A
AlejandroDaJ
Guest
Hi! My name is Alex "AlejandroDaJ" Jordan, the Team Lead for World at War mod for Source.
(I see Shinobi frequents these forums. Hi Shinobi.)
Basically, my current modelling dept is short-handed. Our mod is ahead of the curve on vehicles and props, but lagging in weapon models and the like. We're looking for talented weapon modellers and skinners to join us. Our lead coder is also looking for some help, so if anyone is interested in b]coding[/b], please drop us a line.
Would any of you like to join us, or perhaps know someone who would? If so, we'd love to have you on our team. If any of you are interested, you can reach me through these forums, the WaW forums, on AIM, or in #worldatwar on Gamesurge.net on IRC.
About the mod
World at War is the brainchild of the Firearms team, and is our followup project to FA 2.6 through 3.0. WaW was conceived by FA Team Leader Ben Irwin and fellow teammates Graham Davis and Stephen Charman.
It's a team-and-squad based shooter (what isn't, these days?) that places a premium on ground combat. The major focus of the mod is infantry combat, with ground vehicles such as Humvees, IFVs, and main battle tanks thrown in as an emphasis to infantry fighting (think: OFP). Aircraft can't be piloted, although they will have a major presence over the battlefield.
Teams will duke it out on grand-scale maps (we've gone to 1/4 scale to improve upon Source maps' maximum size) in an effort to grab control points, a la the Battlefield series. The CP-grabbing gameplay is combined with several real-time strategy elements that allow squad leaders to manage resources to upgrade CPs, buy vehicles, and call in air strikes and support. But, as I said, the focus is still on infantry combat, not Warcraft 4.
The mod takes place in an alternate universe where the Cold War never ended. The Soviet economy rebounded and the arms race and military buildups continued. A cascade of conflicts leads to an eventual showdown between the United States and the Soviet Union in Yugoslavia, a country that never had the opportunity to dissolve thanks to American and Soviet partition. You can read about the full story here. In the interest of lending depth to this fictional world, one of our side projects is a fake news wire service that will elaborate on the chain of events leading up to World War III.
Further information can be pulled off our website, or from me or any of my other gabby teammates. As the coup de grace, here are some of our promo pics:




The website has a few more promo items such as wallpapers, .MOV panoramas of maps, and in-progress shots.
Hope you enjoy! And, if anyone's interested in applying, thanks in advance!
(I see Shinobi frequents these forums. Hi Shinobi.)
Basically, my current modelling dept is short-handed. Our mod is ahead of the curve on vehicles and props, but lagging in weapon models and the like. We're looking for talented weapon modellers and skinners to join us. Our lead coder is also looking for some help, so if anyone is interested in b]coding[/b], please drop us a line.
Would any of you like to join us, or perhaps know someone who would? If so, we'd love to have you on our team. If any of you are interested, you can reach me through these forums, the WaW forums, on AIM, or in #worldatwar on Gamesurge.net on IRC.
About the mod
World at War is the brainchild of the Firearms team, and is our followup project to FA 2.6 through 3.0. WaW was conceived by FA Team Leader Ben Irwin and fellow teammates Graham Davis and Stephen Charman.
It's a team-and-squad based shooter (what isn't, these days?) that places a premium on ground combat. The major focus of the mod is infantry combat, with ground vehicles such as Humvees, IFVs, and main battle tanks thrown in as an emphasis to infantry fighting (think: OFP). Aircraft can't be piloted, although they will have a major presence over the battlefield.
Teams will duke it out on grand-scale maps (we've gone to 1/4 scale to improve upon Source maps' maximum size) in an effort to grab control points, a la the Battlefield series. The CP-grabbing gameplay is combined with several real-time strategy elements that allow squad leaders to manage resources to upgrade CPs, buy vehicles, and call in air strikes and support. But, as I said, the focus is still on infantry combat, not Warcraft 4.
The mod takes place in an alternate universe where the Cold War never ended. The Soviet economy rebounded and the arms race and military buildups continued. A cascade of conflicts leads to an eventual showdown between the United States and the Soviet Union in Yugoslavia, a country that never had the opportunity to dissolve thanks to American and Soviet partition. You can read about the full story here. In the interest of lending depth to this fictional world, one of our side projects is a fake news wire service that will elaborate on the chain of events leading up to World War III.
Further information can be pulled off our website, or from me or any of my other gabby teammates. As the coup de grace, here are some of our promo pics:



The website has a few more promo items such as wallpapers, .MOV panoramas of maps, and in-progress shots.
Hope you enjoy! And, if anyone's interested in applying, thanks in advance!