08.09.2008 17:14
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Explosive Llama
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Assassination Mod - New Content Update Released (7/09/09) - Page 24!
Updates
A new update has been posted here, be sure to check it out! Below are some pictures from one of our previous updates to give you a taste of what to expect from the modification.
Introduction
This mod, as hinted in the title, is about assassinations. You are an assassin, and you will kill to earn money, which you can then use to buy weapons, vehicles, nanosuit modes (Which are locked at the start), and upgrades for you base of operations.
Description
This mod places you in a non-linear game, with six vastly different levels to explore and complete. This mod encourages you to play a non-linear game, letting you play it how you want, in a world full of objectives, which the player is not forced to complete, but encouraged to, with a reward of ingame money. The money can then be used to buy weapons, nanosuit modes (Which are all locked at the start) and upgrades for your base of operations. We hope to add dozens on features that will provide the player with a feeling of freedom, instead of the standard modifications that just place you in a set of levels, with only one path that you can follow.
Who's making it
This mod is being created by Anarchy Productions, a group of modders dedicated to providing a experience in Crysis. This team is currently made up of:
Planned Features
This mod currently plans to have large, open-ended levels, in which the player chooses how they want to play and where they want to go. The levels will have a money system that will allow you to purchase weapons, nanosuit modes (You start off with no nanosuit, just body armour) and upgrades for your base of operations. The current levels planned include:
- A City Level
- A Snowy/Icy Level
- A Level based in Chernobyl/Pripyat
- A Desert Level
- A Tropic Level
Screenshots
Below we have some screenshots from our updates, be sure to check out our updates to see all the screenshots!
Recruitment Positions
We currently have the following positions open in the team, if you're capable of any of them, don't hesitate to apply! You can find more information on how to apply in our official recruitment thread, which is located here.
- Vegetation Modeller/Texturer - We're now in need of a vegetation modeller/texturer to create various new types of vegetation (Mainly trees) for the levels in the Assassination Mod. This will include modelling and texturing the vegetation from reference images, as well as creating LOD meshes.
- C++ Coder - A C++ coder that is familiar with the Crysis source-code is needed to make modifications and additions to the source-code. This will include the creation of new features from a planned concept, as well as making modifications to already coded features in the game.
- Vehicle Modeller/Unwrapper/Texturer/Rigger - Due to our current vehicle modeller/texturer/rigger being inactive, we require a new person to fill in that position for us. This will likely involve re-creating previously shown vehicles, as well as new vehicles for us. If you cannot texture/rig a vehicle, but can model one, please do not hesitate to apply anyway, being sure to mention your specific skill/s. The previous statement applies to all combinations, such as if you can texture, but not model/rig, don't hesitate to apply too.
- Prop Modeller/Unwrapper/Texturer - It never hurts to have many prop modeller/texturers, so we are currently seeking prop modellers/texturers to be on 'reserve' for when another member is unable to create an item that is required, or for when a member is unable to create an item in a reasonable time-period. For the modelling side of things, you will need to be able to create polygon efficient props of a high quality and detail. You are not required to import it ingame. In regards to texturing, you will be require to create fairly realistic textures, with good definition for the desired material.
- Character Modeller/Unwrapper/Texturer - Talented persons are needed to re-enforce the team in the department of character modelling/texturing, with realistic character models being needed, both in regards to the models and textures. In regards to the model, a high amount of detail will need to be achieved while maintaining a relatively low polycount. In regards to texturing, realistic textures with great definition in the desired material is a requirement, with the ability to the create diffuse, specular and potentially normal maps.
Related Links:
- Latest Update, 18/06/09: Assassination Mod Latest Update Link
- Major Update, 22/05/09: Assassination Mod Major Update Link
- Small Update, 28/03/09: Assassination Mod Small Update Link
- Major Update, 08/03/09: Assassination Mod Major Update Link
- Major Update, 20/12/08: Assassination Mod Major Update Link
- Major Update, 28/09/08: Assassination Mod Major Update Link
- Minor Update (Open Positions), 25/10/08: Assassination Mod Minor Update Link
- Minor Update (Logo Change), 02/10/08: Assassination Mod Minor Update Link
- Minor Update (Chain Mods Team-Up), 02/12/08: Assassination Mod Minor Update Link
- Recruitment Thread: Assassination Mod - Open Positions
Individual Threads:
- RPG7 Asset: RPG7 - Assassination Mod
- Bumper Car Asset: Bumper car
- Gasmask Asset: [Assassination Mod] - Gasmask
- Ice Level: [Assassination Mod]Ice Level
- Desert Level: [WIP] Desert - Assasination mod
- Anarchy Productions
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This post has been edited 85 time(s), it was last edited by callofduty511: 31.10.2009 12:47.
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08.09.2008 17:36
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Hardcore Modder
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RE: Assassination Mod - Choose how you play
a level based in Chernobyl? Well you follow your name callofduty511!
Will you make any new assets or scripts>? A knife?
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09.09.2008 00:04
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Uber Modder
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We've discussed a knife, and i'm designing the Chernobyl level, and since I am a CoD4 fanatic (finished on veteran, level 55) it will be similar, thought it's going to be based off pripyat.
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09.09.2008 04:37
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Beginner
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Sounds quite fun to me.
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09.09.2008 08:42
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24/7 Modder
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i will have some screens of the desert level up soon guys.. VERY big.. hope you like it
__________________ Very high effects on low settings, The Ultimate Low Config

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09.09.2008 21:20
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Uber Modder
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sounds like a gd idea with the buying of guns and nanosuit stuff. i hope the city level is gd, im tired of jungle islands lol
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09.09.2008 21:24
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Experienced Modder
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It is a nice idea. I like to play a non - linear Crysis game. When will you release it?
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10.09.2008 01:33
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24/7 Modder
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the release wont be for a while, because we only started the other day..
__________________ Very high effects on low settings, The Ultimate Low Config

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11.09.2008 20:34
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PermaBanned
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A hell lot of work , but sounds nice!
__________________ Banned for piracy.
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17.09.2008 00:34
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Trainee
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| quote: |
Originally posted by Wedgetail
We've discussed a knife, and i'm designing the Chernobyl level, and since I am a CoD4 fanatic (finished on veteran, level 55) it will be similar, thought it's going to be based off pripyat. |
Seems to me that you use S.T.A.L.K.E.R. as a model for Pripjat as it is MUCH more accurate.....(although certain parts are essentially the same-such as the hotel. After playing S.T.A.L.K.E.R. I could navigate through some parts of the level by memory). The S.T.A.L.K.E.R. is more detailed as well.
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18.09.2008 04:58
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Trained Modder
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Now this sounds like a great idea for a mod. If it plays in any way similar to a free-form version of Hitman, then you've got a winner.
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18.09.2008 05:45
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Trainee
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Woot! Can't wait for it. I give it a 6/5.
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18.09.2008 16:34
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Explosive Llama
Thread Starter 
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Thanks guys
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18.09.2008 18:01
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Trainee
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When are u going to realease it? Can't wait!
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Thanks Shadez For This Awesome Sig!
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19.09.2008 00:24
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Explosive Llama
Thread Starter 
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There's still a while until release, as we only started just a while ago
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19.09.2008 01:36
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Beginner
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I will be watching this mod with great interest. I love to assassinate and the buying of weapons is superb. I just want to ask if your planning to make the assassin targets like variables. As in; every time you play the level they change routes (is it even possible?)
Who knows, anything is possible with CryENGINE2. (Maybe put routes and make a flowgraph that variates which path the AI target moves. Thus allowing a new experience every time you play.)
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19.09.2008 02:12
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Beginner
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It doesn't have to be a completely new path, but around 5-6 is good; therefore, you don't move to the same cliff every single time you play the level. That's why Assassins Creed is highly repetitive. You always know where everyone is after you beat the game.
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19.09.2008 02:15
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Explosive Llama
Thread Starter 
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Thanks for the idea
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This post has been edited 2 time(s), it was last edited by callofduty511: 19.04.2009 11:05.
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