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Grand
Theft Modification – General Information „Again just another semi-realistic
Half-Life Modification which tries to beat the mighty Counter-Strike!“.
That's what you might have thought coming to our webpage. Well,
you were right in one point, we want to take the lead in the herarchy
of the Half-Life modifications, this goal is gonna take some more
time to achieve, but, unlike the other yet released mods, Grand
Theft, or GT, as all of the team members call it, does not try to
copy Counter-Strike. We want to create a much more realistic and
team-oriented gameplay as well as a whole new athmosphere for Valve's
great game. The general subject is the classical robbery-situation,
with a team of Thieves that has to steal a certain objective placed
in the game environment and a Security Force which should keep the
bad guys from doing so. Also, in order to force the players to play
really team-oriented and well-thought, a condition many mods failed
to provide. For that reason, we designed different classes for both
fractions with individual abilities, advantages and disadvantages,
making them easy to eliminate alone but strong playing in a team
with a good strategy.
The
next thing we wanted to get done was to create an ego-shooter that
is less quake-style and doesn't live by making huge massacres and
drowning the maps in blood. An aspect of this is that there are
no heavy weapons in the mod, at first we only wanted pistols, knives
and bats to be available, later we powered up the Securities' heavy
guard by giving him a small pump action shotgun. The thieves have
the best chance to win and get their job done by staying unseen
and unlocated throughout the whole mission operating in the darkness
and finishing all off before a Security Officer is able to react.
In a one on one fight Thief versus a Security Officer the Thief
has about a 1-on-100 chance to survive the dance. The mod will have
a very tactical and secret-ops feeling, introducing as much realism
and tactics an ego shooter can have. If you wish some further information
about the classes, their weapons and abilities, read the full info.
Now
just a few more words about the team and how we got to this point.
Ismael, Tliffrag, neoNaut and me had the idea to do our own modification
in one of Mr Stein's exciting arts lessons. Very soon, the base
structure of the mod was present, as well as the decision to use
the engine of Valve's Game Of The Year 1998 Half-Life. Although
there was one member who would have preferred making a mod for the
Unreal Engine, we decided that the yet very old, but still quite
up to date and very compatible HL-Engine fitted better into our
concept (we didn't want the real-life-robberies to take place on
board of some science fiction space ship). Although the team was
small, we already had the potential to get our mod done, because
we had a specialist for every purpose and were able to cover every
part of the mod development.
Tliff,
the best coder at our school (big lol, ras), famous for php-scripts
and small stuff like that, had his first really big task, neoNaut,
who had yet experimented with different maps for standard HL filled
the postion of the lead mapper, Ismael, who is not only a awesome
talented 3d artist, but has the ability to produce loads of polies
in no time, started doing the first person weapon models for the
young mod and me, Rascal, up to that time only had only done some
small UT Maps, was applicated as Mapper, but quite soon changed
to the Modeling Section. Work progresses, but we refuse to announce
a release date for not to get into time problems and have to release
a buggy, almost unplayable and unfinished alpha version of our mod.
The mod will be released „when it's done“. Stay tuned and check
the news for further updates! Stay cool
RASCAL
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