Anyone else looking forward to this mod? They eventualy wanna sell it on steam. Theres a really good article on HL2.net right now. Check it out: http://www.halflife2.net/2006/04/badge-of-blood-life-on-mars-preview/
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You won't get far with that attitude, member.XeroShift.05 said:Ok. Forgot TW was illiterate. Here is some links to renders and concept art. They don't really have any screens up yet.
http://forums.badgeofblood.com/viewtopic.php?t=1752
http://forums.badgeofblood.com/viewtopic.php?t=1751
http://forums.badgeofblood.com/viewtopic.php?t=835
http://forums.badgeofblood.com/viewtopic.php?t=922
Breadman86 said:Sell?? SELL?
GD I'm sick of valve pulling this shit. We'll never have a free mod again come a year from now.
K I skimmed the article until I found it..XeroShift.05 said:I gess. If you read the article they are thinking about possibly changing engines. They say they are going to make it free until they feel its good enough to sell.
Recent developments have cast an uncertain light on the mod's future. "We’ve been meeting with the CEO of a major game company here in North Carolina and discussing the prospect of a partnership in developing and publishing Badge of Blood as a retail release, which is fantastic. However, there has been some pressure there to leave the Source engine and move to Unreal". If this happens, there will hopefully still be a steam release.
But there's more. "At the same time", Beck tells us, "we’ve also been approached by two rather big-time venture capitalists who are interested in funding our project. Now, we could just do that, and develop on whatever engine we damned well feel like. But having the previously mentioned game company as a partner would be a huge windfall from us as a resource. So we’ve spent the past few months trying to work out business plans for different scenarios, getting legal advice, and so on". Right now, the team is working on a non-public demo to use as a proof-of-concept, and hoping they will be able to distribute Blood over steam.
"We will have smaller scale tactical engagements between units of troops, obviously. But we also endeavour to include larger scale battles that will make use of vehicles, VTOLs, artillery, and other military equipment. The nature of a map will depend entirely on the campaign". The team are aiming for mappers to decide the objectives, gametype, and scale of a map. "One map could be a DoD style attrition -fest, with two sides competing for their respective objective points", Beck enthuses. "Another map could be one side, with limited troops, having to hold a point for x amount of time while the other side, with unlimited reinforcements, must take it. Generally, the intent is to present map makers with a set of tools that will allow them to make their own objectives for a given map, to prevent gameplay from become stale and boring".
Many such objectives will be combined in one game: assault the outpost, take down the support guns, defend for as long as possible while the enemy counterattacks, escape to the extraction point. There'll be fraught infantry encounters and massive open-ground battlefields with multiple vehicles and objective points in maps up to 8 square kilometres. The plan is that many, many scenarios will be incorporated into longer 'campaigns' that will span several hours on one server, where the outcome of one battle will affect the next.