Majestic XII
Tank
- Joined
- May 18, 2003
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It's time for a little selfpimping. Some friends and I are currently working on a multiplayer mod called Decadence, and we just updated with some new stuff for you all to see.
Decadence is a multiplayer mod between two teams with two players each fighting over capture points. The maps are designed to have several "areas" with capture points, but only one capture point will be available at any given time. This will focus the players to one point and make the action a bit more compact. If a team captures one of these points, the players will move on to an adjacent area (Starting in the middle, and going left or right depending on which team captures the point). The team who force their way to the last area in their favor wins the game.
Since we only allow four players in total, we can offer each player a selection of characters with totally different styles. Picking the right character and combination of characters for any given map will give your team an advantage over the other team, but they can combine a set of characters to counteract yours. The secondary fire for all characters will allow you to use their special "ability", which is different depending on the character. I can't go into detail for all of them, but one character - Echo - will have a portable shield he can use to provide additional cover for his teammate. Each of these abilities can be "out smarted" if you use the right character with the right strategy. The maps are also designed in order to make use of the weapons in the best way possible.
We?re also after a slower gameplay than regular Half-Life 2: Deathmatch in order to place more focus on strategy. We're after a trench war feeling, with players moving from cover to cover in order to keep their head on their necks. So movement is more from cover to cover while trying to suppress the enemy and get to the control point safely. Again, the maps are designed with this in mind. There are always multiple routes to the capture point. The maps are rather open so you'll always see your goal and know of the whereabouts of your enemy.
Other features in the mod are stuff like regenerative health, revival, No HUD (everything has been placed inside of the world, instead on an abstract layer of information) and more. We got a bunch of stuff in the works which I can't talk about, but you'll know about them... sooner or later
.
I'll post a bunch of screens, concepts and a render of Echo Aelian for you lot to take a look at, I hope you'll enjoy it!
You can visit our site at www.decadencemod.com and it would be awesome if you guys could vote for us in the ModDB contest, http://www.moddb.com/mods/9773/decadence.
Screenshots:


Render:

Art:


I'll throw in a time-lapse video from one of our dev-lans. Living together has got its advantages
http://www.youtube.com/watch?v=6HddWi71qCE
That's all for me, enjoy!
Decadence is a multiplayer mod between two teams with two players each fighting over capture points. The maps are designed to have several "areas" with capture points, but only one capture point will be available at any given time. This will focus the players to one point and make the action a bit more compact. If a team captures one of these points, the players will move on to an adjacent area (Starting in the middle, and going left or right depending on which team captures the point). The team who force their way to the last area in their favor wins the game.
Since we only allow four players in total, we can offer each player a selection of characters with totally different styles. Picking the right character and combination of characters for any given map will give your team an advantage over the other team, but they can combine a set of characters to counteract yours. The secondary fire for all characters will allow you to use their special "ability", which is different depending on the character. I can't go into detail for all of them, but one character - Echo - will have a portable shield he can use to provide additional cover for his teammate. Each of these abilities can be "out smarted" if you use the right character with the right strategy. The maps are also designed in order to make use of the weapons in the best way possible.
We?re also after a slower gameplay than regular Half-Life 2: Deathmatch in order to place more focus on strategy. We're after a trench war feeling, with players moving from cover to cover in order to keep their head on their necks. So movement is more from cover to cover while trying to suppress the enemy and get to the control point safely. Again, the maps are designed with this in mind. There are always multiple routes to the capture point. The maps are rather open so you'll always see your goal and know of the whereabouts of your enemy.
Other features in the mod are stuff like regenerative health, revival, No HUD (everything has been placed inside of the world, instead on an abstract layer of information) and more. We got a bunch of stuff in the works which I can't talk about, but you'll know about them... sooner or later
I'll post a bunch of screens, concepts and a render of Echo Aelian for you lot to take a look at, I hope you'll enjoy it!
You can visit our site at www.decadencemod.com and it would be awesome if you guys could vote for us in the ModDB contest, http://www.moddb.com/mods/9773/decadence.
Screenshots:
Render:
Art:
I'll throw in a time-lapse video from one of our dev-lans. Living together has got its advantages
http://www.youtube.com/watch?v=6HddWi71qCE
That's all for me, enjoy!