Heat of Battle Mod for Half-Life 2?

niugiovanni

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The Heat of Battle Development Team is currently considering shifting development away from Call of Duty and into Half-Life 2. As this shift would require us to increase our development productivity we're looking for a few new team members if the conversion takes place. Specifically, we're looking for a talented modeller, sound engineer, and mapper. If you're interested in the vision of the Heat of Battle Development Project please visit http://www.heatofbattle.net or e-mail [email protected].

Giovanni
Development Lead
Heat of Battle Dev Team
 
no no no no NO!

Half life 2 already has 3 big WWII mods, we dont need another one...

do a differant war, say.... russian revolution? something?

WWII has been done to death...

(btw HOB rocks, just not on HL2)
 
Totally understandable. This is why we're simply considering change. The idea is completely contingent on if we can get enough human resources, develop enough unique ideas and bring something new to the table.

Thanks for the praise! Hope to see you on the HoB servers until Hl@ comes out.
 
Again I have to say (as I have re: medieval mods and vampire mods already), it's a bit silly to say that "three big WWII mods are enough, do something else" in such a reactionary way. It's really silly to assume that any single mod can capture all of the gameplay possibilities of WWII, or that two mods must approach the same historical event the same way (single player vs. multiplayer, for example, would make two mods based on Operation Market Garden very distinct). I think it's wacky to assume that any one mod could even capture one facet of WWII (British operations, or the eastern front, or WWII special ops) comprehensively, let alone the whole friggin' war.

The key is, find your own niche. I recommend the Russian/German angle, personally. We in the Anglophone world like to pretend that our end of operations were most important, but we're full of shit; the east front is where the war was really fought.

Here I am of course pretending that the European theater was the extent of WWII, thus proving my own point. The Pacific theatre is ripe with possibilities that have gone largely unexplored by the WWII games and mods of the last few years.

I've only touched the tip of the iceberg here, there are tons and tons of new WWII angles to be dug up.

edit: I have to add two other thoughts.
1) it isn't so much what setting you choose for your mod, but rather whether the mod is good or not. Since the nature of creativity is such that people do their best work on projects that truly excite them, I think it's best that mod teams choose what genre interests them, and the competition be damned (this is ignoring the mortality rate for mods of course, which strengthens my argument).

In other words, "make a good mod" is far, far more important than "do something totally dissimilar to anything anyone else is doing."

2) one thing I do find annoying and unfortunate is the propensity for mod teams to simultaneously develop the wheel; a garand is a garand is a garand, mod teams should save themselves a bit of work and share resources on stuff like this. Then we might get to see more of the less-boring less-ubiquitous models, like the PPSH.
 
Agreed.

I agree with you almost 100%. The only item I'd confidently disagree with is the sharing a of resources. I don't disagree on the basis that people are greedy and don't want to share. It's more of a feeling that the do-it-yourself ethic pervades mod-making to an extreme degree. Folks want to try and do everything for each mod themselves. While this approach isn't so efficient it is almost certainly one of the greatest drawing factors for those who engage themselves.

Thank you for the positive comments, I hope that others feel similarly.
 
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