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HL2 Tactical FPS Mod

Started by February 12, 2006 06:38 PM
7 comments, last by Tonedef 19 years ago
Hey guys. I am new around here, but I have read the rules so I hope not to break any [wink]. I have been working on a basic design for a HL2 mod over the past few days. It is very rough, but I think it is to the point where I can ask what you think. Mind you this would be a huge project if I start it, so this is by no means finalized. And I will do much more revising and writing before I begin to form a team. This is simply for outsider input. (note: I am using Acoustica's format/layout for my presentation) Negotiations (tentative title) Basic Design Concept February 12, 2006 ©2006 Bradley Durham
Basic Game Concept Set in the near future an elite covert-ops team is put together to deal new threats of rising global tension, they are dubbed "Negotiators"(extremely tentative). Many extremists around the world have been joining forces to wage a war on the U.S. and it’s allies for what they claim to be “oppression of power by the socialistic capitals of the world”. The Negotiators are placed in situations ranging from the kidnapping of high-ranking military personnel and family to being sent to assassinate leading opposition members. The Negotiators travel the globe thwarting and eliminating threats, including situations on U.S. soil. Negotiations is a slow paced, realism, co-op only, tactical shooter that will push small squad based realism tactical ops back to the style it was meant. Allowing no more than 4 squads of 4 who’s mission it is to rescue, eliminate, and subdue. Highly covert and extremely deadly.
Look and Feel The main goal over all for the feel is to not bring a movie experience to the player but instead put the player in the real action. In doing so the use of earthy tones is a must. Vibrant, clean and cartoon-like environments are to be avoided. The gameplay is slow in pace, yet still suspenseful. Never knowing what is around the corner or if you made you presence known. Realism is also a must, with respect to gameplay. So if it is easy to do in real life then it will maintain that ratio in the game. Everything from weapon sounds to apparel will be an exact replica of their counterparts. Hollywood sounds and cenimatics will try to be avoided entirely.
Features Negotiations is a mod that will allow the ultimate customizability of each players character. Before every mission the player must organize his kit, with an array of weapons, gadgets, armor sets and other misc. gear at their disposal. Players will have to make decisions based on the mission, such as silenced or non, shotgun or no, what kits are needed, and what roll they will play. Stealth, planning, and efficiency are the keys to every mission. Too much armor can slow you down, but too little could leave you exposed. There is little to no arcade element, guns sound like their counterparts, speed, voice com. and AI, all realistic. Players will be pit against several AI for each situation, supplied with little more than a rough schematic of their surroundings the rest is up to them. The slightest noise could lead to a dead hostage, so the enemy must not get a shot off. Players will also be able to play as French (GIGN), British (RMC), German (GSG-9), Australian (SAS) and Israeli Special Forces. Each having some of their own unique weapons and accessories used. Though Negotiations is not a weapon popularity contest, the aim is not to include a lot of weapons for the fun of it, but to instead include what is actually widely used by Special Forces today. Some of many other features include:
  • Ironsights
  • Slinging and Holstering weapons upon switches
  • Minimal to no HUD
  • Ironsight and scope sway from breathing (hold breath for steadied acc.)
  • Ability to rest any primary weapon on a surface for steadier aim
  • Weight Factor

Target Audience The mod aims to please fans of realism. It also takes aim at the fans of the old tactical shooters that are no longer pleased by the mainstreaming of Rainbow Six and other like games.
Technology "Negotiations" is currently planned to be on the HL2 engine, Source, and target mid-high range computers. Hopefully to push the engine while making the content scalable to lower end computers. C&C is required [wink] [Edited by - Tonedef on February 12, 2006 9:01:08 PM]
Your background story say's that the "Negotiators" do missions on US soil and are in the main a group that act against those that wage war on the US and it's allies, yet players can't choose to play as a member of any US special forces units?

My experience of working with the HL2 engine - Hidden : Source has made me wish that I hadn't, it could be worth working on the design and starting the mod on a UE3 game instead.

Small niggle in the text itself - "they are code dubbed “Negotiators”" - should really be either "they are dubbed" or "they are code named".

Sorry there's not much, I'll keep thinking about it and get back to you with some more.
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ooops my bad, fixed [wink].


As for the US special forces: What it is is that the "Negotiators" (which is not a name I like and will most likely change) are comprised of US special forces so, like an all in one for the sake of little confusion.

Now for the engine, I love Source, but yeah it does have its problems. As much as I would like to put this on UE3, it has a while to come out even, Source serves the purpose, it has several who are familiar with how to edit it, large community, and most of all huge mod support.

Maybe after this mod is all done and tucked away minus a few patches and I can do something more UE3 could be my way. But I have alot of experience with Source and for my first mod I think sticking with the familiar would be best.
Do you have any idea how to make it so maps can change somewhat each round so it won't end up like a CS clone with less action.

Also you mentioned about AI, is this game going to be fully single or multiplayer? (or both?)

Sound interesting, and I hope you get something playable before long. I like CS, but there are lots of really dumb things in it I hate that make it feel like a game for dumbasses with too much time on their hands, rather than something you have to think about.
Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.
This is to be nothing like CS gameplay wise. It a Co-op only, meaning players VS AI. Like that of Sven co-op for example.

Being that I am not a coder I cannot tell you if we can get the levels to do that, but we most likely can. I think that if I take this further then I will be able to answer questions better when I can talk with someone who knows for sure (like a coder hehe).
Ahh, I understand now - you may want to remove the choice of playing as other special forces units then, to keep the entire experience focused on being a member of a small elite group (the negotiators).

It's relatively easy to make maps change, you don't even really need code to do it - one of the CSS maps does it, I believe it's cs_havana.

It might be worth looking at Insurgency to see how they're doing the realism thing, not saying rip them off, but it'd certainly be worth it to see what they're doing that's different to cs!
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Well I am trying to include the other forces in a very realistic manner. Such as there is a mission on foreign soil and one squad would be part of that country's Special Forces. As a sort of tag-along to make sure everything goes down properly since it is their soil.

At the same time this should please many players that may be from those countries. While also allowing any custom campaigns to have more control over their map, either making it all one country or if they wanted to a mix of several.
Yes, Havana changes, but just a little. it closes off a few passages. But what I would really like to see is when you go into a map, you're never sure where a couch or table is, what is behind a door inside a building, or just which room the hostages are in.

If each map has the bad guys in the same spot each and every time you play it is going to get old fast. I'm sure you know this, but just something to keep in mind.

But good shooters are something I would like to see more of. Good luck with this, we need more non scripted games.
Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.
Well in the game what I would want is for you to get the feeling as that you get in MP where there is no knowing what, how or where and enemy will respond...but at the same time there is no camping. Bringing a more realistic gameplay entirely.

Hopefully in time this will all pan out. But please give some coments and crits keep me thinking and answering. It will just help the "perfection" of the design.

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