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Posts by Steelwind

  • Resistance and Liberation now recruiting

    • Steelwind
    • June 11, 2004 at 3:34 PM
    Quote from The_Postman

    You could be a "professional mod" like Nuclear Dawn.

    I'm not familiar with them, so that went over my head. Care to shed some light on the subject?

  • Resistance and Liberation now recruiting

    • Steelwind
    • June 11, 2004 at 2:17 AM
    Quote from The_Postman

    Make a mod to have fun, not to "succeed."

    What fun is it not to ever get anything released? Of course fun is part of the reason, but only one of many.

  • Resistance and Liberation now recruiting

    • Steelwind
    • June 10, 2004 at 6:44 PM
    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.

  • Resistance and Liberation now recruiting

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

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

    How would that work btw?

  • Resistance and Liberation now recruiting

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

    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.

  • Resistance and Liberation now recruiting

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

    STOPMAKING

    CLONE

    MODS

    If I was involved in one, I would.

  • Resistance and Liberation now recruiting

    • Steelwind
    • June 8, 2004 at 2:57 PM

    Just becuase we start with US vs Germany doesn't mean we're singling them out as the only to contributors to the war. We're fully aware that other countries were involved in the war effort. However, it may or may not suprise you that 90% of the team is comprised of Americans. We have better access to veteran accounts and organizations here in the States than we would for other countries. Since we're so focused on historical accuracies, these contacts become essential for us to complete our game design.

    I personally don't understand why so many people complain about WW2 or more specifically US vs Germany is overdone. It's no more overdone than modern conflict, counter-strike clones, or sci-fi shooters. There's always going to be a market for WW2 games, and every game has something a little different to offer. Take some time to read the About and FAQ sections to see how far we're trying to take our realism and historical details, if you haven't already.

    Thanks for the comments and concerns. Without them we wouldn't be able to grow as developers.

  • Resistance and Liberation now recruiting

    • Steelwind
    • June 7, 2004 at 6:26 PM

    Hey guys. Name's Adam, but I go by Steelwind around here and on the team. I'm currently one of the two leaders for Resistance and Liberation. Over the past few years Creasemaster and I have built up an exceptional team of developers working to create a much more dramatic and realistic approach to World War 2. We'd like to deviate from the faster paced, movie inspired products we've seen in the recent years. Fundamentally we're building RnL on the basis of pure historical accuracy. We go to great lengths to insure the best quality and most accurate content possible. To accomplish this we've established relationships with Vets, reinactors, and historians across the country. Every detail is established upon communication between our developers and these priceless contacts.

    Initially RnL will be developed based on the events of the 82nd Airborne and their plight through Normandy, starting with D-Day. A campaign system of maps will be used, all modelled after the real world locations and objectives the 82nd Airborne encountered during their operation. All of the locations depicted are meticulously recreated using reference photos, togographical maps, aerial photos, and veteran accounts. Once in the world, players are encouraged to experience the drama and intensity of the events unfolding around them. They'll see the world around them like any soldier would, without using a HUD to gain information on their whereabouts and condition. Instead, players will rely on visual and audio clues to ascertain such commodities. Interactions with their teammates will be essential in the success of their assigned objectives. Each class of soldier will have a secondary function which can only be utilized alongside and with the support of another class. The goal is to reward teams who communicate and work together to achieve victory.

    More on the mod and some of our initial features can be found at:

    [email protected]

    ICQ: 6610631

    AOL: SteelwindGUN

    MSN: [email protected]

    IRC: #resistancemod on irc.gamesurge.net

    At this point we're open to anyone willing to apply, but we'd like to express a real interest in the following:

    Coder

    UV mappers

    Modellers

    Thanks for taking to the time to read a bit about Resistance and Liberation. Please visit us at http://%7boption%7d!

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