Sloth
Tank
- Joined
- Jan 7, 2005
- Messages
- 2,832
- Reaction score
- 8
Our Mod has undergone changes in Management and now i've the Job of Dev Team Leader, so if you've heard of HL : EPI before or never before, read ahead:
Official Site:
http://www.hl-episodes.third-core.org (Site Host is down at the moment, back up soon)
"Half-Life: Episodes- Episode 1 is a mod about Sam the construction worker, contracted to construct (unknown to him) a new lab at the Black Mesa Research Facility. During construction, something goes wrong, and Sam is knocked out. On the other side of the compound, something went far worse. Our poor hero awakes, dazed and confused, to find himself thrust into a nightmarish rendition of the story of the original Half-Life; although from a much worse, and much more terrifying angle."
It's the Half-Life disaster, only we're gonna turn it into a horror story. As the Dev Team Leader, I've been sent here to look for some help. Specifically, we could use mappers who love the use of triggers, can manipulate lighting with the scary touch we require, and the map detail that gives Sam and "friends" plenty of places to hide.
WE ARE NOT PLACING DOOM³ IN A BLACK-MESA SETTING. This isn't demonic nightmare-inducing floating skull and bleeding skeleton horror, per say, but it'll scare the crap outta you if we can pull it off. We'll be exploiting every aspect of the source engine to achieve this. Because of our ambitious goals, any prospective modelers should be able to make convincing humans, people that you'll recognise as John or Ernie any time you may pass them in the hall... or step over them. Facial detail is KEY.
Mappers, you'll probably be going through Squirrelkinesis, our Lead Mapper.
So if you i could get you to do two things....
A) A chapel interior, well-lit, fairly clean, with any custom textures you see fit to use.
B) The same chapel interior, only this time, damaged, dimly lit, and with some signs of a struggle; only no NPCs may be used unless as a ragdoll. Make things as fancy as possible, but keep in mind that I said chapel, which is traditionally not very big. The Sistine chapel is a little bit of a high bar to shoot for. The more detail you put into it, the more we'll like it. Especially the spooky one.
Modelers, you'll probably go right to me (EvilSloth). Just show me your stuff. Make sure you can do people.
If you'd like to show us some work, feel free to contact either myself (Evilsloth) or Squirrelkinesis via AIM:
Squirrelkinesis or EvilSloth AU
With those respective contacts.
Looking forward to hear from anyone.
-Evilsloth
Official Site:
http://www.hl-episodes.third-core.org (Site Host is down at the moment, back up soon)
"Half-Life: Episodes- Episode 1 is a mod about Sam the construction worker, contracted to construct (unknown to him) a new lab at the Black Mesa Research Facility. During construction, something goes wrong, and Sam is knocked out. On the other side of the compound, something went far worse. Our poor hero awakes, dazed and confused, to find himself thrust into a nightmarish rendition of the story of the original Half-Life; although from a much worse, and much more terrifying angle."
It's the Half-Life disaster, only we're gonna turn it into a horror story. As the Dev Team Leader, I've been sent here to look for some help. Specifically, we could use mappers who love the use of triggers, can manipulate lighting with the scary touch we require, and the map detail that gives Sam and "friends" plenty of places to hide.
WE ARE NOT PLACING DOOM³ IN A BLACK-MESA SETTING. This isn't demonic nightmare-inducing floating skull and bleeding skeleton horror, per say, but it'll scare the crap outta you if we can pull it off. We'll be exploiting every aspect of the source engine to achieve this. Because of our ambitious goals, any prospective modelers should be able to make convincing humans, people that you'll recognise as John or Ernie any time you may pass them in the hall... or step over them. Facial detail is KEY.
Mappers, you'll probably be going through Squirrelkinesis, our Lead Mapper.
So if you i could get you to do two things....
A) A chapel interior, well-lit, fairly clean, with any custom textures you see fit to use.
B) The same chapel interior, only this time, damaged, dimly lit, and with some signs of a struggle; only no NPCs may be used unless as a ragdoll. Make things as fancy as possible, but keep in mind that I said chapel, which is traditionally not very big. The Sistine chapel is a little bit of a high bar to shoot for. The more detail you put into it, the more we'll like it. Especially the spooky one.
Modelers, you'll probably go right to me (EvilSloth). Just show me your stuff. Make sure you can do people.
If you'd like to show us some work, feel free to contact either myself (Evilsloth) or Squirrelkinesis via AIM:
Squirrelkinesis or EvilSloth AU
With those respective contacts.
Looking forward to hear from anyone.
-Evilsloth