City 13 News

SidewinderX

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Sam from City 13 has sent us some screenshots and teasers from their upcoming mod.
In City 13, will you take the side of the Combine, to retake the city and quell the resistance, or the side of the resistance, to rise up against the oppressors and fight for freedom?
[br]
[br]We are looking forward to seeing and hearing more from this team!
 
SWEET. Starting to look good. But no porn mod yet. I want porn.
 
this sounded cool until I realized its yet another MP mod. Enough MP mods already... where's the SP mods? Lots of cool ideas from so many mods but they are all wasted on same-old, same-old MP... let's see some good single-player content!
 
we are going to create SP content

we are creating a ut 04 style sp
 
I'm working on a single player mod, never fear!
 
City13, where I'm lead design, is primarily a multiplayer modification, sort of the resistance-vs-Combine type, but with a better storyline and a more professional team. We are planning on having bots, therefore allowing for single player play, at some point, but those are quite a while off. Also far off is a *possible* single-player storyline.
 
Try and try...but any "stroyline" in a multiplayer mod is pointless. I've never seen an MP game with a good storyline.

and that background map needs some more detail. It just looks a little too much like a HL1 map ported.
 
toekneebullard said:
Try and try...but any "stroyline" in a multiplayer mod is pointless. I've never seen an MP game with a good storyline.

and that background map needs some more detail. It just looks a little too much like a HL1 map ported.
1) By storyline, we mean it has a plausible and original backstory, not that we're playing through a storyline. That is, as you said, pointless to attempt.

2) Both screenshots are from early to medium WIP maps; the final mod will look much better and use the potential of the Source engine much more fully.
 
Hehe,

I'm also working on a mod called city 1 :D I love the way valve has just left it open for us to work with.

And theres also a couple of other mods that im leading but have skeleton teams at the moment.
 
hmm..interesting :)
i will be looking for updates on this mod from now on.
 
You'll appreciate that our in-game MP3 playlist system will let you listen to Nine Inch Nails while you play without running winamp in the background, Dr. Freeman :)

i think that the day the world went away would be excellent for such an atmospheric mod as this, don't you?
 
Ennui said:
You'll appreciate that our in-game MP3 playlist system will let you listen to Nine Inch Nails while you play without running winamp in the background, Dr. Freeman :)

i think that the day the world went away would be excellent for such an atmospheric mod as this, don't you?

wow.. nice :)
as for atmosphere... sure, it seems to fit the theme so i guess the rest of it will be decided on how the gameplay and mood of the mod is :)
 
We're aiming for the mood of Half-Life 2, at least as best we can replicate it in a multiplayer mod with emphasis on action and teamplay, not story and atmosphere.

The mp3 system will have preloaded music, ambient techno and possibly orchestral, which will be reminiscent of the Half-Life 2 ST, but you can replace it or add to it at your leisure.
 
Ennui said:
We're aiming for the mood of Half-Life 2, at least as best we can replicate it in a multiplayer mod with emphasis on action and teamplay, not story and atmosphere.

The mp3 system will have preloaded music, ambient techno and possibly orchestral, which will be reminiscent of the Half-Life 2 ST, but you can replace it or add to it at your leisure.

MP?
i thought this was an SP mod?..hmm.
an SP mod of this would seriously kickass.
 
I think it sounds like an interesting mod. I probably won't have the time to play all the 40 billion mods that are in the works, but I might find time to play this one.
 
here is what i sent to the hl2.net, it outlines all the info on the mod

City 13 - www.city13mod.com - There are screens in this email of our mod progress so far.

News of Breen's death and of the fall of the City17 citadel spread like wildfire, arriving in CIty13 in less than a week. All over the city, citizens and resistance members secretly rejoiced, and the ranks of the resistance swelled with new recruits, people who sensed that freedom was near. With a surge of morale and hundreds of new members joining daily, there was a massive uprising occuring in dozens of locations around the city. The resistance was poorly armed, but well organized and extremely dedicated. They proved to be a match for the Combine overwatch and civil police, and within a few days, both sides were locked in a vital struggle for supremacy. The streets were littered with rubble and filled with fire and chaos. In the City13 modification, will you take the side of the Combine, to retake the city and quell the resistance, or the side of the resistance, to rise up against the oppressors and fight for freedom?


Firstly, The User Interface -

For general commands we will be creating something very similar to the BF1942 command system

http://img134.exs.cx/img134/8873/1942screen0015wo.jpg

It will appear at the top of the screen, when you press one , for instance F5, a menu , like the CS text one, will appear, where you select from there a voice command so on, we promise to create a bomber command, Where the commander of the team will press 'X' button and select the bomber command, and where he is, bombers will appear flying in the sky and bomb the area, great if your team are dying and you want a quick retaliation on the enemy.

Also another scheme we are implementing is an idea we got from Halo 2, everyone on your team has a tag above their heads, not their names, just a basic box that looks good, and you can see the tag whereever they are, through buildings, far away so on, but when they get shot, the box has a big red arrow through it so the others not to go into that place, because it will be filled with enemies

Heres a video from the making of halo 2 multiplayer about it -

http://www.angelfire.com/ab8/sam_justice/Halo_idea.asf

NOTE YOU MUST COPY AND PASTE THIS INTO YOUR BROWSER,CLICKING ON IT WONT WORK.

We also have a more common idea of the class system -

Classes

Classes are organized in a simple but uncommon way. Each team has several player models which they may choose. Each model has the same attributes (like CS, they only look different). Each person has a certain amount of slots, and each weapon and item takes up a certain amount of slots. The more slots you have filled, the slower you move but the more formidable you are.

Slot numbers: 300 for each person on both teams

This class system would be more effective than a Day of Defeat similar one so that we don't get civil protection or light soldiers running around with rocket launchers or anything of the sort.

Weapons

Akimbo rules (Dual Weaponary, thats right DUAL WEAPONARY Very Happy) - for some weapons you can purchase akimbo instead, so that you have one in each hand. This is generally more expensive than the price of two single handed of the same weapons!

Ammo starts out as a set number and you can't buy more but you can pick it up off of dead bodies. For switching weapons from those on dead bodies, you free up enough slots by dropping your current weapons and then run over theirs.

Weapons - Combine
-- Combine Sniper Rifle - 200 slots
-- Combine Rocket Launcher - 200 slots
-- Submachinegun - 90 slots
-- Akimbo Submachineguns - 210 slots
-- Overwatch Pulse Rifle - 150 slots
-- Pistol - 40 slots
-- Akimbo Pistols - 120 slots
-- Magnum - 100 slots
-- Akimbo Magnum - 240 slots
-- Shotgun - 130 slots
-- Grenade - 25 slots
-- Body Armor - 50 slots
-- Stun stick - 50 slots

Weapons - Human (same as combine except for crossbow and crowbar)
-- Crossbow - 200 slots
-- Combine Rocket Launcher - 200 slots
-- Submachinegun - 90 slots
-- Akimbo Submachineguns - 210 slots
-- Overwatch Pulse Rifle - 150 slots
-- Pistol - 40 slots
-- Akimbo Pistols - 120 slots
-- Magnum - 100 slots
-- Akimbo Magnum - 240 slots
-- Shotgun - 130 slots
-- Grenade - 25 slots
-- Body Armor - 50 slots
-- Crowbar - 50 slots

As for the gravity gun, we may just have it in certain maps or something, maybe a few of them at spawn like vehicles.


We are currently working on a few models, one of which is a flamethrower which can be viewed here

http://img100.exs.cx/img100/3885/flamerfinal200018hj.jpg



As for maps, we have promised Battlefield sized maps, and that is what we are delivering, here is some previews of what is currently WIP

http://img57.exs.cx/img57/3103/city1300427px.jpg

http:// img57.exs.cx/img57/1554/city1300431mg.jpg

http://img57.exs.cx/img 57/1959/city1300510xy.jpg

http://img57.exs.cx/img57/4905/menu4kn.jpg

http://img57.exs.cx/img57/1697/combinecreation8ei.jpg
 
Looking good I will be keeping my eye on this mod :D

Expect a big update from us in the next couple of days.
 
hmm , is city 1 a single player mod ? how would you feel about merging them ?
 
City 1 is nowhere near in the stages to be merged with anybody :)

But the other mod I work with operation shadow phoenix will have a big update in the next couple of days :D
 
toekneebullard said:
Try and try...but any "stroyline" in a multiplayer mod is pointless. I've never seen an MP game with a good storyline.

and that background map needs some more detail. It just looks a little too much like a HL1 map ported.


Oh how I love STROYLINES... Chill and give the team a break you tool, everthing that is being created now is in its beta or early alpha stages.
 
new screen . . .

city1300743381dv.jpg
 
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