Fa Revival - looking for modelers, animators, mappers

T

TheScaryGuy

Guest
Origin of F.A. Revival

F.A. Revival stands for Firearms Admirers Revival (or Firearms Addict, your call). This group has been created to bring all the fun of the HL mod firearms to the source engine. When it was announced that Firearms would not be moving on to the HL2 engine, we decided that it is up to the community to make this mod live on!


Note: Our mod has not yet received endorsement from the original firearms team & we are in no way affiliated.


Who we are currently looking for:
We are currently in most need of modelers, animators and mappers. We are accepting applications for all positions, but these are the most dire.

Thanks for your interest :D

__________________
 
just to throw this out there, IMO FA was the best HL mod,,,

I was crack addicted to it for 2 years
 
If you're remaking the Mod I have a few suggestions.

Like my friend above I was definitely a fan of FireArms over other Mods for a long time. I liked the maps, I loved the concept and the class customization was insanely addictive and allowed pure personalization. It all turned sour for me when they went down the 'realist' route. The problem was that CS and DoD managed this without too many problems (although I will say that initially DoD had a fall in numbers, and I was put off initially by having pure killathon games having camping tactics pushed upon them). Luckily DoD did major work on the classes and most notably the weapons to put frantic element back into its gameplay.

FireArms is a different story. It made the change when there were already plenty of alternatives for people who wanted to keep playing killathon, adrenaline fueled games and so I think it lost out because of that. When I finally decided to give it a go again some of the maps I'd loved so much had become lacklustre. It had lost its pick up and play atmosphere and there were so many people camping. Camping in FA? But it was true...

So my plea is: if you are going to have 'realistic accuracy' incorporated into the game, don't let them dictate how the game is played. Camping (unless playing a sniper-role) in FA is a sin. Don't make players have to stand still to hit someone, it's so frustrating. I'm a huge fan of CS and for that sort of gameplay it works fine and I have no problems. DoD is the same. But the path of the realist is not always the path of the wise.

P.S. Include a remake or port of the sandpit(?) map and the really old one that had a river running through the middle of an epically huge no-man's land. Those gritty standoffish conflicts were so enjoyable, much better than the 'hunt the sniper' maps that they were replaced with.

Just my 0.02€, which I'd be happy to elaborate on if you want further info. Also if you need PTers then I could easily come up with some names/communities.
 
ps_desertcrisis and ps_river

also I have no idea why they removed that ps_deadline so quickly after 2.6, it was a fun map

basically one of the big reasons it's changed so much is because only one of the team members is the same one from the original game... Ben took over as the gameplay designer some time around 2.4-2.5 I think...
 
-Crispy- said:
If you're remaking the Mod I have a few suggestions.

Like my friend above I was definitely a fan of FireArms over other Mods for a long time. I liked the maps, I loved the concept and the class customization was insanely addictive and allowed pure personalization. It all turned sour for me when they went down the 'realist' route. The problem was that CS and DoD managed this without too many problems (although I will say that initially DoD had a fall in numbers, and I was put off initially by having pure killathon games having camping tactics pushed upon them). Luckily DoD did major work on the classes and most notably the weapons to put frantic element back into its gameplay.

FireArms is a different story. It made the change when there were already plenty of alternatives for people who wanted to keep playing killathon, adrenaline fueled games and so I think it lost out because of that. When I finally decided to give it a go again some of the maps I'd loved so much had become lacklustre. It had lost its pick up and play atmosphere and there were so many people camping. Camping in FA? But it was true...

So my plea is: if you are going to have 'realistic accuracy' incorporated into the game, don't let them dictate how the game is played. Camping (unless playing a sniper-role) in FA is a sin. Don't make players have to stand still to hit someone, it's so frustrating. I'm a huge fan of CS and for that sort of gameplay it works fine and I have no problems. DoD is the same. But the path of the realist is not always the path of the wise.

P.S. Include a remake or port of the sandpit(?) map and the really old one that had a river running through the middle of an epically huge no-man's land. Those gritty standoffish conflicts were so enjoyable, much better than the 'hunt the sniper' maps that they were replaced with.

Just my 0.02€, which I'd be happy to elaborate on if you want further info. Also if you need PTers then I could easily come up with some names/communities.

I haven't seen sandpit... i have seen ps_sand, ps_sandblast, ps_oasis, obj_sandrats.

We love to hear from everyone about what they'd like to see in it and new ideas too.

 


Here's what is happening with FA Revival.







YourBestFriend

Posted: Wed Jan 05, 2005 8:18 pm

Nothing that fancy, but I thought you all might enjoy a pick of Cuda's splash screen ingame...

Enjoy
-YBF
fartitle.jpg

EDIT: Note that it is darkened out because it is behind the other windows.. it is usually much brighter ;)

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YourBestFriend

Posted: Mon Jan 03, 2005 6:44 pm
Happy new year everybody! Just thought I'd let everyone know what we've been up to.

First I'd like to welcome all the newcomers! Especially all the modelers who are hard at work putting the firearms into firearms revival. Also welcome Hitman, the legendary coder of SD_Durandal to the team.

After a little break for the holidays, we're getting back into the swing of things. I am currently working on getting team specific spawn points working (I already coded the team selection stuff, now we just need them to spawn in the right spots).

Poopsmith has been working on getting the hands/animations working as well as figuring out how to normal map. For those of you unfamiliar with normal mapping, it is a special texture that

can be applied to a model to simulate a higher polygon model. Basically it's super hardcore bumpmapping.

Oompa has been working on his new map as well as updating the original FA map Deadriver.

Hitmap has already converted Durandal (which will definately be in the first release) and is working on new maps as well as a cleaner website.


I'd like to thank the other contributers who havn't been mentioned here as well. Keep up the good work designing models and graphics for this mod & you will not go unrecognized!

Lastly, I have opened up the weapons forum with a list of our planned weapons for the first beta!

Enjoy and take care.
As always,
Your Best Friend


This is also listed on http://www.Planethalflife.com/.

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Atrocity is making IwoJima... then Crash and Hoboken... also new maps after that.

Posted: Wed Jan 05, 2005 10:00 pm
I have been working on Iwo for a few hours now, and I have made a ton of progress. I have all of the rock geometry on the blue spawn side changed to displacement and not flat walls, and I have selected the sky I want to use for the map, sunrise/overcast like. I'm going to start research on Iwo soon to see if I want to make any changes, which will be doubtful, but the though of a new path or 2 came to my head.

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mustra is working on a Russian Bizon.

Posted: Tue Dec 28, 2004 11:36 pm
mustra6mz.jpg


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seb is working on an Uzi model.

Posted: Mon Jan 03, 2005 7:33 pm
I've been working on this for a few days now. It's not perfekt, but I think it's close enough. It god a few errors on one side (something wrong with the triangels I think). It weighs in at 3821 triangles, and 1695 polygons. I hope it's good enough.

So, here it is, the IMI UZI. Now it only needs UV-map/skin/anims :D
uzi01.jpg


uzi02.jpg


Click here for more renders

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FaKToR is working on a knife.

Posted: Mon Dec 13, 2004 6:15 pm
WIP.jpg


*************************

More to come in the future :D

 
Shinobi said:
ps_desertcrisis and ps_river

also I have no idea why they removed that ps_deadline so quickly after 2.6, it was a fun map

basically one of the big reasons it's changed so much is because only one of the team members is the same one from the original game... Ben took over as the gameplay designer some time around 2.4-2.5 I think...

All you have to do is ask an admin nicely if they could put the map on... odds are, if they don't have something planned and they have it on the server, you just may get your wish.

Pop server and The Armory both have lots of maps on them... there are others too that have plenty.
 
farnewsjan312005-600.gif

Click here to be able to go to the ad and be able to see larger images of the maps and weapons models.

There are some new exciting developments with the mod... new maps, models, and other things. There will be a new news release shortly.
 
I would love to map for this MOD. It looks awesome.

Please contact me on [email protected] if you would like any details. Also where can I get the original MOD to see what it is like?
 
Yeah, but I'm still at a loss why they removed that map and not some of the other ones....




TheScaryGuy said:
All you have to do is ask an admin nicely if they could put the map on... odds are, if they don't have something planned and they have it on the server, you just may get your wish.

Pop server and The Armory both have lots of maps on them... there are others too that have plenty.
 
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