The Biohazard Project -RECRUITING-

Discuss modifications and also recruit team members.

The Biohazard Project -RECRUITING-

Postby VIOLATION on Sat Mar 10, 2012 3:46 pm

The Biohazard Project is a collection of classic scenario's based on the events of the popular Resident Evil franchise. We aim on delivering the best nostalgia injected experiences on the Source Engine in a new and exciting way for old and new fans to enjoy. This mod is a total source conversion and will include all new player models, brand new firearms, thrilling and gripping scenes, heavily detailed maps, multiple game modes, all new scores that set the mood and keep you on your toes, and much more!


-Raccoon Police Department-

Our first project is based on the famous RPD, allowing gamers to experience the amazing adventure of the atmospheric and nostalgic Raccoon Police Department in a new Co-Operative fashion. Great attention to detail and re-creation of the stations rooms brought to life in a long and intense single map, combined with the fantastic "Survival Horror" game play you are all craving

Following the events of the Leon A scenario from Resident Evil 2. Survivor's have barred themselves into the stations lobby to escape the swarmed streets of Raccoon City, they must work together to reach the sewers to escape the doomed station. You must work as a team to explore dangerous unknown areas, solve mysterious and unusual puzzles, fight off flesh eating zombies and whatever else lurks the hallways and offices of Raccoon's ex finest!

Features

- Puzzles as seen in Resident Evil 2.
- A complete RPD experience promising a gripping and authentic trip to most of the stations rooms.
- Cinematic scenes.
- Classic Resident Evil situations in a new Co-Op friendly way.

-Other Maps in Progress-
*Umbrella Labs - Objective based
*Clocktower - Survival (Survive against hordes of endless zombies)


-RECRUITING!-
The Biohazard Project is currently looking for:

- 2D Texture Artists
*For creating map textures (High detail textures, bumbmaps, normal maps, etc.)

- 3D Modeling Artists
*Prop models / organic models ( Must be a clean Mesh Unwrap Model Texture to a good standard Compile for Source.)

Interested in joining us?
Contact us and send us samples of your skills. These are non-paid jobs!
Note: It would be great if you own any source game like Half-Life 2 or any others.

-Contact-
Mail your sample(s) and the job you are applying for to dafh_terminator@msn.com

-Updates-
You can track our progress at our Moddb Page
http://www.moddb.com/mods/biohazard-project

-Team Members-
The current team members are as follows,
Morgoth - Project Leader, Lead Level Designer and Coordinator
Shane Murphy - Co-Leader, Lead 3D Artist, Scenes, Level Designer and Graphics Designs
Pandom - Lead Texture Artist
Adam - Video Editor
CrazyB200 - 3D Artist
Wmpunk - 3D Artist
Violaton - Level Designer
ESE - 3D Modeler
Box - Lead Programmer, 3d Artist, Texture Artist

-Latest Media-
Image

Image

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Apply Today
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VIOLATION
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Re: The Biohazard Project -RECRUITING-

Postby VIOLATION on Tue Mar 13, 2012 1:57 am

Anyone interested? We are still hiring!
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Re: The Biohazard Project -RECRUITING-

Postby joe_rogers_11155 on Tue Mar 13, 2012 5:57 am

nice lighting, if mostly monochromatic. but it looks like those tube lights are only using generic light entity (too much light on ceiling, too defined of a shadow from the fixture model). switch to light_spot for the primary brightness (normal brightness with wide outer cone) and use the generic light to simulate radiosity (low brightness with very high fall-off). do this for all tube lighting and it will really pop.
"Day breaks, but decay soon follows." - Ava Winona
Currently developing in radio silence... 99 Bolts
Here's another project of mine... Assault on Overwatch
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Re: The Biohazard Project -RECRUITING-

Postby source-maps on Tue Mar 13, 2012 4:22 pm

oh and next time if you make screens, use r_drawviewmodel 0 to hide the NMRiH fists ;)
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