My mod idea... Edge of Justice.

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Well, anyone perusing the art forum will know I have a mod idea which I am currently fleshing out.

In a nutshell:

:) You play an intergalactic cross between a Mounty and an American Fed. Sort of a space ranger.

:) The setting is an as yet unnamed planet which orbits the sun of a system where a lot of ships have disappeared lately. You are sent in in a small ship to perform a quick scan and investigate any anomalies, then report back, but your scout ship is shot down by an unidentified orbital weapons platform.

:) A race of alien pirates, who call themselves the Morod' Hai (People of Morod), but are known to the rest of the universe as "Marauders", are found to be mining the planet for a substance important to them, but also stripping it of more mundane resources in the process.

:) The native Xylen, a race of mostly peaceful bipedal plant-creatures, are being hunted down by the Marauders and used as slaves in their mines, which is bad, or as garnish, which is worse.

:) The Player will befriend these Xylen, who possess a host of abilities and technology unique to the rest of the galaxy. One Xylen in particular, Saturday (anyone get the pun?), will become your close companion and assistant. He is the leader of the resistance movement against the Marauders.

:) The planet's environment is slowly being destroyed by the combined effects of the Marauders plundering, and the encroaching Morodi creatures and plantlife, which have been released by the Marauders as a rough-and-ready terraforming attempt. The plants and animals of the beleaguered world are not incapable of mounting a counterattack, though.

:) I hope to create a modular system for the Terran (human) weapons, where there are several different chassis' (pistol, rifle, heavy weapon, etc) onto which can be added different powerpacks, weapons systems (laser crystals, plasma accelerators or rail cannon firing chambers), barrels, muzzels, chargers, sights, etc. The more powerful weapon upgrades are difficult to find. Basically, the player should be able to construct a weapon that suits them.
The Xylen weapons are all plant based, and many rely on toxic projectiles that have been bred secifically to knock out Morodi creatures.
Marauder weapons are varied, as most of their designs have been scavenged from around the galaxy. Some, however, such as the defoliator, have been developed specifically to counter the more active components of the planet's ecosystem.

:) The armour system will be similar to that in an RPG. Armour ranges from simple Xylen bark armour, to a sealed Armoured Powersuit. Parts can be mixed and matched, within reasonalble limits. For instance, you can only use the strangth enhancing limbs of a Powersuit if you have a Powersuit chest unit, which contains the power system.

:) Areas I have conceptualised so far are: A valley choked with the output of the Marauder's manufacturing procesess, which can be passed/cleared in several ways; A plain that the Marauders are using to store the missing ships, which they have either shot down or captured (The player will be required to make supply runs on these ships, which are guarded by a small legion of Marauders, to collect important components for a communications device to warn the Intergalactic Police Command. The player maya also pick up useful weapon upgrades and other items in the process.); the Marauder citadel, the Mines, the Xylen city, the marshes, and the Orbital Defense Platform.

More later. Feel free to ask questions, give constructive criticism, or make suggestions.:E

Concept art to follow soon...

[EDIT]: Hey, to anyone reading this in 2019, I decided to recycle this into a spare-time project. I've gone through and re-uploaded as much art as I could find (some pictures have been eaten by entropy, I'm afraid) and added on some more modern concept work at the end.
 
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how are you planning on doing the armor.. I'm faced with a similar thing there, either have various pieces of armor that can be picked up which will simply boost the armor a bit (like various HEV types in HL only each looking different and having a lesser or more effect) or have a system that makes more of a difference, the more you pick up the heavier you become the slower you move but the less damage you take from other weapons.. I can't decide which to go for


Edit: oh hey you made combine.. finally ;)
 
Well, light armour like Xylen bark or a ballistic vest won't hamper you much, but full combat armour will slow you a bit, unless you have a high strength rating (Yes, I think I'll put in RPG-style attributes, except I'll actually have them raised transparently by useage, instead of manually by points). This becomes a little less of a bother with powered armour. It still doesn't move fast, or at least the older models don't, but it does alleviate the drain on strength.

I'm planning to have a full inventory system, a little like Deus Ex. There will be a green outline image of the player, with renderings of the armour pieces superimposed over the top. Armour comes in leg units, boots, arm units, gloves, chest/stomach units and helmets. Some armour comes with environmental resistances, which only come into play when you either use the helmet (for gas or eye-irritant resistance) or have the whole suit (for acid, radioactivity, heat and cold).

About the irritants: I'm planning that when you come into contact with certain substances, you get blurry vision or jittery movement for a short time, as though your eyes were watering, or you were covered in itchy stuff.

Oh, and some helmets may restrict vision.

What do you reckon about having a visible player body model?

EDIT: Oh, and the heavier armour makes more noise.

Hey, I made Combine? Woo HOO! Relentless posting pays off!
 
Originally posted by Brian Damage
Well, light armour like Xylen bark or a ballistic vest won't hamper you much, but full combat armour will slow you a bit, unless you have a high strength rating (Yes, I think I'll put in RPG-style attributes, except I'll actually have them raised transparently by useage, instead of manually by points). This becomes a little less of a bother with powered armour. It still doesn't move fast, or at least the older models don't, but it does alleviate the drain on strength.

I'm planning to have a full inventory system, a little like Deus Ex. There will be a green outline image of the player, with renderings of the armour pieces superimposed over the top. Armour comes in leg units, boots, arm units, gloves, chest/stomach units and helmets. Some armour comes with environmental resistances, which only come into play when you either use the helmet (for gas or eye-irritant resistance) or have the whole suit (for acid, radioactivity, heat and cold).

About the irritants: I'm planning that when you come into contact with certain substances, you get blurry vision or jittery movement for a short time, as though your eyes were watering, or you were covered in itchy stuff.

Oh, and some helmets may restrict vision.

What do you reckon about having a visible player body model?

EDIT: Oh, and the heavier armour makes more noise.

Hey, I made Combine? Woo HOO! Relentless posting pays off!

I was thinking of an inventory system. Part likes the idea but I'm worried it might alienate too many potential players if I make it too RPG like, same goes for things like skill, strength, luck and so on. I'd like to but it might put too many off playing it if it gets too deep

I like the idea about the effects of poisons though, I've wanted that since seeing it in NOLF, the floaty sheep/goats and things heh crazy :D
 
Heh, hallucinogens rock. That's not bad idea. I'll keep the inventory fairly simple. After all, it worked for DE.:E

Most people probably aren't going to have an inventory chock-full of weapons and armour, as the game would tend toward finding the right weapons and suit of armour that works for you, and continuing with that until you find a better version.
 
Sounds crazy as usual. After seeing your crazy ideas in the think of a new weapon or jobject thread, I have to say I think this mod will be crazy, but cool.

Rock on!
 
Me K-K-KERAAAAAAAAZEY!

Also, the player will carry a chatty little PDA called ThreeDee (spelt "DDD" and standing for "Dynamic Data Device"). Like the weapons, ThreeDee will have upgrades which affect targeting, mapping, navigation and vision through the player's visor.
 
Originally posted by Brian Damage
Me K-K-KERAAAAAAAAZEY!

Also, the player will carry a chatty little PDA called ThreeDee (spelt "DDD" and standing for "Dynamic Data Device"). Like the weapons, ThreeDee will have upgrades which affect targeting, mapping, navigation and vision through the player's visor.

ack be really careful with a PDA type thing, there's something like that in Poke and its incredibly annoying having to use it again and again, makes replayability zero cause you know what it says and its a bother having to sit through it every time. Maybe insted have something on screen to the side or something, so you can continue to play and not pay much attention to it if you don't really want to. Or make it possible to play without needing it if you know things like combinations and such, then you don't have to bother with it again
 
Basically, ThreeDee'd show up in two forms: extra info about the local environment and entities, via your visor, and data files, messages and communications via a DE-style multi-tabbed GUI.

For instance, if you have the targeting expansion plus the motion detector expansion, you can lock on to enemies, you have a lead reticle for targeting, and you can track them through walls, to a certain extent.

Also, whenever you pick up a new weapon/item/armour piece, you get a descriptive file in your PDA. Some items, weapons and armour have to be researched first to be fully functional, though. Basically, you might have to find a databank to download an instructions for operating them, or get them analysed by a computer, or take them to someone who understands them...
 
Yeah, a bit like that, except for the fact that these (and the options screen) pop up on a VGUI2 PDA held up in front of your face.

Serious Sam... so simple, yet so much fun...
 
Originally posted by Brian Damage
Yeah, a bit like that, except for the fact that these (and the options screen) pop up on a VGUI2 PDA held up in front of your face.

Serious Sam... so simple, yet so much fun...

your as bad with the VGUI thing as I am with normal maps ;)

What do we know about this VGUI so far? What can/can't it do
 
Right, now I'm on my work disk...

Here's a Morod' Hai soldier. No Equipment, just basically a concept drawing of the creature itself.

Notice the spots on the shoulders and waist? As a Marauder matures, the spots extend to cover it's entire skin.

Soldiers are half-grown. The sensory hairs on the head also lengthen with age, and the oral and "finger" tentacles extend.

This is just one colour scheme I'm experimenting with. I'll probably try a multicoloured skin tone when I get the time.

Soldiers are the basic foot troops of the Marauder Pirate Fleet. Below them are Toilers and Larvae, above them are Elites, Commanders and Elders.

EDIT: Gah, no attachment. See next page...
 
Whoops, forgot the attachment:
 

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Originally posted by Fenric1138
your as bad with the VGUI thing as I am with normal maps ;)

What do we know about this VGUI so far? What can/can't it do

Well, here's hoping. It certainly seems to be capable of quite a bit from the looks of that camera demonstration.:E
 
not a bad pic.. colors are still a bit bright though ;)

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yeah that video camera thing looked ok, that was just a camera though, i think the VGUI thing must be something else not yet seen
 
Oh. I could have sworn that Gabe said that that was part of VGUI. Well, we'll see.

D'you think that the Marauders should be more pastel-shaded, then?

Anyone else reading this, do please feel free to comment...
 
Originally posted by Brian Damage
Oh. I could have sworn that Gabe said that that was part of VGUI. Well, we'll see.

D'you think that the Marauders should be more pastel-shaded, then?

well he might have done, i don't know what everything he's said over the years about it. I just think it looked like some kind of camera feature
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yeah and probably more fleshy colored.. If its a soldier the bright colors will just give it away, it should be more colored to its natural fighting environment. For example the snowcat I mentioned in another thread, thats white cause it lives in an arctic like environment, so like a polar bear its coloring matches its environment because its a predator. Like many fish have certain colors to their scales which make them difficult to see from the top or bottom as the top and bottom of them matches the general environment. Or the Mantaray, its top surface is sandy colored with spots to look like the ocean floor, the area undernearth is a whitish/blue color so when looking up at it it matches the view more.. Not perfect but nature never is heh
 
Well, caucasian-human-pink kinda sticks out like a sore thumb, too...:p

Remember, you can't see it in this pic, but they do actually wear cloths, of a sort. Their skin's final colour pattern will perfectly suit the rocky planet that they evolved upon. Volcanic glass and gravel and all that.;)
 
Originally posted by Brian Damage
Well, caucasian-human-pink kinda sticks out like a sore thumb, too...:p

Remember, you can't see it in this pic, but they do actually wear cloths, of a sort. Their skin's final colour pattern will perfectly suit the rocky planet that they evolved upon. Volcanic glass and gravel and all that.;)

why not a fleshy color like in those pics I showed you
 
That might work. But I think there'll be some purpley-blue in there somewhere. Maybe the secondary patterns on the skin.

Do you think I should make the finger and oral tentacles a slightly different shade?
 
Originally posted by Brian Damage
That might work. But I think there'll be some purpley-blue in there somewhere. Maybe the secondary patterns on the skin.

Do you think I should make the finger and oral tentacles a slightly different shade?

What about skin colors like this?

bansheeconcept.jpg


quickly knocked up concept of a Banshee from my mod (hence why I've been quiet just now, doing this and watching Krull heheh), inspired by this old pic I saw once http://www.grimghosts.com/art/ghoulphoto1.jpg


I've got reds, greens, blue's, purples even in it and its possible to keep things from looking too gaudy and its not browns/grays like the giger/biomechanical ones I'd done that I showed you from before
 
AAAAAAAAAAAARRRRRRRRRRRRRRGGGGGGGGGGGGGHHHHHHHHH!

Whoooeee. Now I see what you mean. Like tonal variations in the skin shade to make it look more natural. I think I'll give it a bash when I have more time. The pic I'm using might be a little small, though. I might have to scan it in at a higher resolution...
 
Originally posted by Brian Damage
AAAAAAAAAAAARRRRRRRRRRRRRRGGGGGGGGGGGGGHHHHHHHHH!

Whoooeee. Now I see what you mean. Like tonal variations in the skin shade to make it look more natural. I think I'll give it a bash when I have more time. The pic I'm using might be a little small, though. I might have to scan it in at a higher resolution...

yep, now ya got it :)
 
Got any tips for true humanoids? I can draw neato robots, fairly good aliens, and cool machinery (IMO, at least), but I always seem to stumble with humans, or true humanoids like that banshee of yours. Bodies are easy, but faces are a real slog uphill.

PM me. This is turning into another art thread:E.
 
hmm tips on humanoids.. Well I'd suggest anatomy books, Gray's Anatomy is pretty handy. Study everyone you see, study lighting and form. Draw and paint as often as you can and as many varied objects as you can. Don't get too attached to your work, if it aint' working scrap it and start again.. I'd probably suggest just using a pencil and paper at first, avoid the use of color until your confident with just pencil sketches, can't get the coloring right until you can get the lighting right. Doodle a lot and just keep at it.. Look at lots of porn too, no don't laugh, lots of naked bodies in all kinds of positions it can be really useful reference material. Above all, if your not enjoying it, stop, take a break, go out, get drunk, read a book or whatever. If you try draw, or anything for that matter when your not really interested in doing it then it'll not work out as you'd hoped.
 
Now I have an excuse to download porn. Thank you, Fenric.:E

So basically, draw from reality and study other anatomical works? Gotcha.
 
Drawing won't help you create 3D models that much. Stuff like lighting and curvature and enviroment in a 3D application is what you need.

Well, my opinion anyway
 
Originally posted by phantomdesign
Drawing won't help you create 3D models that much. Stuff like lighting and curvature and enviroment in a 3D application is what you need.

Well, my opinion anyway

he was asking about drawing
 
Okay, slightly modified colour scheme for the Marauder. Basically, his skin tones are somewhat more varied, and there's hints of iridescence on his forearm carapace and his thoracic plates.

[EDIT]: Fifteen years later and I only had the final pic, so that's the one that gets uploaded (twice)
 

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Iiiiiiiiiiiiiiiiiiiiiiiiiiiiiit's SATURDAY!

One of the native Xylen, he's the leader of the planetary resistance against the Morod' Hai. His favoured weapon, the huum, a blowpipe, fires specially bred kodi darts, which have an almost instant effect upon the central nervous systems of morodi creatures, killing anything up to medium size rapidly.

His people, the Xylen, possess a brand of technology completely based upon specially bred plants. They grow everything that they use. for example, Saturday's gija bark armour is surprisingly tough and durable, whilst also being very light. The trajo cloth wrappings seen around his knees and elbows are actually leaves from a plant, with absolutely no processing besides minimal drying.

All this is makes perfect sense, from an evolutionary standpoint, as the Xylen are plants themselves. Their feet draw water and nutrients from the ground, though they are capable of deriving nutrients from another source...

They also photosynthesise. Air pockets in their bodies allow them to breathe carbon dioxide in a similar way to oxygen-based human respiration.

Their neural tissue is spread throughout their bodies, and is in most cases at least triply redundant.

They have several unusual abilities...

Saturday will be the player's most frequent companion. He can provide covering fire, weaken tougher enemies, act as a guide, and generally assist the player.

Being a plant, he is very hard to kill, and has regenerative capabilities, though he must occasionally find water and nutrients.

By the way, "Saturday" is a nickname bestowed upon him by the player. His correct name, "Seta-dah" means, literally, "Protector of the Garden".
 

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Okay, next: The Cave Crawler... this is partly cut and paste from the art thread...

A semi-reptilian from Morod, the Crawler (Morodi name: Ghorindai), is a vicious predator with a predilection for hiding amongst the stalagmites in damp caves.

Guided by it's infrared vision, it launches specially adapted teeth at it's prey by means of a strange evolution of it's trachea and lungs. These teeth are coated with a powerful neurotoxin, produced by modifed salivary glands.

Can slither very quickly, aided by it's hooked limbs. Makes a distinctive and creepy sound, somewhat like someone sandpapering slugs.

It's shell is iridescent, and valued highly by the Morod' Hai for ceremonial armour. It is capable of deflecting glancing shots from projectile weapons, though it does have certain weaknesses.

One of these creatures has taken over a cave near the Xylen city. Not being very good in the dark, the Xylen are having a little difficulty getting rid of it...

[EDIT] Fifteen years later, and this file has gone missing from my collection, so unfortunately I can't re-upload it :(
 
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When I learn how to model :p.

Seriously, I'll probably give it a go after this Friday coming up. It's my last exam:eek:.
 
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