Double Action

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Re: Double Action

Postby Armageddon on Sat Dec 29, 2012 6:41 am

Vino wrote:Yes it does something. When it fills up you get a buff of your choosing, damage boost or health recovery, super slow motion, etc. It's there to encourage people to do stylish things.

Tried the alpha it was a lot of fun other than the one bug where you get stuck if you stop sliding under something, should be an easy fix of just having thee player stay crouched after a slide?

Also as Gary said the maps are just bland, I'd remove almost all of them and start over from scratch. Also you probably know the thirdperson aiming is broken, over the shoulder view sucks a lot too. Two cool stunts to add from Action Half-Life and The Specialist would be wall jumping with spacebar, and the wall diving with the stunt button.

This mod could easily be a total conversion, it's great so far and progress seems to be going at a steady speed, good luck.

Can anyone make a map for it?
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Re: Double Action

Postby Sathor on Sat Dec 29, 2012 6:23 pm

I just watched the trailer, I think it has some potential. I don't like the map, though. No offense, but it does not seem to fit the style of the mod at all. Shooting with jumping and stuff should take place in COOL places, like lobbys of big hotels or on top of skyscrapers, not simply in the streets of a random town.

I will keep looking at this, if I ever finish de_investment for CS:GO, I might try to use the content for a map for Double Action.
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Re: Double Action

Postby Epifire on Sat Dec 29, 2012 6:25 pm

Armageddon wrote:Can anyone make a map for it?


Were anyone to do so I would go for a multi-level design of access way/platforms you could jump and slide across them. I think this mod could make good use of vertical game-play.
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Re: Double Action

Postby Vino on Sat Dec 29, 2012 6:31 pm

Armageddon wrote:
Vino wrote:Yes it does something. When it fills up you get a buff of your choosing, damage boost or health recovery, super slow motion, etc. It's there to encourage people to do stylish things.

Tried the alpha it was a lot of fun other than the one bug where you get stuck if you stop sliding under something, should be an easy fix of just having thee player stay crouched after a slide?

Also as Gary said the maps are just bland, I'd remove almost all of them and start over from scratch. Also you probably know the thirdperson aiming is broken, over the shoulder view sucks a lot too. Two cool stunts to add from Action Half-Life and The Specialist would be wall jumping with spacebar, and the wall diving with the stunt button.

This mod could easily be a total conversion, it's great so far and progress seems to be going at a steady speed, good luck.

Can anyone make a map for it?


Good feedback, thanks.

Yes, anyone can make a map for it. At the moment there's not even a custom fgd for it (because there are no custom entities yet) so all you need is to boot up Hammer and go.
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Re: Double Action

Postby Stormy on Sat Dec 29, 2012 10:09 pm

It's times like these I wish I was still modelling :(

Incidentally I looked at your mod a while back, when you got that fantastic and amazing new character model working in game. (Whoever made that is undoubtedly an amazing man with talents in all fields, and is likely a killer with the ladies and has sex with them all the time). I remember a post about the approach you wanted to take emulating Vulvas open contribution method, and I liked it.

I think you've got a unique challenge with the gameplay of the maps in this mod. You need to have enough open space to allow for awesome jumps and slides, but enough cover to allow for some duck-shooting and also enough visual interest to make the levels inviting. I think what Sathor said about locations could be really extrapolated. An opulent lobby with staircases (think chow yun fat sliding down that banister) and windows and open areas to slide and jump through would suit the gameplay, and the setting would be in line with the "stylish" idea. I'm thinking James bond, ultra-affluence and such.

Also to allow for a greater pool of contributing artists, might I suggest not setting your hearts on a realistic graphics visual design? There's definitely no need to go tf2-stylized (and I think that would almost be a cliche, think of games like 'the ship' etc) but a tiny bit of stylization - simpler textures and more colour/silhouette recognition based design rather than aiming for grimdark or gritty - would add to memorability and allow a greater range of artists to contribute. I found when I was looking to contribute to mods and I wasn't too experienced at modelling, I tended to gravitate towards stylized models and textures just because you can get away with more.

Also do you have a prop list for modellers? Sometimes modellers just like to model random shit every now and then and having a list of required props and reference images ready helps them overcome the "what should I model?" stage. You might find random modellers willing to drop random props if you have a list with references ready to go.
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Re: Double Action

Postby Armageddon on Sat Dec 29, 2012 11:38 pm

I concur with the stylized idea, whether it be Kane and Lynch 2's colourful grit or Bloody Good Time's painterly, without the exaggerated character models. Something to think about, even The Specialist and Action Half-Life 2 have their own sort of colour pallet and location style. While the map in the video doesn't look very good I do like the lighting and colours.
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Re: Double Action

Postby Vino on Sun Dec 30, 2012 12:51 am

Black_Stormy wrote:Incidentally I looked at your mod a while back, when you got that fantastic and amazing new character model working in game. (Whoever made that is undoubtedly an amazing man with talents in all fields, and is likely a killer with the ladies and has sex with them all the time). I remember a post about the approach you wanted to take emulating Vulvas open contribution method, and I liked it.


Can't tell if you're being sarcastic or not? Also which one are you talking about the DoD one or the custom one?

Also, when you say Vulvas do you mean Valve?

Anyway, you're right about the map locations thing. Most of our locations so far came from one mapper. I would love to see some more variation, which is again why we're looking for more artists. But for now we're going with what we've got.

Black_Stormy wrote:Also do you have a prop list for modellers? Sometimes modellers just like to model random shit every now and then and having a list of required props and reference images ready helps them overcome the "what should I model?" stage. You might find random modellers willing to drop random props if you have a list with references ready to go.


We need weapons much more than we need props right now, and yes I have a weapon list, albeit not a very long one. We're mostly just stealing props from CS/DoD/L4D as they fit our needs, we're not quite so organized as to have prop lists and concept art and so on. You read the open contribution document so you probably know already that if someone were to want to contribute by creating a process for props then we would be more than happy to use it.
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Re: Double Action

Postby Dementei on Sat Mar 16, 2013 11:17 am

I hope I am allowed to bring this thread back to life, but this mod has really taken off like a rocket. You may have seen it on PCGamer or Shacknews which has brought a lot of attention to Double Action. We've started a Kickstarter and are looking for those willing to help back us up for the summer, which you can learn about by going here. But really, whoever is reading this should download it and come play. All you need installed is Source SDK Base 2007 too. Let me know if you have any problems, or if you want to help contribute you are more than welcome to, hop on the forums and show us what you'd like to do.
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Re: Double Action

Postby SotaPoika on Sat Mar 16, 2013 11:54 am

Mods are done free without any funding.. at least, that's how it has been so far. Exception are the people in team paying testservers/homepages from their own pockets. Asking money from community to get mod done sounds weird to me. Also, 'funny' how the dude talking mostly in video says how it won't be some F2P with micro-transaction stuff and how many fucking times he repeats the mod's going to be free. Of course it will be fucking free, it's a damn MOD! If you charge for it, it's indie-game with that scale of dev-team and funding.
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Re: Double Action

Postby ErikKiller on Sat Mar 16, 2013 12:11 pm

I agree with what SotaPoika is saying.
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Re: Double Action

Postby Armageddon on Sat Mar 16, 2013 12:13 pm

That pitch video makes me cringe, and like Sota said.
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Re: Double Action

Postby Dementei on Sat Mar 16, 2013 9:31 pm

Just play the game folks ;-)
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Re: Double Action

Postby DonPunch on Sun Mar 17, 2013 12:00 am

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Re: Double Action

Postby Jangalomph on Sun Mar 17, 2013 12:26 am

Wouldn't give you 3 cents for a mod. I've worked on no more room in hell for two years now for free. We don't expect any money, we just do it because we like it. Now go UDK and indie if you want money. Else its a waste of time.
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Has anyone really been far even as decided to use even go want to do look more like?
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Re: Double Action

Postby Armageddon on Sun Mar 17, 2013 1:11 am

He said in the pitch they want to buy a license, Blade Symphony guys had to get $300,000 from Kickstarter to afford a license.
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