Being afraid that this might go unseen in the main weekly thread, I posted here.
If mods feel the need to put it in the main thread, by all means, go right ahead:
http://modhq.notepadhax.com/index.php?page=interviews
Sample from Interview:
Q: Please do a brief introduction of Incoming Source for people that may not have heard of it before.
A: Incoming Source is a tactical-based science fiction total conversion for the Source engine. We have many features that also focus on Team play as well as gameplay. Making a good game means that you can nail that "fun" factor. Once you achieved that, its all about making it happen over and over. If you can do that, you have a great game.
We are also incorporating many features to focus on the team play aspect of Incoming Source. Our objective modes help this as well as other smaller features such as the way you "receive" health in Incoming Source which we will talk about at a later date.
Incoming Source is about being fun as well as featuring advanced gameplay features. It will feature wars of epic proportions due to its use of both ground and vehicular combat.
Our environment types are all heavily large-scaled. Whether its nature or urban combat, you will realize how large each environment really is. The environments feature plenty of landscape as well as props and some even include AI friends.
Q: We understand that Incoming has a rather long history, would you care to elaborate a little on what has happened with the project up to this point? We can imagine that keeping a team together for such a long time can be quite tough if at all possible.
A: Yes, a very long history. Some fans don't realize that and assume we just started and copied Halo. We have been around for over 5 years now. We started on the Half-Life 1 engine originally creating very nice material. It didn't hold up to what we were going for. Putting it on hold for a bit and later picking it up from the ground up on the Source engine, we couldn't be happier. The team is not entirely the same as the first time. We do have some of the old team following as well as testing Incoming Source. I am very blessed and happy to have the team that I am currently working with. They are very talented and patient individuals and I am blessed that they put up with me being the hard ass that I am.
Enjoy
The interview also contains an exclusive render showing the updated Gladiator model with a reflective and see-through windshield.
If mods feel the need to put it in the main thread, by all means, go right ahead:
http://modhq.notepadhax.com/index.php?page=interviews
Sample from Interview:
Q: Please do a brief introduction of Incoming Source for people that may not have heard of it before.
A: Incoming Source is a tactical-based science fiction total conversion for the Source engine. We have many features that also focus on Team play as well as gameplay. Making a good game means that you can nail that "fun" factor. Once you achieved that, its all about making it happen over and over. If you can do that, you have a great game.
We are also incorporating many features to focus on the team play aspect of Incoming Source. Our objective modes help this as well as other smaller features such as the way you "receive" health in Incoming Source which we will talk about at a later date.
Incoming Source is about being fun as well as featuring advanced gameplay features. It will feature wars of epic proportions due to its use of both ground and vehicular combat.
Our environment types are all heavily large-scaled. Whether its nature or urban combat, you will realize how large each environment really is. The environments feature plenty of landscape as well as props and some even include AI friends.
Q: We understand that Incoming has a rather long history, would you care to elaborate a little on what has happened with the project up to this point? We can imagine that keeping a team together for such a long time can be quite tough if at all possible.
A: Yes, a very long history. Some fans don't realize that and assume we just started and copied Halo. We have been around for over 5 years now. We started on the Half-Life 1 engine originally creating very nice material. It didn't hold up to what we were going for. Putting it on hold for a bit and later picking it up from the ground up on the Source engine, we couldn't be happier. The team is not entirely the same as the first time. We do have some of the old team following as well as testing Incoming Source. I am very blessed and happy to have the team that I am currently working with. They are very talented and patient individuals and I am blessed that they put up with me being the hard ass that I am.
Enjoy
The interview also contains an exclusive render showing the updated Gladiator model with a reflective and see-through windshield.