HL2 - Dire mod in need of modelers

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Dire

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The Dire mod is getting up there in progress. We have a lot of content we havent released to the public yet that is coming up in a new release. The thing we want to add to it though is models. The thing truly holding us back from a release is that our models are going slow. With members that can either model, animate, or skin, or all of the above, we could have a Demo out in a month or two.

please contact me at [email protected].

-Thanks

Here is some of our most recent content:

Images:

dire_lvl1-30001.jpg

image.jpg

Final.jpg

DIRE__Perimeter_Breach_by_McKiller_.jpg

direasylum0009cr0.jpg

direasylum0005hv6.jpg

direasylum0006mu3.jpg

direasylum0007ob7.jpg


Music:
Asylum Theme: http://dire.bhivedesign.com/upload/samples/music/James Wood - Dire OST - The Asylum(128bps).mp3
(Crowd Favorite) Battle Theme for the beginning of the game: http://dire.bhivedesign.com/upload/samples/music/James Wood - Dire OST - The Attack.mp3
Battle Theme for the epic finale of the game: http://dire.bhivedesign.com/upload/samples/music/James Wood - The Great Battle.mp3
 
Hello there.

I would be intrested to join your team as a Modder.
I Added your hotmail adress to messenger if you happen to use it. I lack proper email adress so I would prefer to be contacted directly through messenger and/or irc. I hang around @ quakenet by the name of Udenlo. ( your email reply would be just get lost to all the junkmail :). One alternative to contact me is the private messages in here.

I am 20 years old student from Finland, able to commit my freetime for full mod development(except for my weekly world of warcraft aq40 wiping! =D)
As for my modelling, I am able to model pretty much everything non-organic.
I have been able to import my own weapons viewmodels to Half-life 2 single player, fully textured @ animated. These models have been more of experiment type of challenges for myself, but I was able to pull it off.

I am in no way modelling, texturing or animation expert, but if I get the change to join a mod team, I´m sure I can improve myself in these categories. Mods in the end are more of a semi-serious practicing projects, right? :)

I am also somehow capable of modifying the hl2 code for my weapons, but this is mostly something I need to get better with

edit: doh, typoed my own age! :)
 
Looking forward to speaking to you on MSN. We still need all we can get, anyone else interested?
 
Well my extremely quick write up gave off the wrong impression for the mod, so I will just post my Moddb profile quick description for an example.

***Concept*** - Dire is geared toward the fans of survival horror games. This game will use every method possible to scare the players. All occurrences in this game will be random. Random events will include seeing the angry undead (spirits) and having them take their anger out on you by yelling right in your face (mean things in the most demonic voices possible).

Random monster encounters, viewing the works in multiple views, from the view of the Hybrids (monsters), viewing how things once where (walking into a room full of corpses and having a vision on how it happened), and viewing through the eyes of the Undead are also things to look forward to. We are going to flash morbid pictures, have faint voices mocking the players in the background, and many other things that will make the player scared and uneasy during the game.
The single player for this mod will be released in Chapters, so fans have many updates to look forward to.

***Multiplayer*** - The multiplayer in this mod is going to be amazing. We are introducing things that have never been done before. The Defend mode we are having is going to include the traditional idea of a team defending a certain area or building, but we plan on using the full power of the Hl2 engine to give players the ability to literally lift items and make a barricade to use to defend the area with.
Every time a round starts, players have to run to a big pile and grab items and lay it down to create their own custom barricade. Some barricades will work better than others, and people will find that out the hard way.

The Evac mode will include team members having to run through an entire city while a swarm of Hybrids are hunting them down. In this, you cant hide, but you can barricade doors to gain time to find routes to get to the extraction zone. Be aware though, you have to move quick because they will never stop coming, and if you do barricade yourself in, the Hybrids will try to break it down or find alternate routes to reach you.

There is also a Co-op mode where up to 4 players run through the Swat Teams scenario of the storyline. In the single player mode, you will constantly meet up with members of a swat team that was called in. By playing the Co-op mode, you get to explore more of the storyline and see how people ended up in the places you find them on single player.
For classic Death Matchers, there is a Team Death match where you can be either monsters or Humans and team up to survive. Humans may have guns, but the monsters have their special abilities that happen to work out perfectly when it comes to tearing the humans to bits.

The AI in this game is going to be amazing. You can actually hide from the AI, but they will not give up. Not only will they search, but they will call over other hybrids to help search for you. They will move in tight formations so it will be harder for you to pick them off. You can also move items into positions and use them to hide behind, but that doesn't stop the hybrids from moving them out of the way.

Also when barricading doors, the Hybrids will attempt to work their way in, but others in the group will venture off and hunt down alternate routes. So not only will you be worried about the front end, but you will be surprised by the sound of windows or doors being broken down in the background.

Another thing we are very proud to say that we are adding is Easter eggs. Not just a few of them, a whole ton. Everyone on the team has a great sense of humor and we are all fans of rewarding people for taking the extra time to search for secrets. We guarantee that these easter eggs will end up being hilarious and well worth the searching.

This mod is for the fans of all shooters because it has at least one thing that everyone would want in a FPS. Team work, horror, Strategy, and constant improvements and updates.
 
I feel this mod has a very slim chance of a release.
 
I feel that my original post gave off the wrong impression of the mod. I would honestly say try it before you bash it. Anyhow, for a better idea of what I was trying to extremely sum up, here is our interview at moddb.

http://features.moddb.com/198/dire/?fpage=1

-One thing though, It isnt a zombie mod. That was a mistake lol.
 
I feel that my original post gave off the wrong impression of the mod. I would honestly say try it before you bash it. Anyhow, for a better idea of what I was trying to extremely sum up, here is our interview at moddb.

http://features.moddb.com/198/dire/?fpage=1

-One thing though, It isnt a zombie mod. That was a mistake lol.

My concern isn't that you don't have any idea what kind of mod you're making, it's that what you're doing is ridiculously:
a. big
b. big
c. stupid
d. big

You referred originally to your mod as "epic" and now are saying, "things that have never been done before" "The AI in this game is going to be amazing". Aside from the fact that that is incredibly fanboyesque, it's very unrealistic. The idea that a group of people are going to make an "epic" mod and have it released and be good is kind of silly.

In fact, let me get this straight. You're doing an SP campaign. Three multiplayer modes. And also a multiplayer coop mode. Okay. Let me break this down simply.

What you are doing is too big. There is no way that you can make a mod that excels in all of the areas of SP and MP. You're planning five gameplay modes, some of which would be interwoven.

Not only does your story sound weak - because the focus is on the horror, but that's insane. There is no amount of horror tricks that justify that much of an attempt on gameplay.

Take a lesson from every failed mod you've ever seen. Pick one thing, ONE game type, and excel in that. If you want to make a great singleplayer game, do that. If you want to make a new multiplayer mode, do that. You're trying to do way too much at once and it's all gonna collapse in on itself.
 
Yorick and Six are very realistic people. I, on the other hand, am an advocate of investing huge quantities of time for little or no reward. I say move forward with your project, and epic it shall be!

If it fails, you will have wasted so much time that you will never undertake such an unrealistic prospect again.

If it succeeds you'll be ultra cool. Like ultra-cool Camel lights. Smooth and refreshing.
 
so are you saying that by joining your team one will endure the risk of heart disease and cancer?
 
I, on the other hand, am an advocate of investing huge quantities of time for little or no reward. I say move forward with your project, and epic it shall be!

After doing that for 6 years, I may have become a bit jaded. ;)
 
so are you saying that by joining your team one will endure the risk of heart disease and cancer?

Not exactly, since we are close to a multiplayer release, you would actually Not endure any of that (caused by the mod at least) but in turn have your work for the mod actually be seen and played by the public.

Then some.
 
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