Badge of Blood Update

  • Thread starter Thread starter Azlan
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Azlan

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Badge of Blood is a mod based on the concept of customization, using Unique Character Generation, Skill Based Systems, realistic Gravity effects and Ballistic weapons will be more accurate, Real-World Advanced Weaponry, and Maps and Campaigns based on the real-life MOLA data. They have released some shots of their latest weapon models. In addition, I have added screenshots of the Vulcan Aerospace Shipyard and a great concept piece of the Europeon Union soldier.[br][br]To read more about this fascinating mod, click here.
 
Dude! Those maps are all orange! That's not fun to play all orange maps!

just kidding.

"Map Development Preview" I like that. It's catchy.
 
yeah looks damn good to me, im not sure if the orange is a placeholder or not but will still look good ^.^
 
I like how they are using Valve's way of making maps (outline maps untextured) . You can't really tell in HL2 that they did that but you CAN tell it pays off.
 
Nice concept for map, and nice map... but you cant really model a map if you dont have the right textures... :sleep:

eg : if they want as storm drain in the middle of the road, they would have to replace alot of "brushes"

(brush is 3D object in Hammer Editor)
 
My impression: wow!

But a few questions. MOLA data? Vulcan???

edit: nevermind, checked out the website
 
Now, there's something you don't see every day.
Looks very interessting.
 
i love origional type war mods rather then like desert combaat, which i still love, but this looks cool nontheless.

the concept art is great from a modellers point of view. it really helps when concept artists can lay out their characters in a more functional fashion for modellers rather then one orthagraphic view :d
 
Thanks for the props guys! We appreciate it!

And heh, no, the orange is just a placeholder texture. A good many of our textures are having to be done from scratch, so we're talking Valve's approach of building the geometry first, and then crafting the textures to suit the environment.

And fortunately, there aren't many storms on Deimos... so we won't need many storm drains. :E

Rizo, the guy who designed some of these areas, is actually an architect by day, and plots out a lot of the detail we need before we even load Hammer. Same thing with our props, characters, and weapons. We do a lot of legwork before we start modeling, mapping, texturing, which so far has saved us a lot of heartburn when the implementation process begins.

Proper Planning Prevents Piss Poor Performance!

If the 6 P's are good enough for the Marines, they're good enough for us. ;)

Anyways, thanks for taking interest! And we hope you guys will stop by often to check up on our progress! We have one more media release to make today, as a matter of fact...
 
Good too see the orangemaps. Says to me that you are putting effort into more than the way the maps look...
 
Just heard about this mod a day or two ago and it has quickly become one of the most anticipated for me. Great looking stuff.
 
Looks very professional and the map has interesting architecture.
 
MonkeyLord said:
...and fortunately, there aren't many storms on Deimos... so we won't need many storm drains...
but you will need more detail on the floor... so you will have to replace some floor en wall brushes... AND BE CAREFULL WITH THAT !!! dont screw up youre cool Demousomething mars thing map, because it looks nice... good work :cheers:
 
Hehe, thanks Dodo. I know what you were getting at. I was just razzin' ya. :D
 
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