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  Go to the bottom of this page Edge of Darkness (WIP) - UPDATE New Revolver - page 7 - 18/10/09
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07.08.2009 19:32
Vigilante
Database Lead

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Edge of Darkness (WIP) - UPDATE New Revolver - page 7 - 18/10/09





Updates
Update #1, 8/8/2009, Level design - Mall by austinman3214

quote:
So for today I have for you all, a little taste of what is in store for Part 2 of the Edge of Darkness mod. Shown below are some very WIP screenshots of the mall level in development by myself. The textures as of right now are all just placeholders, and the work done so far is just solids. I hope you guys like the screens, and please C&C at will!


Update #2, 15/8/2009, Music by Vigilante

See page 2

quote:
Welcome to another EOD update. In this update, I will show you two music samples I made for the mod. The first sample will be used in combat situations and thrilling moments, and the second one may be used in an upcoming trailer. Enjoy.


Update #4, 23/8/2009

See page three


Thread info
First of all, welcome to my thread. You will be able to see all kind of screenhots, videos and other things of this mod right here.

Description
This mod is a survival horror/adventure/shooter. You will play in third person, the camera will be simular to Resident Evil or Gears of War.

Mod will probably contain around seven or eight levels, and will be split in two parts. The first part, will be out for Crysis/Cryengine 2, and the level design will mostly happen in a forest, the old town Isi Nouhoum (which would translate into English as River of Souls), and [*]some other "indoor" buildings like an orphanage. My level designers are working really hard to make a good atmosphere (see the screenshots).

The second part will continue the story, and will change envieroment to city - and it will be for CryEngine 3. But more about that later, lets focus on the first part now.

Story
You will play as a young news reporter Michelle Kesserling. She works for a news agency that supplies horror stories for a TV show, and she was sent to a city called Iso Nouhoum. She is taking a bus, and on the way there, they have an accident. Now she must search for help in the woods... And shes not alone. Another thing - there is an orphanage where she grew in, just a few kilometers out of city. She was one of the three kids that survived a massacre 15 years ago.

But thats enough, story will be one of the high point of the mod, and i dont want to spoil it. And yes, it is very Silent Hill like, i know. But there will be some twists later on in the mod.

Features
SO, were planning to have a full camera update - you will be able to spin it all around the player, aim like in Resident Evil, but you will be able to changet the "shoulder" view at the aim from left to right, im making a cover system, a dialogue system, many assets like a bus, more weapons (melee), props as mansions, objects, old houses... And offcourse a cinematic experience, many videos, new animations for the characters, and new characters - i will try to make as many different zombies as possible.

So here is the list:
- All new camera
- New weapons
- Nice, atmospheric levels
- New assets
- Dialogue system
- Cover system
- Zombie AI
- Scary story
- Cinematics

Screenshots
Here are some screenshots, remember, all of those are still very very WIP. And if you think the levels look a little dark, dont worry, looks fantastic in game.

Level design
























Atmosphere screens






Assets








Characters









The TEAM
Here is the current team working on the mod:



Forum member badas is making the bus.
Forum member NighWolf made the mansion, the weapon and the tomb.

Thats all for now, as you see, we are a small team, so were constantly looking for new people. If you would like to apply for a position in this mod, send me a PM.

Links
- Recruitment thread
- Mod news announcement
- Mod news #2

- Mad Mods

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This post has been edited 26 time(s), it was last edited by Vigilante: 23.08.2009 18:05.

Vigilante is offline

07.08.2009 19:40
hmmm
I'm like Batman, but for the internets

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Nice, screenshot 5 and 14 are my favourite. Keep up the good work.

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08.08.2009 01:13
DjPauL-Y2k
Trained Modder

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pretty impresive map and assets good work Smile

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08.08.2009 01:29
liveboy
Uber Modder

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The first char remind me of Rambo ^^
Nice screens through, but the chars loooks pretty H-Poly Roll Eyes
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08.08.2009 08:40
net.cat
Trained Modder

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nice project and nice TOD Wink

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08.08.2009 08:57
9inchesoffun
Beginner

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I love the grainy atmosphere you've all come up with here. Almost "feels" like another game entirely. Keep up the great work!
9inchesoffun is offline

08.08.2009 09:06
Vigilante
Database Lead

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Thread Starter Thread Started by Vigilante




Hey, thanks for the nice comments.

@ liveboy - the first char is actually a killer...

@ 9inchesoffun - well yes, were going to make a total conversion mod, so it will look like a different game when its done Wink

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08.08.2009 10:52
alfie
Experienced Modder

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This looks promising, keep up the good work, you've done great so far. Love the atmosphere.
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08.08.2009 21:39
austinman3214
Skilled Modder

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So for today I have for you all, a little taste of what is in store for Part 2 of the Edge of Darkness mod. Shown below are some very WIP screenshots of the mall level in development by myself. The textures as of right now are all just placeholders, and the work done so far is just solids. I hope you guys like the screens, and please C&C at will!











It's all at around 10,000 solids so far, about to double that amount for detailing and such, then all this gets to be made into a model for performance reasons. And the setting is in the daytime for these shots just so you can see whats going on. The setting for the mod will be dark and threatening, and you'll only want to go into the mall because you have to.

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This post has been edited 3 time(s), it was last edited by austinman3214: 08.08.2009 21:56.

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09.08.2009 00:04
Arafitos
Stunningly Average

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Looks absolutely fantastic Vig, it's good that you got this out into the open. The characters look great and the mall seems very large and intuitive.

Really hope that you go far in this one, although you should remove the info from the screenshots next time.

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09.08.2009 00:38
f00l
Trained Modder

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the first few screenshots remind me a bit of S.T.A.L.K.E.R.
really great atmosphere, looking forward to that (will there be any new guns too ???)

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09.08.2009 00:44
Vigilante
Database Lead

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Thread Starter Thread Started by Vigilante




Thanks again for the comments.

And yes, there will be new guns, like revolvers, and hunting shotguns, and many melee weapons. And zombies will use melee weapons too.

Here is an example of a melee weapon for zombies (its not textured yet)...

Attachment:
jpg
Download
Filename: lead pipe1.jpg
Filesize: 46 KB 
Downloads: 192 

Vigilante has attached this image (reduced version):
lead pipe1.jpg



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09.08.2009 11:35
Ultimarage
Uber Modder

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Map looks fantastic!

But at those triangle counts, who will be able to play it at those graphic levels...? I suggest taking advantage of sprites and occluder areas, as well as using terrain to occlude to get performance back into reasonable levels.

1.5 million triangles should be a limit you should strive for. Smile

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Ultimarage is offline

11.08.2009 10:28
Vigilante
Database Lead

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Thread Starter Thread Started by Vigilante




Well yes, i will try to have the best performance as possible, and those characters wont be so high poly in game.

Also, my friend and forum member Ash712 is making me some banners and wallpapers, which will be avaliable in a few days, here is a little preview...

Attachment:
jpg
Download
Filename: edge-of-darkness-concept-1b.jpg
Filesize: 120.46 KB 
Downloads: 157 

Vigilante has attached this image (reduced version):
edge-of-darkness-concept-1b.jpg



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12.08.2009 01:09
Ultimarage
Uber Modder

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I'd say you should start using waaay more sprites for vegetation objects. Wink

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12.08.2009 01:12
Cry-Ruan
Community Rep

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quote:
Originally posted by Ultimarage
Map looks fantastic!

But at those triangle counts, who will be able to play it at those graphic levels...? I suggest taking advantage of sprites and occluder areas, as well as using terrain to occlude to get performance back into reasonable levels.

1.5 million triangles should be a limit you should strive for. Smile

A more reasonable limit (imo) is 2 - 2.5k drawcalls, as raw triangle counts don't effect it as much.

Some very nice environmental design there, and I can only imagine how long that mall took to construct in its present state. Tongue

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12.08.2009 03:04
Ultimarage
Uber Modder

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It goes hand-in-hand. More triangles means more draw calls when we're talking about tons of low-poly objects.

I am just concerned about performance because I'd love to play this map, and I don't want performance to be bad when I do.. Frown

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12.08.2009 08:52
Vigilante
Database Lead

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Thread Starter Thread Started by Vigilante




Thanks MS, that map did take days... Austin was cursing over me many times heh

And as i said, dont worry about the performance. Let me worry about that.

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14.08.2009 21:32
Lolich
Trainee




Looks good, i like the Atmosphere screens most, keep it up!
Oh, btw.. i'll do my best to do a revolver for you.

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14.08.2009 22:03
[P.W.N]UltraNOOB
Trained Modder

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Awsome. I love the colours of the TOD. Great Atmosphere.

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