Author Topic: "Bitter Earth" (Mod is dead... p.160 )  (Read 102600 times)

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El Duke

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"Bitter Earth" (Mod is dead... p.160 )
« on: January 09, 2007, 03:18:08 AM »






A post-apocalyptic total conversion for M&B, with a heavy emphasis on roleplaying. The first real "Radioactive Western".


Features:


*A totally original setting, product of our twisted imagination.
*Heavily revamped gameplay, you will hardly recognize the game.
* M&B now with 100% more roleplaying! You will know we mean it when you see the thousands of dialogue lines and when you feel the consequence of your choices while playing it.
*A world that will directly or indirectly be affected by your actions. Make the last sleazepit you passed by fall into tyranny, prosper in freedom or let it sink into the red sands of the wasteland. Make a choice.


Setting:

Decades after brutal nuclear and biological war engulfed the world in destruction and death, explore an unforgiving wasteland that has more anarchy than all of Leone's westerns put togheter. Witness as the old world is forgotten and a new one is built. Learn that mankind bad habits die hard.


Gameplay:

*A Darklands inspired gameplay bonanza. We can't graphicaly express everything, but the well written text in the menus can. **** modern "immersion".
* The wasteland doesn't forgive. Reload your last saved game when you or one of your favorite companions die.
* Random encounters as colourfull as a rainbow. Prepare to find very interesting places if your "scavenging" skill is developed, and prepare to get into lots of trouble if your "survival" skill is below standards.
* A complex reputation system that changes how the world sees you. Be good, be bad or be...ugly.
* Tired of travelling through Calradia in search of random shit such as "11 rusty broadswords"? Wel, you came to the right wastelands then! Semi linear gameplay where every quest is unique and doesnt repeat itself. You won't miss joining the Swadians.


Credits:


Devs:

El Duke: Lead Designer, CG , concept and storyline/writing
Thus Spake Nosferatu: Lead Designer, Programer ,concept and storyline/writing
Kon Air: Particle effects, simple scripting and more
Stoned_Dude: Modelling/Texturing
Stefano: Interface
DJNad: Modelling/texturing[/b]
Dantes:Original Soundtrack
Ursca and SoundChaser: Menu illustrations

Contributors:

Buxton: Modelling/texturing
Ursca: Modelling/texturing
Highlander: Rigging and scripts
Cali: Modelling/texturing
Tuckles: modelling/texturing
Dearahn: modelling/texturing
Blades: modelling/texturing
RR_raptor's: Some gun models
Jik,Janus and the old Age of Ash team: for all the stuff they done and allowed us to use
Talak: For his skyboxes and his "no vegetation" mod
« Last Edit: October 24, 2007, 09:24:01 PM by El Duke »

El Duke

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Re: Bitter Earth
« Reply #1 on: January 09, 2007, 03:18:40 AM »
Illustrator/ Concept artist needed! Somebody get some drawing skills on board!



*Soundtrack Samples (Dantes work):

http://rapidshare.com/files/52561046/Junkyard_blues.mp3.html ( Town wandering song. My personal favorite)
http://rapidshare.com/files/52561621/Intothefire.mp3.html (World map travelling)
http://rapidshare.com/files/52563425/ElMuerta.mp3.html (Combat song)


*Short pre-release F.A.Q:

*When will this mod be released?

When it's done. When it's that? too early to imagine. Really...

*Can I help?
 
All help is welcome, and we never get enough of it. If you can model, texture or script and want to contribute please post in the thread or pm one of the devs. We will get you working on something asap.

If you are worthless piece of shit with nothing but opinions, post them! Good feedback can get our spirits high, while negative buzz can get us to improve what's bad.

* Long time without updates...

I will get back to updating the thread every week now. I miss the feedback...and feedback is very good to make this better without doubt. I will make a cool update/teaser/screenshots every week and link it below.

*Will this mod cost anything?

No. Free mod.


*Weekly updates linkage:

None yet. Wait a week!




*Picture Flood:

(Note: these screens were taken on a low end computer, hence the lack of enviromental shadows, Dx 9 shaders and all that jazz. High-res versions will replace them soon.)



















*Sigs ( Supporters are welcome to use it. Team members are more than welcome to use it. Propaganda!)


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[URL=http://forums.taleworlds.net/index.php/topic,19998.0.html][IMG]http://img405.imageshack.us/img405/9088/0000000ta7.jpg[/img][/URL]

"To do" contribution list:

*Destroyed/ruined vehicles .Pre-80's period. Must be *really* destroyed, rusty and scavenged. This includes (besides the obvious cars), Busses, trailers and bikes.
*Furniture. Chairs, tables, counters you name it. Either extremely old and busted up or crudely manufatured.
*Other detail props. Anything you can think of as far as utiliies  and general junk goes. We have quite a lot of the basics (burn barrels, old tires, crates and ect) but still need a lot more.

***Specifics (Some of these are spoiler filled and some are not defined yet, so contact me before tackling them)

*Map icons
*Signs, for stores, saloons and other wasteland stablishments. ( More of a texturing job than a modelling one... massive need of them)
* A cave "dungeon" like scene divided into several sections. This is a tough one, wich I will probably make myself, tough just the model would be a huge help.
* A train station scene(already have a few untextured models donated by Cali) , complete with map icons.
* A funky, steampunkish post-apocalyptic train

*** The low priority, though still welcomed contributions:

*Firearms: between this and highlander/buxton western mod we have quite enough guns. We have very few makeshift ones though...these would be welcome.
*Modern Crossbows and bows (we have a few, but the more the merrier)
*Melee weapons (we have quite a few of them, but there are some vital ones missing and again, the more the merrier)
*Merchandise (we have very little of it).


****Instructions:

The polycount is quite free handed, considering the size of the object and how much it would be repeated into one scene(no limits here, just the use of logic and no lustfull exageration in polygons  :P ). For stuff like vehicles 2000-3000 tris or even more is a go. For the train and big scenes like the cave... free a gogo  :wink:.

Textured models are the priority, and a textured object is worth more than 5 untextured ones on given circunstances. I'm pretty much the only one that textures and there's a lot for me to do for the next build  :P . Also, sending the stuff already scaled and imported into brf, with assigned materials and textures is a huge help and time saver.

I will update the list as stuff get's made;



« Last Edit: September 03, 2007, 05:30:13 PM by El Duke »

Pellidon

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Re: Age of Ash (development beginning)
« Reply #2 on: January 09, 2007, 03:23:13 AM »
wow, this is going to be an amazing mod. at least, the models look that way. glad someone's started to pick this up again, and i can't think of anyone more qualified.

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Ijimon

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Re: Age of Ash (development beginning)
« Reply #3 on: January 09, 2007, 03:24:41 AM »
haha, you're very creative i like the armor. How about an armor made of stop signs? LOL! No... that's not a good idea...

Great mod, good luck with it...

Sunhawken

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Re: Age of Ash (development beginning)
« Reply #4 on: January 09, 2007, 03:41:14 AM »
"nicer then niccccceeee i like it and cheese"

Good job man!

Pellidon

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Re: Age of Ash (development beginning)
« Reply #5 on: January 09, 2007, 03:44:52 AM »
just out of curiosity, will archery/crossbows be implemented? because it would be cool if you could opt for tons of ammo instead of the power that guns offer. also, do you have a way to make motorbikes in a decent looking form? what i mean is, will the player bounce up and down as though they're mounted on a horse while the bike stays on the ground? i'm just not quite sure if that could really work. also, based on the setting, might it be better just to only use animals? because i'd bet that it would be far to expensive to fuel your vehicles in this setting. although, maybe animals would be worse to own, because they need food to live, and food is scarce. so i guess if you can pull it off, go for both. anyway, i'm really excited about this mod, keep up the fine work.

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El Duke

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Re: Age of Ash (development beginning)
« Reply #6 on: January 09, 2007, 03:55:14 AM »
Everyone: Thanks for the compliments, A pity i couldn't get a picture of those meshes in game(they would look much better.I'm having a problem rigging, soon to be fixed off course  :wink:) , I hope the shitty Wings3d rendering doesn't ruin their appearance. most of the guns and the leather coat are Blades work. I won't get the credit  :)

Pellidon:

Bikes are meant for the future when new animations and skelletons are moddable. If we tried to implemented now, it would work just as you said. it would be "Hoppers" instead of "Choppers".

We will need only one new skelleton and animations and sounds to go with. it may sound simple, but it's very complicated and a lot of hard work!! Luckily, Blades has some experience with animation, and he will take care of that. but like I said, only when it's moddable. we might even change our mind and go "All horses", It wouldn't hurt the mod concept. at least at it's unfinished, basic present state.

EDIT: yes, some bows and crossbows are planned.
« Last Edit: January 09, 2007, 03:57:06 AM by Great_Duke »

KON_Air

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Re: Age of Ash (development beginning)
« Reply #7 on: January 09, 2007, 04:18:46 AM »
Sign me up... beats sitting around doing nothing.
Comparing Fallout 3 and 1-2 is like comparing an apple to a mutated apple which is trying to bite your face.

triato

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Re: Age of Ash (development beginning)
« Reply #8 on: January 09, 2007, 05:37:11 AM »
Tribe man could have some side story or a small story for the player to play as one of em.

I am thinking something like "The lord of the butterflies" but with adults, radiation and weapons. It could reflect how groups in diferent places develop new cultures, talk about the past disaster in legends and songs, have developed ways to live with their current situation and vowed not to follow the path that lead man to that disaster.

Sorry if I don't make sense, I woke before dawn and am very tired.



blades

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Re: Age of Ash (development beginning)
« Reply #9 on: January 09, 2007, 05:44:11 AM »
Tribe man could have some side story or a small story for the player to play as one of em.

I am thinking something like "The lord of the butterflies" but with adults, radiation and weapons. It could reflect how groups in diferent places develop new cultures, talk about the past disaster in legends and songs, have developed ways to live with their current situation and vowed not to follow the path that lead man to that disaster.

Sorry if I don't make sense, I woke before dawn and am very tired.




Heh, you made some sense yes(except for the "lord of the butterflies" thing...it's actually "Lord of the Flies"). Sorry for not being able to give you feedback for your suggestion, Great_duke is the one who came with most of concept so far( I only gave out a couple of ideas) and Bryce777 just joined, and a lot of stuff will be complemented, changed/re-written for that matter since we like his ideas.

What you say sounds awfully alike the theme in the second half of the third mad max movie("Beyound Thunderdome"). Tribals..Post apocalypse...I can guarantee you these are pointers for ignorance and savagery in the  life in the mod setting. Themes much in contrast with the "Lord of the Flies" content  :wink:
http://forums.taleworlds.net/index.php/topic,19998.0.html

Age of ash

"Gnashing teeth at the gates of hell."

Atla

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Re: Age of Ash (development beginning)
« Reply #10 on: January 09, 2007, 06:40:49 AM »

*"Deathlands", a novel by James Axler


-A- book? 

Hell! Last I counted there were 60+ books to the Deathlands series.  Although after the 50th they went into a serious decline, and I refuse to read them.  A shame Axler died before he was able to finish the series his way, instead of letting other authors use his pen name and ruin the series by mass producing the books with the same plot and story over and over one every other month.

CXZAR

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Re: Age of Ash (development beginning)
« Reply #11 on: January 09, 2007, 06:47:52 AM »
this is the best looking and most original mod since Dark Ages of Calradia... looking forward!!!! it looks amazing...


Merentha

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Re: Age of Ash (development beginning)
« Reply #12 on: January 09, 2007, 07:03:58 AM »
Is this a continuation of the former post-apocalyptic AoA, or is it entirely original?

Janus

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Re: Age of Ash (development beginning)
« Reply #13 on: January 09, 2007, 08:26:28 AM »
Entirely original, though he may end up using some of our old stuff.
Tomas asked Dolgan, "What place is this?"
The dwarf puffed on his pipe. "It is a glory hole, laddie. When my people mined this area, we fashioned many such areas."
     - Raymond E. Feist, Magician: Apprentice  (Riftwar Saga)

Merentha

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Re: Age of Ash (development beginning)
« Reply #14 on: January 09, 2007, 08:43:43 AM »
Damn.  Well, at least some of your very fine pieces might be included... :|