Recall to hell: information!


#1

Recall to Hell:
> the whole Modsite: http://recalltohell.d3files.com/

We’re the recall to hell mod team [31 members] creating some more intensive and atmospheric game-mod for doom3, here is our portfolio:

Some of our Models:
> more models


Some of our Screenshots:
> more screenshots



Some of our Blueprints/Concepts:
> more screenshots

More details:

and the features we’ve planned:
http://recalltohell.d3files.com/mod.htm
http://recalltohell.d3files.com/interview.htm

So we have a really talented bunch of modders working very motivated within our contexts. But to get apart from the original game we have to do quiet more own stuff to realise our ideas…that’s why we’re currently searching for new talents.

For the following position we still need some skilled modders:

> mapper | level designer
> modeler | animation artists
> texture artists
> concept artists
> sounder
> coder | scripter

…are you interested?! For further information don’t hesitate to check out our mod-project “recall to hell” at: http://recalltohell.d3files.com/

> We offer you an interesting activity in a motivated team.
> You are free to decide if you just want to design a couple of things for us now and then, or if you want to become an integral member of the team. There’s no compulsion, no force, no deadlines – just tell us and you are free to leave the project at any given time.
> Together we are aiming at the realization of a long-term project.
> Therefore we will permanently provide you with tips, detailed sketches, concepts as well as a lot of individual liberties
so you get some modeling ideas blueprints and concepts from us.

> You keep the full rights of your work - you can presentate/use it wherever you want. We only will use it for integrating in our modproject. We will also presentate your works at the newssections of all famous games-/fan-/and doom3-sites. With your name and maybe a link to your portfolio if you want us to do so.

Note: We’re working with motivation and the paid attention of all the gaming/modeling/fansites. We offer you the ability to work in a team, discuss and improve your style and make a lot of people looking at your work, your name and your linked portfolio on presentating your work all over the web. But we are a non-paid project without any forces or deadlines.

if you’re interested then: reply to our forum: http://manhunter2k5.cybton.com/RTH/wbb2/ and submit in “Jobs” a little description about your skill, expects, suggestions and of course yourself…or drop us a line via email: recall_to_hell@gmx.de

> you’re able to submit your application without being registered to our forum
> please describe your skills and the time you can spend in our mod
> let us know if you’ve already experience by working for other mods before
> send us screenshots, samples, drafts, model-files and so on - your references are the only way we can judge your abilities and discuss it within the team
> please leave a contact address (like email). To give us the possibility to reply to your application…

don’t be shy…;o) - later, legion_x

> Greetings, Legion_x [Reca|| to he||]


#2

Noone interested?!


#3

“Recall to Hell : Ascent of blood and steel” celebrates its birthday. Exactly one year ago we found our origin in the lively depths of the forum on Doom 3 maps.

By now we are somewhat known beyond the borders of Doom3Maps as well, even in Wikipedia ;o). Of course most of the credit goes to you, the community, the fansites and our motivated members. Enough reason, especially on such an occasion, for a big thank you in form of a substantial attack on your visual nerves by multimedia content.

So here comes a short outline of our working progress and some visual insights:

We promised you huge atmospheric and, above all, innovative locations beyond the typical Doom3 look. In representation of this fresh look we want to use this chance to show you some more screenshots of our maps. New entrant Ivan and leadmapper Elusive contributed a few particularly impressive examples:

Our new Concept artist Chrike is working right now on the graphics for the loading screen of each level. Here is an example for the two gigantic PTMI-Drill Platform midst a large black ocean on the Uranus moon Mirinda.

Detailed concepts and descriptions are the framework of most of our maps. This is quite evident in a very atmospheric conversion of the planned PTMI mine worker quarters several miles under the surface of the moon by Psychokiller:

And Jupiter is being mapped innovatively as well. On a large belt of meteorites directly over the planet a high security tract has been build by the PTMI. Our mapper Zizz shows us some almost megalomaniac proportions with his constructions on the huge walkable surface of the meteorite. Just the bridge on the first screen alone consists of about 9000 brushes [as big as some doom3 maps in the whole]

We have promised you innovative and modern weapons, which won’t break new ground only in looks, but in handling as well. For example the Riveter modelled by Jack Frost, which is going to shot steel rivets. Area wide orgies of destruction, on the other hand, can be celebrated using our Oxydation Grenades together with the matching thrower. And of course there are going to be some pick axes underground as short-range weapon for purists.

Naturally we also have the right enemies for such weapons. Crueller as well as more innovative and sneaky than in Doom. Fear the Genetic Rats in narrow passageways, which will silently ambush you in groups. Just as devious are the Genetic Dr ones, which are able to even penetrate pipes, walls and ceilings. But of course the highlight is the Genetic Mastermind modelled by Blitz. Our tex turer Vile has attended to her and given her a truly gruesome feel. And with her size [1.5 times as big as the Cyberdemon] she is in no way inferior to her look

_ _
Futuristic controllable vehicles are on our feature list and so we don’t want to deprive you of a small visual motor pool. Mantikor has already tackled some concepts for a extraterrestric Buggy with pencil and paper. A similar wheeler is the Communication Vehicle modelled by RichardUK, which will come in no less than two versions. Finally we also want to present you Jack’s detailed space ship concepts:

The water physics are now fully implemented. Thus the water shader will be influenced by the size, surface and mass of moving objects. For example corpses will float above or under the water surface according to their appointed mass. The sounds for bubbling, swimming and diving are being created. Even the respective complex water reflections on walls and ceilings have been realized by our shading artist Junkguy.

High-res tex tures for maps and characters are currently eagerly worked upon.

And finally another concept screen, which presents our compact HUD-system. We want to realize our complete system based on circular forms, starting with the weapon/ammunition and health gauge over more complex inventory screens and personal displays. That’s why we still need a GUI-designer/coder who wants to work with this interesting HUD-subject.

Of course we are also still in search of mappers, tex turers, animators, coders and shader artists, so in the following months we will be able to mod at least as efficiently as up to now. If you are interested, please post in the forum as usual.


+++ “Reca|| to he|| - ascent of blood and steel” +++
the most intensive doom³ singleplayer campaign
making doom³ as you useless expected it then - check our mod
we’re still searching for talented and motivated members to join

> Modsite: http://recalltohell.d3files.com/
> Forum: http://recalltohell.d3files.com/wbb2/
> eMail: recall_to_hell@gmx.de
> IRC: de.quakenet.org | channel: #recalltohell
> ICQ: 314-771-156



#4

i think it looks way awesome. i especially like the model of the cyborg chick.

btw i am a model skinner so if u need sum help send me a pm :wink:


#5

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