Doomsayer
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OFFICIAL THREAD FOR THE HALF-LIFE 2 TOTAL CONVERSION:
DEUS EX: SOURCE
INTRODUCTION/GOAL:
Currently, the Deus Ex: Source team is made up of two people, my friend Andrew and myself. That’s why we need any and all help we can get. The goal of this mod is to recreate the game Deus Ex in the Half-Life 2/Source engine.
COMMITMENT:
Now, I know this sounds like a huge undertaking, and you all are skeptical to our commitment to this mod. I can understand your skepticism, so let me clarify right now, we are going to do WHATEVER IT TAKES to release this mod. We love Deus Ex, in fact it is easily both of our favorite games… well, ever. Even if we don’t get any help, it is entirely possible (though Half-Life 2 will have run its course by the time it’s done) that we would do this ourselves. However, we don’t have the resources (or the talent) to do it on our own. This brings us to:
A CALL FOR HELP:
We NEED people to help us with this mod. We need coders, modelers, texture artists, mappers, and testers (eventually). Anything and anything you can do to help would be GREATLY appreciated. You don’t have to become a permanent member either; you can just help with a few things (even answering help questions when we need it is appreciated), a gun here, a texture there, a map there, whatever. We would love it if you wanted to be hired (I use the term “hired” loosely, we can’t pay you of course, that would break copyright laws) for a full-time position. So, to reiterate, WE NEED HELP IN ANY AND ALL FORMS! If you are willing to do and/or know how to do any of the things listed below, we need your help!
COPYRIGHT ISSUES:
Regrettably, many mods are shut down for use of copyrighted licenses (ie. Lord of the Rings, Farscape, etc.). HOWEVER! We have obtained, well… Okay, I’ll be perfectly honest: we don’t have explicit permission from Eidos. But, we have it covered! You see, it’s all a bit complicated, but, I’ll attempt to explain it. You see, Ion Storm is the original developer of the game. However, after Deus Ex: Invisible War, they went under. So, the license is in a sort of limbo. Meaning, no one’s going to give a flying **** that this mod is being made. Plus, we’ve sent many, many emails (about a half-dozen, I believe we’re up to now) to various sources in Eidos asking about rights and permissions, and have gotten no response. So, we have plausible deniability ;-). Anyway, now that that’s squared away, onto the meat of the project.
FEATURES:
The single, most important facet of this mod is to recreate the original PC game Deus Ex in its entirety, but better, and in the source engine. That means: physics, incredible graphics, and better gameplay. However, that also means this: A hell of a lot of work for us. Honestly, we actually have as much work, if not more than, the original developers of Deus Ex. What we plan, is to recreate Deus Ex, but with a certain few things changed, rebalanced. For example, more weapons to the melee and pistol skill classes. We feel that they were unbalanced, and not “worthwhile” to the average player. So, we’re putting a few… “incentives” into those classes, like say an Uzi-type weapon for the pistol class, or stealth kills for the melee class. If Deus Ex was a super-ninja, then Deus Ex: Source will be a super-ninja with wings, optic-camouflage, and padded boots, not to mention a VERY shiny katana. So, without further ado, I will present a feature list of the upcoming mod. Oh, and for the record, if you have any questions, these make sense if you play the original Deus Ex, or you can ask questions here.
PRIMARY OBJECTIVES:
• Models for all characters, weapons, statics, etc.
• Tile-based inventory system.
• Skill system.
• Augmentation system.
• True-to-the-game maps.
• Stealth system (still trying to figure out how to do that)
• Speech for all characters. (Already present on original disk. We will rip the original voices if at all possible)
• Same storyline as original game.
SECONDARY OBJECTIVES
• New skill sets:
o Martial Arts, with learning new moves at each level:
1. Kick with a press of the button, no matter what you have equipped (think SMod for Half-Life 2).
2. Learn to use your fists as a weapon, become more refined, do more damage, move quicker.
3. Learn to disarm your opponents.
4. Become one with your body, learning to hone your reflexes, almost as if you could slow down time… (Think Bullet-Time, again in SMod as a proof-of-concept)
o Possibly Stealth, wherein you can move faster at the same silence level with each skill level upgraded.
o Psychic Abilities, with the following abilities learned:
1. Stun your enemies with your mind.
2. Pyrokinesis, the ability to manipulate fire to your whim. Burn objects or foes…
3. Mind Trick, make enemies believe you’re not there. Sneak past with deadly efficiency.
4. (Possibly) Mind Control, turn enemies to your will.
• New Augmentations:
o Telekinesis mod: Move objects with your mind (Probably a re-skinned gravity gun made to look like a hand). Each level you can pick up larger and larger objects.
• New Weapons:
o An Uzi for the pistol skill, just so they have a little more firepower.
o A Katana for the melee class. Faster than the ordinary sword, but slightly less powerful.
o New Master Skill weapons: weapons you can only use once you get the highest level in that skill. Here are the proposed weapons:
Explosives: Mini-Nuke, decimates people in a wide radius, but get behind cover quick!
Melee: Will likely make the Dragon’s Tooth the Master weapon, but possibly a new, stronger, faster sword will be crafted…
Rifles: A large AWP-like sniper rifle, amazing power and accuracy, but heavy and hard to handle.
Heavy Weapons: Tri-Rocket launcher, launch three GEP rounds at once, absolutely slaughtering your foes!
Pistol: We don’t know yet, likely some kind of plasma gun, powerful, but unwieldy.
• New “physics-enhanced” routes through a map.
o Normally, there’s the “Stealth” route through a map and a “Blow-the-crap-out-of-everything” route through a map (sometimes more than one each, with some in-between). With the source engine, we can add new ways through/puzzles based on physics.
• Some “artistic liberties” with the old game:
o Just off the top of my head… SPOILERS FOR ORIGINAL DEUS EX!!! At the end, when you’re fighting Paige, his only defenses are 4 turrets if you want to do the Illuminati ending. Well, what if you went in, went to blow him up and… suddenly the room falls away and Paige is housed in a large mech? NOW it’s a worthy fight.
o Areas will be expanded/revised to accommodate the move to the Source engine.
This is all I can think of for the moment, I know there are more, but… Anyway, if you have an idea, please feel free to share it!
Thanks for your time, I know this was a long post, but it’s a big undertaking, and requires a bit of explanation. If I just said “We’re working on Deus Ex: Source” with no ideas behind it, would you be at all inclined to believe us? I thought not…
One final piece of information (I’m almost done, I promise), we’re working on a test map using what free things we can gather, pre-made HL2 content, and our own wits. This will be to show our dedication, and to maybe pique someone’s interest with actual screens. We’re just now starting the mod, so there won’t be any screenshots for a while, just a head’s up.
P.S Sorry for the shoddy editing, this is a VERY long post and is being posted in several forums.
DEUS EX: SOURCE
INTRODUCTION/GOAL:
Currently, the Deus Ex: Source team is made up of two people, my friend Andrew and myself. That’s why we need any and all help we can get. The goal of this mod is to recreate the game Deus Ex in the Half-Life 2/Source engine.
COMMITMENT:
Now, I know this sounds like a huge undertaking, and you all are skeptical to our commitment to this mod. I can understand your skepticism, so let me clarify right now, we are going to do WHATEVER IT TAKES to release this mod. We love Deus Ex, in fact it is easily both of our favorite games… well, ever. Even if we don’t get any help, it is entirely possible (though Half-Life 2 will have run its course by the time it’s done) that we would do this ourselves. However, we don’t have the resources (or the talent) to do it on our own. This brings us to:
A CALL FOR HELP:
We NEED people to help us with this mod. We need coders, modelers, texture artists, mappers, and testers (eventually). Anything and anything you can do to help would be GREATLY appreciated. You don’t have to become a permanent member either; you can just help with a few things (even answering help questions when we need it is appreciated), a gun here, a texture there, a map there, whatever. We would love it if you wanted to be hired (I use the term “hired” loosely, we can’t pay you of course, that would break copyright laws) for a full-time position. So, to reiterate, WE NEED HELP IN ANY AND ALL FORMS! If you are willing to do and/or know how to do any of the things listed below, we need your help!
COPYRIGHT ISSUES:
Regrettably, many mods are shut down for use of copyrighted licenses (ie. Lord of the Rings, Farscape, etc.). HOWEVER! We have obtained, well… Okay, I’ll be perfectly honest: we don’t have explicit permission from Eidos. But, we have it covered! You see, it’s all a bit complicated, but, I’ll attempt to explain it. You see, Ion Storm is the original developer of the game. However, after Deus Ex: Invisible War, they went under. So, the license is in a sort of limbo. Meaning, no one’s going to give a flying **** that this mod is being made. Plus, we’ve sent many, many emails (about a half-dozen, I believe we’re up to now) to various sources in Eidos asking about rights and permissions, and have gotten no response. So, we have plausible deniability ;-). Anyway, now that that’s squared away, onto the meat of the project.
FEATURES:
The single, most important facet of this mod is to recreate the original PC game Deus Ex in its entirety, but better, and in the source engine. That means: physics, incredible graphics, and better gameplay. However, that also means this: A hell of a lot of work for us. Honestly, we actually have as much work, if not more than, the original developers of Deus Ex. What we plan, is to recreate Deus Ex, but with a certain few things changed, rebalanced. For example, more weapons to the melee and pistol skill classes. We feel that they were unbalanced, and not “worthwhile” to the average player. So, we’re putting a few… “incentives” into those classes, like say an Uzi-type weapon for the pistol class, or stealth kills for the melee class. If Deus Ex was a super-ninja, then Deus Ex: Source will be a super-ninja with wings, optic-camouflage, and padded boots, not to mention a VERY shiny katana. So, without further ado, I will present a feature list of the upcoming mod. Oh, and for the record, if you have any questions, these make sense if you play the original Deus Ex, or you can ask questions here.
PRIMARY OBJECTIVES:
• Models for all characters, weapons, statics, etc.
• Tile-based inventory system.
• Skill system.
• Augmentation system.
• True-to-the-game maps.
• Stealth system (still trying to figure out how to do that)
• Speech for all characters. (Already present on original disk. We will rip the original voices if at all possible)
• Same storyline as original game.
SECONDARY OBJECTIVES
• New skill sets:
o Martial Arts, with learning new moves at each level:
1. Kick with a press of the button, no matter what you have equipped (think SMod for Half-Life 2).
2. Learn to use your fists as a weapon, become more refined, do more damage, move quicker.
3. Learn to disarm your opponents.
4. Become one with your body, learning to hone your reflexes, almost as if you could slow down time… (Think Bullet-Time, again in SMod as a proof-of-concept)
o Possibly Stealth, wherein you can move faster at the same silence level with each skill level upgraded.
o Psychic Abilities, with the following abilities learned:
1. Stun your enemies with your mind.
2. Pyrokinesis, the ability to manipulate fire to your whim. Burn objects or foes…
3. Mind Trick, make enemies believe you’re not there. Sneak past with deadly efficiency.
4. (Possibly) Mind Control, turn enemies to your will.
• New Augmentations:
o Telekinesis mod: Move objects with your mind (Probably a re-skinned gravity gun made to look like a hand). Each level you can pick up larger and larger objects.
• New Weapons:
o An Uzi for the pistol skill, just so they have a little more firepower.
o A Katana for the melee class. Faster than the ordinary sword, but slightly less powerful.
o New Master Skill weapons: weapons you can only use once you get the highest level in that skill. Here are the proposed weapons:
Explosives: Mini-Nuke, decimates people in a wide radius, but get behind cover quick!
Melee: Will likely make the Dragon’s Tooth the Master weapon, but possibly a new, stronger, faster sword will be crafted…
Rifles: A large AWP-like sniper rifle, amazing power and accuracy, but heavy and hard to handle.
Heavy Weapons: Tri-Rocket launcher, launch three GEP rounds at once, absolutely slaughtering your foes!
Pistol: We don’t know yet, likely some kind of plasma gun, powerful, but unwieldy.
• New “physics-enhanced” routes through a map.
o Normally, there’s the “Stealth” route through a map and a “Blow-the-crap-out-of-everything” route through a map (sometimes more than one each, with some in-between). With the source engine, we can add new ways through/puzzles based on physics.
• Some “artistic liberties” with the old game:
o Just off the top of my head… SPOILERS FOR ORIGINAL DEUS EX!!! At the end, when you’re fighting Paige, his only defenses are 4 turrets if you want to do the Illuminati ending. Well, what if you went in, went to blow him up and… suddenly the room falls away and Paige is housed in a large mech? NOW it’s a worthy fight.
o Areas will be expanded/revised to accommodate the move to the Source engine.
This is all I can think of for the moment, I know there are more, but… Anyway, if you have an idea, please feel free to share it!
Thanks for your time, I know this was a long post, but it’s a big undertaking, and requires a bit of explanation. If I just said “We’re working on Deus Ex: Source” with no ideas behind it, would you be at all inclined to believe us? I thought not…
One final piece of information (I’m almost done, I promise), we’re working on a test map using what free things we can gather, pre-made HL2 content, and our own wits. This will be to show our dedication, and to maybe pique someone’s interest with actual screens. We’re just now starting the mod, so there won’t be any screenshots for a while, just a head’s up.
P.S Sorry for the shoddy editing, this is a VERY long post and is being posted in several forums.