HL2 Vietnam Mod Project
Hej!
Ni kanske har hört om denna fina mod förrut? Vi har just rullat igång med själva modden. Så nu serietillverkar vi bara modeller, ljud och kodar vapen. Nu är det såhär att vi tänkte omstrukturera lite inom modden ganska mycket och behöver lite hjälp.
I varje fall, vi hade tänkt göra såhär:
Spelet ska spelas i Co-op och kommer funka lite som i Americas Army att man utbildar sig till olika saker och din karaktär sparas och du kan lira Online/LAN med honom. Vi valde co-op för att vi kände att vi inte kunde göra ett säkert nog system för att hålla bort fuskisar, eftersom i Co-op slåss man ju inte mot fuskisen.
Vi har för övrigt en amerikansk marinsoldat i teamet som kan hjälpa oss med själva taktiska/träningsdelen. Modden kommer ligga på nästan samma realismnivå som Raven Shield. Förrut var det alltså meningen att vara som i BF:V, alltså bara mänskliga spelare men då kände vi att man inte kunde vara lika taktisk samt skulle det vara svårare för medicen att hela folk då mänskliga spelare inser hans svaghet och rushar fram o mejar den skadade samt medicen.
Så, jag undrar alltså, vad tycker ni, vad kan gå fel, vad ska ändras? Eftersom vi inte är helt 100% på denna omstrukturering så tänkte jag fråga er. Eller ni kanske har helt nya idéer? Skriv på.
Söker även efter ett passande namn
Jag ser förresten inte så bra tack vare en operation och är lite yr tack vare all medicin så ni får ursäkta
Här är lite info för er som gillar taktiska shooters:
Vietnam is only a temporary name
====== 1. Vietnam Introduction =====
Vietnam is a game based on the Source engine created by VALVe.
The mod focuses on realism, teamplay and forces the players to work
together and use each others advantages. Squads: Vietnam uses a new
innovative and interactive spawn-system, weapon- and movement-system
as well as the strategy/flag-system.
This game will take you to Vietnam.
========= 2. Gamemodes ========
Hot LZ
Info: The Americans get inserted into a mazy jungle, crawling with Vietcong
soldiers. The objective is to take control of tactical points. The pointmen will
be the most important unit in this gamemode, as the other unit’s has to
have someone to guide them through the jungle.

========== 3. Gameplay ========
The Jungle
Almost 95 percent of the game will take place in dense jungles with the
exception of the LZs that usually are made of wide, open fields. The jungle
is a nightmare to navigate through, with all the vegetation blocking the
path and often you can’t see further than a couple of metres ahead of you.
The fact that there can be an enemy soldier lying around the corner will
force the player to move with caution and scan the surrounding area with his
crosshair.
Landing Zone (LZ)
Landing Zones are spread throughout the maps and are used to land on by
transport Hueys, although they are all locked when the round begins,
instructions to unlock them are found in the Pointmen section below. The
LZ’s are often open fields with small amounts of cover. The soldiers getting
off the Hueys are therefore very vulnerable and can easily be shot down by
a Vietcong from some nearby bushes. A good way to give your squad cover
is to throw a smoke grenade that clouds the area with smoke
(Smoke grenades carried by Pointman).
Pointmen
The Pointman is a big and important part of the game. He’s the squads
guide through the ravaged jungle and he is used to “unlock” new landing
zones. This system is quite complicated. Here is an explanation:
Let’s say there are 14 players on the American side. If one chooses
Pointman as his class, he will be able to choose an LZ to spawn at, this
time it’s *A*. When he has chosen it, this LZ will start glowing around it,
this indicates that it’s available for spawning other soldiers, now that they
have someone to guide them. There’s a max limit of one pointman per
zone aswell as the minimum limit of one. There’s a total maximum of 8
players (including pointman) for every zone. Now another pointman chooses
*B* as spawnpoint. The usual glowing around the point will begin and
soldiers are now allowed to spawn here. How they will be able to contact
each other will be explained in the Radiomen section.
Radiomen
In bigger multiplayer games, the Radioman is essential. He is the only one
able to contact with other squads and receive contact from other squads.
Although every squad have to have their own Radioman to make this
contact-link possible.
The Radiomen can transmit pre-recorded audio-messages, talk in his/her
microphone or write chat-commands in the chatwindow. The Radioman has
to have the radio drawn when talking, so he must be in a safe spot when he
transmits.

Weapons
The weapon-system is very creative in it’s shape and has never been seen
before in any actiongame. To begin with we have Reload. Which is rather
basic in any modern first person shooter. A simple tap at the R will make
your character drop his clip and insert a new one. But this time, we would
like to make it feel like the player actually is reloading and not some pre-
rendered character. To begin with, the camera drops down a bit, with focus
on the weapon the player is carrying. This will create weakness when
reloading, which the soldiers had to endure but isn’t covered to any extent
in a shooter-game. But it gets worse. To make it feel like your actually
reloading. The player must press the R-key to remove the magazine, press
again to put in a new one and then a final press to prime the weapon. It is
a bit different for machinegunners but it’s the same principal.
Then we have the WS (weapon status), there are three types of WS.
To increase the WS you press E and to lower the WS you press Q.
Lowered – You run faster but you can’t shoot
Shouldered – Run slower but still you can’t shoot
Ready – You arm the rifle and your ready to fire
Point of View
In the mod, a camera-feature new to the FPS-genre will be included.
For example, when a grenade goes off next to a player, the camera will
shake according to the explosives. Not only this, when the weapon is fired the
player will experience a recoil, but unlike the ordinary "move the P:O.V up
a bit" the camera might shake sideways and in many different ways, depending
on the player stance/morale and other aspects.
Morale and Suppressing Fire
Tired of getting sniped on open ground with zero percent chance of taking
down the sniper? Well, then you will be happy about this new Morale-
system! First off, every player has a morale-bar on his HUD, and depending
on which class he chosses he will have more/less morale. Now, to lower the
players morale you can:
- Fire your gun close to the enemy, this is useful when the enemy is hiding
or you just haven't got a clear line of sight.
- Kill one of the enemy's teammates, depending on how the teammate
gets killed, the more/less morale he looses.
- Fire rapidly with a machinegun, the noise and fear will make the enemy
weak, although you have to fire like hell for this to work.
This will give suppresing fire a bigger role in the game and it actually does
SOMETHING unlike other modern shooters (with a very limited amout of
exceptions).
But what happens when your morale is low?
Well, first off, you can't shoot straight, and if you have really low morale the
charachter will start breathing deep, which will give away your position/annoy
you. And it gets worse, if your morale-bar is under 10 you will receive a
blurry effect (like after-flashbang effects but not as bad or like the
shellshock-effect in Call of Duty).
But now, how do you raise the morale? Well, do one of following:
- Kill an enemy
- Witness your teammates kill an enemy
- Pull yourself together (This is automatic and gives 2 morale points every
second)
========= 4. Recruiting ======
Now you have a little info about the mod.
We are currently looking for:
- 2 animators
- 1 additional coder
- 1 webmaster
- 1 additional concept artist
- Got a skill or expertise? Mail schnucky@gmail.com if your interested
======== 5. Coming Soon ======
Alot of other news will be added. I have to excuse myself for incorrect spelling and info I may have missed. The mod aims to
be released Fall/Winter 2005
//Mr. Schnucky