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what do you think?  

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  1. 1. what do you think?

    • im a over ambitious retard
      2
    • im a true genious:P
      3


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Posted

Update 01:

an introduction to the hl2 mod: Instagib:source

Team: -=Death-Match: Extreme=-

intro

About this document:

In this document you will find total documentation about my vision for this mod and I have to warn everybody who reads this, it’s a rather big read.

Also everything in here is work in progress and some of the ideas I have might not make it into the mod as I said this is the way I envision it and time will tell what will come true of it.

What is our mods filosophy?

This mod has the intention to push the source engine to the extreme, graphics wise, gameplay wise just plain simple the whole fucking deal.

about the mod InstaGib:Source:

Instagib source is a mod with gameplay very similar to unreal tournament 2k4 and litterally gets its strength from that. But from its base we want to extend it a step further and make it more “extreme!”

the gameplay of InstaGib:Source:

- Instagib: instant killing 1 hit and your dead!

- dodge moves: dodge that laser beam thats coming straight at you

- double jump: jump twice to get to that oh so unreachable platform (triple jump is also possible)

- shock rifle: a weapon comparable with the “shock rifle” from unreal tournament.

Why I Jarno Boers a.K.a Rockdude for some also known as “Hybrid” or “scar” have become the new mod leader of instagib source:

A few months ago I did pospi (the original mod leader) a proposition. I asked him if I could release my grale map with his mod since he didn’t have any maps in it. He told me he was willing to do so etc.. but after that our communication halted for a while. When I started work on the newer grale map I contacted him again and found out he had quit work on instagib:source so that takes us to the point where I took over. Some might be very sceptical about me being the new mod leader since I havent got that much experience,

Well, heres a sum up of my current skills:

- 5 years of experience using the hammer editor

- basic knowledge of creating models using 3ds max

- 4 years experience in the music scene (im lead singer of a hardcorepunk/fastcore band and a rock/metalcore band)

- so I know how to write stuff

- have recording studios at my disposal if needed

- am learning how to program at school so I now what can be done and what not.

- Am learning at school how to run a service desk etc… wich gives me insight in how to organize stuff etc…

What do we add to InstaGib:Source:

To put it in the most simple way, content. That’s what its all about right. Let it be maps, weapons, player models, new instagib weapons, weird ass powerups, music etc etc… and that all on the most simplistic manner. we want things to be tweakable to the bone meaning you will have total control over gameplay, don’t like the low grav? Don’t turn it on, think the gamespeed is too low? Turn it up a bit! (or a lot;)

Game types:

At this moment all we have is instagib deathmatch with a shock rifle. A nice base to extend on i believe. We want to go deeper into the “instagib” gameplay than ever done before, heres what I have in mind:

- rocket arena style instagib

- hl2 plasma ball style instagib (who wouldn’t like to throw at someone with a burning ball of plasma;)

- shotgun style instagib (short range)

- etc… (weapon name here lol)

but these would just be sub-gametypes.

Real gametypes would ofcourse be:

- deathmatch

- capture the flag

- etc…

characters:

every character will have its own artistic look and style but will all be equally capable of doing things

what i mean with this:

- every character has its own weapon for the corresponding game type

- all characters are equal in what they can do

- all characters will have a real deep background story. Personal statistics etc.. something to suck you into a character making you love him and to never let him go again.

maps:

all maps for the mod will have to be very gameplay focussed and I mean that to the “extreme” lol… they will have to be totally full of interesting gameplay twists and really challenge the player to learn the map out of their heads and find out the best flow to get around in it. Graphically they will all need to be totally wacko jacko let it be “unreal” or quake style, let them be unbelievable! things don’t have to be “realistic” to look “real” or be cool.

Heres some examples:

- totally different style locations

- locations bring different types of gameplay

example:

DMX_grale:

The map im currently working on, heres some of its features

Layout & gameplay:

- low gravity on the exterior parts of the map and “normal” gravity on the insides (will be possible to override this in the game menu)

- total freedom (what you see is what you get)

- turbo elevators similar to the ones seen in ut2k4 wich allow you to “boost” jump at peak level

- Teleporters, made in a portal similar to the ones in quake3

- Etc… an alfa of the map will soon be available for people to really experience the intensity of this

Graphical things:

- situated in a gigantic valley

- castle/ruin like style

- outta this world?

- A combinatie of antalus ut2k4, albatros ut2k4 and lots of quake shit

- see last point of layout & gameplay.

DMX_asteroids:

- Situated in outer space ofcourse

- Exists of platforms only (asteroids)

- Moving and/or standing still (hovering)

- Some of them will be breakable

- Very open and busy gameplay

- Gameplay that can be compared to ricochet for half life 1

DMX_SpeedStrip:

- sonic, rollcage, wipeout kind of speed up strips

- everything is curvy made with displacements?

- 8 track layout

- hight differences are smooth also

- give it a futuristic metal look

- lots of blue and red lighting ofcourse:P

As i said before these are just examples of ideas i have for maps. I have many more ideas for maps that all are equally challenging graphics wise and gameplay wise. Also I need to add here that I have hundreds of unfinished maps that will be available to team members to get ideas from or even to finish them if they want to.

Sound and music:

Ofcourse a mod like this is shit without good sounds and music, fortunately I have lots of experience with music (ego;) so you can expect some high quallity stuff.

music:

- very experimental stuff comparable to the music from the original ut

- instrumental

- mixed of with samples etc…

- very fast and there for really fitting to our gameplay

sounds:

I don’t yet have any strict ideas for sounds but they will reveal themselves as the mod progresses.

Comment system:

Also my plan is to include a announcer/commenter in the game. But in a different way then we see in current games… compare it to the commenters of football and wrestling on tv… to simply put it, this “guy” will totally fuck you up!, make you go berserk!, give you the feeling of a god or simply take you down if you suck balls.

Graphical updates for the source engine:

The source engine is a very powerfull and flexible engine and is a lot easier to learn to work with then for example the unreal engine. However it does lack a lot of things in many ways. Therefore I want to add certain things to it but as hammer is not open source this will be very difficult to do. Also I think the source engine is being underestimated a lot. Look at the maps from hl2 itself. To say the least they are ridiculous looking at the detail… ofcourse this also is because of system specs etc… however since our mod is not restricted to this we can really push this engine.

Adding relief mapping to the source engine:

There already is a mod who did it

http://www.dreamscapemod.com/cmps_index?page=news

i know this is the most ambitious thing i want to add to the mod and time will tell where it will get us.

If we get it done right a editing utility should be created allowing you to edit the “relief” map with the following options:

- per face editing of the relief depth of a texture

- possibility to make selections in the face or texture to extrude certain parts more than the other

adding projectors to thesource engine:

projectors are allready present in the source engine but in a totally different way: decals and overlays! Make it possible for them to have opacity and script them in the vmt/vtf files to move etc… they could be used to hide certain errors in the engine. create falls shadows etc… also would be handy because it leaves you with the fact that not everything has to be dynamic to look good

the way to implement this on the easy way is to just create an entity for it.

HDR & bloom effecten::

Seeing the fact these are allready in the engine I don’t believe we will have any problems adding these

Final word:

Allright so ive spilled my words now… everything you’ve read is absolutely over ambitious and I don’t know how much of it will be realisable for our team to create… but this is what we will work towards and I hope many of you want to and will be a part of this… mapcore is THE “core” in my eyes. the people here are those who deserve a job in their respective fields of work and with this I think I can provide a step towards that… I hope you guys agree on that.

Anyway I want to thank everyone who has taken the time to read this. MUCH RESPECT!

Jarno Boers

p.s. sorry for the lousy way its put up...

Posted

hehe lol... oh yeah forgot to add:

we are currently working on a website and ofcourse its worthy noting that i allready gathered myself a small team existing of the following

- few mappers

- programmer

- 2 sound artists

- 2 concept artists

all of wich are friends of me...

we are currently getting things up and running and yes i know i should have waited with posting all this... it probably all seems very rushed but i couldnt wait anymore :wink:

also for those who dont know whats up:

http://mapcore.net/forums/viewtopic.php?t=3095&postdays=0&postorder=asc&start=105

(edit) ill put up a temp forum as soon as possible...

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