Half-Life Warzone is looking for members!!

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PhoenixRisinG

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Hello everybody, I'm PhoenixRisinG from the "Half-Life Warzone"-Team.
You don't know what Warzone is? Let me explain:

-Half-Life Warzone brings a completely new gameplay into Half-Life 2 - Warzone will be a real-time strategy (RTS) mod for HL2!
The storyline will be the one from Half-Life 2, which will allow you to experience battles of humans and combines from an all-new point of view!
You will be the commander of the combine and human-armies.
You will build structures, rise up a base, and lead your army to victory!
The gameplay will be comparable to popular RTS-games like Command & Conquer or Age of Empires.
At first we will do the Multiplayer-part and maybe we will even produce a singleplayer-campaign!

Are you interested? We need your help!
We need coders (!), mappers and modelers.
Other jobs are also welcome!
Please help us out - you can find our website at http://hlwarzone.hl2files.com/

If you are interested in joining our team, please drop us a line at [email protected] and don't forget to send something that "proves your skill" (e.g. a mapper sends us a map) - a reference.
We would be happy to see some of you in our team! :)

Greetings, PhoenixRisinG (2d-, and Concept-Artist at Half-Life Warzone)
 
Ahh, you're back up and running then, a good thing to hear.

Best of luck with the mod - I like the idea of having another RTS to compare and contrast my mod with.

-Angry Lawyer
 
Yup, have been for a long time. I've had it in my head since Quake 2, I made a prototype in the original Half-Life, and now I'm making a fully working version in Half-Life 2. But I'm a one-man-mod team, so progress isn't as fast as yours, and I don't have a website because I've not got around to it (and suck at webdesign).

Don't worry, from what I've studied of your site (and studied hard, I have), we're aiming in different directions. The feel of your mod is rather close to Starcraft, while mine takes its roots in more obscure RTS games. Like QuakeWar 2.

If your coder gets stuck on parts of your mod, send him my way and I'll give him some pointers (pun not intended). I'm interested to see how you guys get on.

-Angry Lawyer
 
Oh you are doing a RTS as well! fine, maybe we could work together in order to share ideas and help each other? :naughty: :cheers:
How far is your progress?
Coding is the worst thing at our mod-team, the coders are still learning how to use the Source-code , so we don't have any coding progress YET ;)
It will come :)
 
I don't mind sharing a few ideas, but at the moment, I'm trying to get the very basics done. And I'm already helping you guys out - I loiter in your forum from time to time. I've not seen your coder post anything in there, so I've kinda restricted the code tips as they'd fall on deaf ears. Tell your coder to come here, and ask a few questions, and I'll see what I can do.

Code-wise, I'm coming close to a playable state. The following features currently work:

Close combat NPCs in the bare-bones MP code, i.e. Antlions/Antlion Guards, headcrabs (all types), Zombies (all types), and the like.

NPCs to recognise team-mates, and players that are allowed to control them.

NPCs able to be selected and deselected, and remember who selected them.

Selected NPCs able to move and pathfind to wherever the user desires them to, using a command (really fun with Antlions, as instead of running around the test mazes I built, they decide the quickest route is jumping over it).

Ability to join teams.

Model-wise, I've got ,ost of what I need, as it's already in HL2. Music-wise, I'm currently using some of the moving piano/techno pieces already in the game. Map-wise, I've not yet been struck by a bolt of inspiration, so I've only got a few orange-coloured test maps. Web-site wise, I've just started creating a site. Concept-wise, I'm 99% complete (I've had a lot of time at my boring job to work things out).
Oh, and I finally stuck with a name - I'm calling it 'Conquest: City 17'

I've still got a lot to work at, but it's coming along nicely.

-Angry Lawyer
 
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