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Alexander_V3c

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About Alexander_V3c

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  1. Alexander_V3c

    New Mod "Wasteland"

    Were not copying FO3 at all, I never played the game and never will. Secondly theres no such thing as "missions" in our MOD. Its not a co-op mission, but more of a gang warfare mod with stuff to do in between.
  2. Alexander_V3c

    New Mod "Wasteland"

    Perpetual world, players choose the outcomes and make their own missions/goal.
  3. Alexander_V3c

    New Mod "Wasteland"

    There is no source of inspiration. Mad Max is just an easy way of describing what we want to achieve. This is a very unique project. .... Continiued on Dales post below. READ DALES post.
  4. Alexander_V3c

    New Mod "Wasteland"

    I dont know mate, I never played fallout 3.
  5. Alexander_V3c

    New Mod "Wasteland"

    Thanks buddy, and yeah well definetly cya when we get past beta. :)
  6. Alexander_V3c

    number of polys max on the models

    We dont know till we open up sample BIS models for arma2. But for Arma 1 youd keep your count at around 12k MAX for vechiles and anythign else. But you should aim for around 8k. However in ArmA2, I think the count can be increased, dunno about the boundaries. But you would be safe with 12k for sure.
  7. Alexander_V3c

    New Mod "Wasteland"

    There is no source of inspiration. Mad Max is just an easy way of describing what we want to achieve. THis is a very unique project. Basically, picture yourself in the far future where the typical way of life had ceased to exist. Instead, a group of survivors try to make a living. However, resources are very limited, so people are forced to fight over them for their own survival. This introduces the whole concept of gang warfare into the game. We want players to create gangs and fight over control of gang areas which would supply them resources. For example gang area 1 might have 4 recource nodes around it, one of them being petrol/fuel. Gang area 2 could have also 4 nodes, but instead of petrol it might have sulphur/gunpowder. Petrol and gunpowder are very rare, but very usefull resources. Gangs would be forced to trade and/or fight over these for their survival (need petrol for cars, need gunpowder to make ammunition). This creates a kind of ingame economy, because NPC shops will have a VERY limmited supply: i.e they will be able to sell 1 motorbike every random 40-70 minutes. This forces players to take care of their assets, seek help/repairs instead of the usual: car breaks down and you walk away buy a replacement/another one. Assets become very precious and hence an ingame economy where players can trade, manufacture and roleplay as a real business. When it comes to LAWS: there is only 1 rule: you can not shoot anyone inside the DMZ, if you do you are flagged as a fugitive and the AI Guards will immediatelly terminate you. We are also working on other work arounds where you are not able to bring weapons inside the DMZ at all. We want to give players the ultimate freedom to make their own laws, to make their own living. We decided not to involve another side/aka cops to the game because from experience things will get sour as players will always abuse their powers or exploit the system. With an AI network we can rest assured that everything will be conducted in a 1 or 0 basis: Either you are gullty or not and no corruption in between. If anyone wants to play a lone wolf, they can. But as we all know theres strength in numbers. As a lone wolf, youd have to scavenge and raid hostile gang resource nodes, putting your life on the line to provide yourself with food, ammunition and clothing. You would find it a challenge to keep your ammo stores high, whilst hunting for food. Thats right, in Wasteland people will have to HUNT or FISH for food realtime, using real animals. Why do we need food? well simply said, in wasteland, you will need to eat 2 meals a day or you will start to lose health/starve and eventually die. However, if you got a rifle/fishing rod you cans imply stock yourself up with plenty a food, and wudnt have to worry about it, unless you die and lose your inventory offcourse. In which cas,e you should always ue your storage area to keep a nice backup supply of gans, food, ammo etc. When it comes to vechiles, guns and other items. We decided to stick to conventional eastern-block fire arms and a few WW1/2 pistols/rifles. Youll be seeing loads of P38's, Makarovs, AKM;s, RPK's, maybe the odd M16, the ODD Mosin Nagant/Kar98. For vechiles we are going to modify and wear out the typical skoda/lada/sedana nd hatchback making thme look really rusty, and transforming them so that people can climb onto the roof/car boot and shoot as the car drives. Along side this project we arent including any real armour, the closest thing that might come to this is a typical ArmA2 BUS, but modified in such a way where steel plates surround the bus, and mounted on top of the roof would be a 50 cal machinegun. However this might not be the ultimate vechile, as you have to remember that we are going to have realistic vechile engines. Youd expect the motorcycle to hardly use much gas, and a bus as mentioned above to guzzle gas like no tomorrow. From what I mentioned above you can see that the vechiles are going to be unique and have their ocassions for use, this will create a tactical environment, gang leaders have to choose carefully which assets they want to deploy. Armoured scrap-heap vechiles will need loads of gas and maintenance, whilst lighter vechiles like the skoda or the OPEL Rekord 59 Caravan troop carrier (in developement) will be able to travel faster and further, using less resources. This is very nice in terms of strategy, you could have a scouting party on motor-cycles or a full blown invasion force with mounted machineguns and makeshift armoured vechiles. I also forgot to mention the abillity to upgrade vechiles and the ability to repair abandoned vechiles using interchangable vechile parts. Thats right, you can attach a steel plate to your every-day skoda, giving you that bullet proof protection. Or you can repair that Sand DUne Buggy, but detaching a wheel from a broken down bik and attaching it to the dune buggy instead. Whatever you do, it is always good to remember that with every advantage theres a disadvantage too. For example you can attach 2 side plates, 1 rear plate to your car giving it good light arms protection from the sides and rear. BUT, as a result the maximum speed of the car is reduced, and the car will need to consume more gas for the usual journey. Having said all that, there are many more countless features to the game that I havent mentioned, things like Gang Storage, private storage, stat saving etc. Custum gang uniforms (when you join a gang youll change appearance to look like them). And most importantly a genuine post apocalyptic atmosphere.
  8. Alexander_V3c

    New Mod "Wasteland"

    No, because if you bothered to read this is a modification which: A) is a completely new/user created MAP B) is a completely new and user created MISSION and C: addons and mods is a section for game UTILITIES and GAME ADDONS which this doesnt fall into at all.
  9. Hello, We are looking for talented modellers to join our community. In simple terms, we are starting a new modification/mission for Arma2 called Wasteland. Set in the future post nuclear fallout environment, where a group of survivors try to make a living for themselves. In what we call a Mad-Max style environment where gangs fight each other over control of resource areas which can be used to buid cars, weapons etc. You see theres only 1 side in WASTELAND - the independant side, people can join gangs in a similar way that you join squads and this will be done ingame. There are gang areas that people can control and also a demillitarized zone where people can flee to safety where they are protected. Anyway the idea is that we are looking for 1-2 core modellers to join my team. I will assign projects, provide resources (blue prints, referrence pictures, textures) on a weekly/monthly basis. All efforts that you put into a project or a case will be credited fully. This is a good opportunity to get into a core team thats developing a very unique multiplayer mission. I have made a simple specification list for you that you should have before applying. Specs: * Experience in moddeling 3d objects (essential, we are focused on quality rather than quantity) * Experience creating UVW Texture unwrap maps * Normal Mapping * Software such as Photoshop/3d-max etc (version doesnt matter) When applying, it is good to post examples of your previous work. A lot of our projects will involve modifying BIS models/textures and current projects to really give cars that run down/rusty look.
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