the forums. But that wasn't the purpose of the post, to disclose every possible design goal we have.

    All I'm personally asking is that people don't toss us aside with yesterday's news. I'd like to see people refrain from jumping on the "it's been done" bandwagon and realize that there are infinite possibilities for the WW2 genre just as there are for any other. As mod developers we have a chance to experiment with various aspects of game design, molding and mixing them to come up with a new standard. Mainstream retail games don't have that liberty.

    Whether the mod becomes popular or not, it doesn't really matter to me either way. I'll be satisfied in knowing that myself and this team put together a complete product with quality work that resembles most retail titles. When RnL is released, we will have succeeded. It's not up to the public, but I do hope they give us a fair chance at peaking their interest. Only time will tell.

  • Duff-e
    • June 10, 2004 at 4:22 PM
    • #38

    for the love of god someone make a game where the axis are the good guys, btw stop browsing the forums at the same time as me...its way too real time

  • Steelwind
    • June 10, 2004 at 5:59 PM
    • #39
    Quote from DUFFY

    for the love of god someone make a game where the axis are the good guys

    How would that work btw?

  • Steelwind
    • June 10, 2004 at 6:44 PM
    • #40
    Quote from Pericolos0

    like you are a german soldier forced against his will to fight the allies, you dont even like hitler, but theres nothing you can do about it, and then starts the immersive storyline of a soldier thats fighting for someone else's ideals and faces the dilemma of surendering and get imprisoned or keep fighting for the axis, with a last bit of hope they'll winvoila, an original ww2 shooter

    Sounds great for a singleplayer game. Unfortunately that's not what we're interested in doing. It might be a good project though.

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