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valk

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  1. valk

    de_toledo

    love the skybox
  2. quoted from the lads who made hunted for ff: Jon and I are finally taking a break from working on Hunted. We've spent a great deal of time talking about a lot of aspects of the map that won't be obvious until it's finally played, and we're hoping those details don't get pushed aside in the minds of the players come release day. Barring some less important aspects, most of the areas are ~50% done. The areas that still need the most work, by comparison, are the exterior of the ruins and the escape area. These two areas we've yet to really tackle because we're always getting distracted with ideas on how to improve some areas of the map where we'e already done some work. We could've pretty easily ignored a lot of the things we've spent hours talking about, but we're really wanting to mitigate the issue that Hunted is an arena, of sorts. In the original Hunted it's a bunch of walls everywhere, and it's pretty cool how the new Hunted is shaping up when opening up those areas. We're also not taking too many liberties with Hunted. When we started out making Hunted we had already decided that we wanted to simply take the original, and just bring it up-to-speed with the Source engine, or at least try to. Most all of the spots that you're familiar with in the original will exist in our version of Hunted, but there's some new areas to investigate along the way. Jon and I have also recently started work on cz2, and it's such a nice change of pace to not have to worry about all the constraints that we've put on ourselves when working on Hunted. I doubt we'll be as strict with things on cz2 as we were with Hunted, and it's going to be a much less involved process. Right now we have a pretty primitive reconstruction of the pathways from cz2, and we're thinking things will go rather smoothly in the weeks to follow. Oh, and I suggest that you go play Rome: Total War and experience the experience of experiences. ---------- they are sticking to the previous hunted VERY closely on purpose. and what kam said
  3. From Fortress-Forever Website: Quite a healthy bit of news this evening. To start, we'd like to welcome FryGuy and DrEvil on as code monkeys, further bolstering our bumper crop and pushing us that much closer to our end goal of cornering the market. Secondly, the Trepids, while not trippin' (yo!) on whatever their drug of choice is (it's something potent, believe me), have been puttin' in countless hours on Hunted, of which we have four bran' spankin' new vestiges for y'all: Thirdly, dr_nick has kept himself studiously and (quite apparently) dexterously scribbling out model concepts in his secret lair, seldom allowing for such human necessities as orange juice, curry rice, and Billy Wilder movies. This being the case, rebo, in an uncharacteristic show of good 'ole down-home American hard work and ingenuity, whipped up this here wallpaper: Not quite lastly, astute visitors have probably noticed the new 'Developer Journals' menu up there at the top right. Our developers, having little else to do, obviously, will be keeping their adoring public abreast of every move made or unmade. Check frequently, these candid encounters are liable to pop up at any instant and we're hard up for traffic. Finally, for those who may have questioned my counting tactics earlier (it was strategic!), mosey yourself on over to the media section and two more Hunted boys'll great you mighty kindly. hunted: medic, sniper, demoman: and some new developer journals http://www.fortress-forever.com (recruiting!)
  4. looks awesome, underground dm stz
  5. The site has just been updated with some more media: They are still recruiting for this mod btw ~ if you can assist in the texturing department (and others) go back to the first post by Defrag and apply
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