JQuigley
08-28-2009, 03:46 PM
Firstly, i'll explain the Northern Ireland: 1983 project, and what we are attempting to do.
Basically, the main idea was to feature as much as we could from the 83-84 period, in regards to media, style, and equipment, which is one of the main thing's we're looking for to make it seem more in-depth, and playable. We're making every attempt to make the mod as unbiased as possible, but at the same time, it has to be remembered that there were horrendous actions on both sides, and more so in regards to the paramilitaries on both the Loyalist, and Republican sides. Anyway, we hope you enjoy it when we finally release it, but with the current work load, you're looking at between 10-12 months, mainly due to the plot design, level design, and AI that needs to be incorporated (The last one is vital, as Crysis standard AI is shoddy, and doesn't do what we need it to do.).
The story begins in the ending months of 1983. Northern Ireland, and in particular County Armagh and County Down, have been wracked by recent attacks on the RUC, the Army, and the civilian populace. According to Intelligence reports, this is believed to be due to a recent split in the Provisional IRA, with the hardliners splitting from the main body, to form their own paramilitary organisation due to the recent appearance of PIRA bending more towards a peaceful solution, rather than one of violence.
You take the role of 29 year old Sgt. John Casey, a member of the British Special Boat Squadron, the maritime equivalent of the SAS. You, and an 8 man patrol, have been dispatched to the province in an attempt to cripple the new splinter group, via tracking down and eliminating or capturing their leadership, before there are further attacks. The threat has to be eliminated, before it is too late. Failure is not an option.
We decided to work with Cryengine2 for a number of reasons. Firstly, the much larger areas available for use in gameplay - this is vital for a game that we're trying to bill as a large, open attack style game. Secondly, the higher levels of geometry allow us more detail - as you can see from the below weapons, than say, Source. 6K polygons, for the most part, is more than enough for most weapons you could say. Thirdly, the environmental settings allowed us to really use the engine to its limit, displaying Ireland, the UK, and elsewhere to the full extent of the Cryengine's power - it ain't just good with Jungle ya know. Finally, its got a fairly large, and able, modding community available, which allows questions about the engine, or possibilities to be quickly dealt with, and even better, improved by the community.
Anyway, now I'll give several pieces of media from this months update, , otherwise i'll probably get a good slap from a mod for not showing what i'm on about... :P
(Items not relevant to CGSociety have been removed from the update)
Welcome to today's news update regarding the August Update of Northern Ireland: 1983. Today, we're bringing you the culmination of nearly 2 months worth of hard work, that brought us through a lot of development, not just in game, but the plot as well. If you look at our ModDB page (http://www.moddb.com/mods/northern-ireland-pathfinder) now, you'll see that we've gone through a complete overhaul of our artstyle, to further embed the 80's feel, and make the modification seem more professional.
Concept Art:
I'd like to present the work of Shimmering Sword, one of our talented concept artists, whose been developing the appearance of Blue Team's members, and is our lead in regards to character design for the modification. You can find more information on Blue Team in this ModDB article here (http://www.moddb.com/mods/northern-ireland-pathfinder/features/crw-blue-team-factfiles), and more of Shimmering Sword's work here (http://shimmering-sword.deviantart.com/).
SAS Team Concept (http://img510.imageshack.us/i/sasteam.jpg/)
SBS Team Concept (http://img139.imageshack.us/i/sbsteam.jpg/)
(Note, we're altering at least one of them to have a moustache. Can't believe I forgot to say we needed that to the concept artist.)
Modelling & Texturing:
Next up, one of our new modellers that joined us at the start of the month, Can5, has produced this wonderful model of the AKM - commonly used by terrorist organisations the world over, and is a steadfast, sturdy, and above all, reliable weapon. In game the player will be able to use a GP-25, along with a silencer with the weapon, making it a deadly weapon in the right hands.
(http://img26.imageshack.us/i/akm2.jpg/)AKM View 1 (http://img26.imageshack.us/i/akm2.jpg/)
AKM View 2 (http://img165.imageshack.us/i/akm1.jpg/)
(http://img165.imageshack.us/i/akm1.jpg/)
Badcop also recently joined us, and has been churning out models for us at an amazing rate, to a very high standard. First up, is the M16-A2, a weapon that was the mainstray of the SAS and SBS during the 70's, 80's and early 90's, before being replaced with the Candian C8. During the game, this is one of the most customisable weapons available to the player, and a good balance of firepower, and accuracy.
M16-A2 View 1 (http://img156.imageshack.us/i/m16a24.jpg/)
M16-A2 View 2 (http://img25.imageshack.us/i/m16a21.jpg/)
M16-A2 View 3 (http://img156.imageshack.us/i/m16a22.jpg/)
M16-A2 View 4 (http://img504.imageshack.us/i/m16a23.jpg/)
Next, we have the FN Minimi - also known as the M249 SAW in American service, and the L108A1 in British Service - again produced by Badcop. A weapon that is standardly used to lay down immense levels of covering fire in support of a section - a very valuable weapon on any operation, and particularly if fitted with a sight - which the player will have the option to do.
FN Minimi View 1 (http://img148.imageshack.us/i/minimi1.jpg/)
FN Minimi View 2 (http://img253.imageshack.us/i/minimi2.jpg/)
As Badcop's final contribution to this month's update, we have the M61 Fragmentation grenade that was in use by British forces for some two decades, along with American forces during Vietnam. Also, we have the Ka-Bar combat knife, one of the knives that will be available to the player to use.
M61 Grenade (http://img223.imageshack.us/i/m61grenade.jpg/)
Ka-Bar (http://img231.imageshack.us/i/kabar.jpg/)
To finish the Modelling & Texturing section of this update, Jason's work on the .38 Special and Remington Shotgun are up for viewing, and bring the models to life properly thanks to Jason's skills. Both have been rendered using the Marmosett Engine.
.38 Special Texture (http://img10.imageshack.us/i/revolverj.jpg/)
Remington 870 Texture (http://img10.imageshack.us/i/remingtona.jpg/)
(http://img10.imageshack.us/i/remingtona.jpg/)
Level Design:
Finally, we bring you Sensman's work on the multiplayer segment of the modification, which is approximately 1/3 done at the time of writing. Firstly, is the map Shipment. This multiplayer level is Deathmatch, and Team Deathmatch only, for the sake of balance.
http://img150.imageshack.us/i/94051838.jpg/
http://img196.imageshack.us/i/81882458.jpg/
Next, you may recognise this map from Call of Duty 4 - Vacant. We are developing a similar map for the multiplayer section of the modification, due to the size of the level, and its enjoyability. This will be a Deathmatch only level. At the time of writing, this is still in development, as the Crysis containers are being replaced by our own more detailed versions, along with some other changes to the level.
http://img38.imageshack.us/i/61644370.jpg/
http://img521.imageshack.us/i/86996084.jpg/
http://img521.imageshack.us/i/86996084.jpg/
To finish off this month's update, here is The Darkness. We've got the furthest in development with this level, and are able to show you a flythrough of the level as well. Please bare in mind, like the other two levels, this is still in development, and changes are still being made.
http://img132.imageshack.us/i/48716349.jpg/
http://img407.imageshack.us/i/63566327.jpg/
http://img402.imageshack.us/i/46547056.jpg/
http://img11.imageshack.us/i/78952205.jpg/
http://img197.imageshack.us/i/76734176.jpg/ (http://img11.imageshack.us/i/78952205.jpg/)
http://img197.imageshack.us/i/76734176.jpg/
http://img526.imageshack.us/i/22073484.jpg/
Recruitment:
C++ Coder
Flowgrapher
Character Modeller
Vehicle/Prop Modeller
Texturer
Level Designer
If you are interested in joining, please send me a message on here, and I'll reply as soon as I can.
Thats all for this weeks update. Thank you for reading probably the longest update that i've ever written, and I'll ever write most likely. Hopefully. God, I'll end up with RSI if I'm not careful...
Links:
ModDB: http://www.moddb.com/mods/northern-ireland-pathfinder
Crymod: Northern Ireland: 1983 [Sneaky Preview] (http://www.crymod.com/thread.php?threadid=42988)
Our Forums: http://www.crystalwolfstudios.com/forum/
Any crits on the work would be welcome - the textures are definately getting redone on the Shotgun, after suggestions at the Game Artist forums. Plus, if anyone fancies giving a hand, would be much appreciated. ;)
[Apoligies for the wall of text, be glad that I linked to the images instead, or it'd look even longer.]
Thanks,
-J
Basically, the main idea was to feature as much as we could from the 83-84 period, in regards to media, style, and equipment, which is one of the main thing's we're looking for to make it seem more in-depth, and playable. We're making every attempt to make the mod as unbiased as possible, but at the same time, it has to be remembered that there were horrendous actions on both sides, and more so in regards to the paramilitaries on both the Loyalist, and Republican sides. Anyway, we hope you enjoy it when we finally release it, but with the current work load, you're looking at between 10-12 months, mainly due to the plot design, level design, and AI that needs to be incorporated (The last one is vital, as Crysis standard AI is shoddy, and doesn't do what we need it to do.).
The story begins in the ending months of 1983. Northern Ireland, and in particular County Armagh and County Down, have been wracked by recent attacks on the RUC, the Army, and the civilian populace. According to Intelligence reports, this is believed to be due to a recent split in the Provisional IRA, with the hardliners splitting from the main body, to form their own paramilitary organisation due to the recent appearance of PIRA bending more towards a peaceful solution, rather than one of violence.
You take the role of 29 year old Sgt. John Casey, a member of the British Special Boat Squadron, the maritime equivalent of the SAS. You, and an 8 man patrol, have been dispatched to the province in an attempt to cripple the new splinter group, via tracking down and eliminating or capturing their leadership, before there are further attacks. The threat has to be eliminated, before it is too late. Failure is not an option.
We decided to work with Cryengine2 for a number of reasons. Firstly, the much larger areas available for use in gameplay - this is vital for a game that we're trying to bill as a large, open attack style game. Secondly, the higher levels of geometry allow us more detail - as you can see from the below weapons, than say, Source. 6K polygons, for the most part, is more than enough for most weapons you could say. Thirdly, the environmental settings allowed us to really use the engine to its limit, displaying Ireland, the UK, and elsewhere to the full extent of the Cryengine's power - it ain't just good with Jungle ya know. Finally, its got a fairly large, and able, modding community available, which allows questions about the engine, or possibilities to be quickly dealt with, and even better, improved by the community.
Anyway, now I'll give several pieces of media from this months update, , otherwise i'll probably get a good slap from a mod for not showing what i'm on about... :P
(Items not relevant to CGSociety have been removed from the update)
Welcome to today's news update regarding the August Update of Northern Ireland: 1983. Today, we're bringing you the culmination of nearly 2 months worth of hard work, that brought us through a lot of development, not just in game, but the plot as well. If you look at our ModDB page (http://www.moddb.com/mods/northern-ireland-pathfinder) now, you'll see that we've gone through a complete overhaul of our artstyle, to further embed the 80's feel, and make the modification seem more professional.
Concept Art:
I'd like to present the work of Shimmering Sword, one of our talented concept artists, whose been developing the appearance of Blue Team's members, and is our lead in regards to character design for the modification. You can find more information on Blue Team in this ModDB article here (http://www.moddb.com/mods/northern-ireland-pathfinder/features/crw-blue-team-factfiles), and more of Shimmering Sword's work here (http://shimmering-sword.deviantart.com/).
SAS Team Concept (http://img510.imageshack.us/i/sasteam.jpg/)
SBS Team Concept (http://img139.imageshack.us/i/sbsteam.jpg/)
(Note, we're altering at least one of them to have a moustache. Can't believe I forgot to say we needed that to the concept artist.)
Modelling & Texturing:
Next up, one of our new modellers that joined us at the start of the month, Can5, has produced this wonderful model of the AKM - commonly used by terrorist organisations the world over, and is a steadfast, sturdy, and above all, reliable weapon. In game the player will be able to use a GP-25, along with a silencer with the weapon, making it a deadly weapon in the right hands.
(http://img26.imageshack.us/i/akm2.jpg/)AKM View 1 (http://img26.imageshack.us/i/akm2.jpg/)
AKM View 2 (http://img165.imageshack.us/i/akm1.jpg/)
(http://img165.imageshack.us/i/akm1.jpg/)
Badcop also recently joined us, and has been churning out models for us at an amazing rate, to a very high standard. First up, is the M16-A2, a weapon that was the mainstray of the SAS and SBS during the 70's, 80's and early 90's, before being replaced with the Candian C8. During the game, this is one of the most customisable weapons available to the player, and a good balance of firepower, and accuracy.
M16-A2 View 1 (http://img156.imageshack.us/i/m16a24.jpg/)
M16-A2 View 2 (http://img25.imageshack.us/i/m16a21.jpg/)
M16-A2 View 3 (http://img156.imageshack.us/i/m16a22.jpg/)
M16-A2 View 4 (http://img504.imageshack.us/i/m16a23.jpg/)
Next, we have the FN Minimi - also known as the M249 SAW in American service, and the L108A1 in British Service - again produced by Badcop. A weapon that is standardly used to lay down immense levels of covering fire in support of a section - a very valuable weapon on any operation, and particularly if fitted with a sight - which the player will have the option to do.
FN Minimi View 1 (http://img148.imageshack.us/i/minimi1.jpg/)
FN Minimi View 2 (http://img253.imageshack.us/i/minimi2.jpg/)
As Badcop's final contribution to this month's update, we have the M61 Fragmentation grenade that was in use by British forces for some two decades, along with American forces during Vietnam. Also, we have the Ka-Bar combat knife, one of the knives that will be available to the player to use.
M61 Grenade (http://img223.imageshack.us/i/m61grenade.jpg/)
Ka-Bar (http://img231.imageshack.us/i/kabar.jpg/)
To finish the Modelling & Texturing section of this update, Jason's work on the .38 Special and Remington Shotgun are up for viewing, and bring the models to life properly thanks to Jason's skills. Both have been rendered using the Marmosett Engine.
.38 Special Texture (http://img10.imageshack.us/i/revolverj.jpg/)
Remington 870 Texture (http://img10.imageshack.us/i/remingtona.jpg/)
(http://img10.imageshack.us/i/remingtona.jpg/)
Level Design:
Finally, we bring you Sensman's work on the multiplayer segment of the modification, which is approximately 1/3 done at the time of writing. Firstly, is the map Shipment. This multiplayer level is Deathmatch, and Team Deathmatch only, for the sake of balance.
http://img150.imageshack.us/i/94051838.jpg/
http://img196.imageshack.us/i/81882458.jpg/
Next, you may recognise this map from Call of Duty 4 - Vacant. We are developing a similar map for the multiplayer section of the modification, due to the size of the level, and its enjoyability. This will be a Deathmatch only level. At the time of writing, this is still in development, as the Crysis containers are being replaced by our own more detailed versions, along with some other changes to the level.
http://img38.imageshack.us/i/61644370.jpg/
http://img521.imageshack.us/i/86996084.jpg/
http://img521.imageshack.us/i/86996084.jpg/
To finish off this month's update, here is The Darkness. We've got the furthest in development with this level, and are able to show you a flythrough of the level as well. Please bare in mind, like the other two levels, this is still in development, and changes are still being made.
http://img132.imageshack.us/i/48716349.jpg/
http://img407.imageshack.us/i/63566327.jpg/
http://img402.imageshack.us/i/46547056.jpg/
http://img11.imageshack.us/i/78952205.jpg/
http://img197.imageshack.us/i/76734176.jpg/ (http://img11.imageshack.us/i/78952205.jpg/)
http://img197.imageshack.us/i/76734176.jpg/
http://img526.imageshack.us/i/22073484.jpg/
Recruitment:
C++ Coder
Flowgrapher
Character Modeller
Vehicle/Prop Modeller
Texturer
Level Designer
If you are interested in joining, please send me a message on here, and I'll reply as soon as I can.
Thats all for this weeks update. Thank you for reading probably the longest update that i've ever written, and I'll ever write most likely. Hopefully. God, I'll end up with RSI if I'm not careful...
Links:
ModDB: http://www.moddb.com/mods/northern-ireland-pathfinder
Crymod: Northern Ireland: 1983 [Sneaky Preview] (http://www.crymod.com/thread.php?threadid=42988)
Our Forums: http://www.crystalwolfstudios.com/forum/
Any crits on the work would be welcome - the textures are definately getting redone on the Shotgun, after suggestions at the Game Artist forums. Plus, if anyone fancies giving a hand, would be much appreciated. ;)
[Apoligies for the wall of text, be glad that I linked to the images instead, or it'd look even longer.]
Thanks,
-J
