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TeamWolf

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  1. Hello and welcome to blog 120! In this small update we have a great video to show (also in HD) in a last push for Indie Game of the Year! [h] BFD_ShieldWall [/h] Just the other day some of our testers and dev team got in game to have some fun on one of our smaller maps, Shield Wall. Though not completely finished, it is still a great map to play on with a main vehicle route and an infantry back entrance to the base. Be sure to watch it in HD! [h] Indie Game of the Year [/h] With just over 3 days left to vote for IGOTY, be sure to put in a vote for us! We've made it into the top 100 almost every year and we we need your help to make it this year! http://i137.photobucket.com/albums/q208/FWWolf/BFD/IGOTY-B.png'> Just simply go to our IndieDB page here, scroll down to where you see the green bar saying "Indie Game of the Year" and click vote for this game! [h] The Second Moon [/h] That's it for this short update, keep following us here, over on IndieDB, Facebook and Twitter!
  2. ah yeah, I thought I forgot something. haha thanks Tri!! And thanks, Venom has been doing an amazing job.
  3. Hey there and welcome to this Battle for Dune: War of Assassins. We're sorry for our recent silent, but silent normally means progress behind closed doors. [h]Atreides Mongoose[/h] Venom775 has been seriously hard at work like always, this time he's been working on the Atreides Mongoose. For awhile we've been needing a redesign for this unit due to how boxy it is in Emperor: Battle for Dune. Venom has managed to give it a great new look and texture job! The Mongoose is the main armored battle unit for House Atreides, being effective against ground units and air units due to it's tracking missiles. [h]Atreides Minotaurus[/h] Long with the Mongoose, the Atreides Minotaurus has had a redesign! We have gone for a more Hawk look with the Mino to fit the theme of House Atreides. The Minotaurus is The Atreides' Artillery unit, a slow moving mech which is heavily armored. The perfect unit for long ranged attacks! [h]Atreides Repair Vehcile[/h] The Atreides Repair vehicle is something we were always unsure about design wise, because it was just pretty much a big box with arms. With a complete redesign and amazing texture job, Venom has done a fantastic job with it! The Repair Vehicle is a key support vehicle on the Battlefield. This is the only unit in the game that is able to repair vehicles, it can also deal damage to enemy units. [h]Ordos Shield Fence[/h] Venom has modeled the Ordos Shield Fence for building interiors, to make sure infantry don't fall down slopes and off edges! These cool little building props are styled in an Ordos fashion and are used for slopes, room separating along with semi protecting Cloning Vats and Main Frames. [h]Atreides Sniper Rifle[/h] The Sniper Rifle is the special weapon of the Atreides. It is a high powered, large caliber bullet firing, long ranged weapon. With a 1 bullet chamber, this weapon has a very slow reload time but can take down an infantry in one headshot! [h]Atriedes Engineer Repair Case[/h] The Atreides Engineer Case is a limited piece of equipment due to the strictures on technology by the Great Convention. This case will be used to repair buildings and capture Sub Faction buildings to gain new units. The model and texture are by Venom775. [h]5 Years in the Making![/h] Battle for Dune: War of Assassins is officially 5 years old today and still going strong! To mark this occasion we will be getting onto Emperor: Battle for Dune whenever possible. We'll try and post up some times at some point but be sure to keep a lookout for us for those guys who still play it! We will also be releasing a video and some ingame shots of our latest internal build that has just been released to the testers! [h]Side Note & Recruiting[/h] I recently saw that our Twitter page had been spammed by bots advising online fake jobs. We apologize for this and have corrected the issue. We are currently recruiting new staff members and testers! Staff we're looking for are: -3D Modelers -2D Texture Artists -Animators If you are interesting in apply please apply in our Recruitment section or PM me here. [h]The Ultimate Kwisatz Haderach[/h] That's it for this update, thanks for following us and be sure to keep following us here, IndieDB, Facebook and Twitter!
  4. Hello and welcome to blog #118, we have been very busy working on new vehicles and the game itself. But enough of the intro, let's see what's new! [h] Harkonnen Buzzsaw [/h] The Harkonnen Buzzsaw is a fast moving, weak armored early rush vehicle. Equipped with two machine gun barrels and a very large circular saw on which it moves on, this unit is great for early game harassment. Modeled and textured by Venom775. Click images to make them bigger [h] Harkonnen Flame Tank [/h] The Harkonnen Flame Tank is medium amour close quarters vehicle, armed with two flamers and fairly fast moving. This unit deals decent damage to infantry and vehicles alike, also inflicting good damage against structures. Modeled and textured by Venom775. [h] Harkonnen Missile Tank [/h] Another model by Venom775, the Harkonnen Missile Tank is a lightly armored fast moving vehicle. Armed with two missile pods which fire fairly high damaging tracking missiles, perfect for anti air combat. This unit is very effective at long range combat and against structures. [h] Atreides Sand Bike [/h] The Atreides Sand Bike modeled and textured by Venom775. This unit is lightly armored, fast and equipped with a light, top mounted machine gun. It is a cheap unit effective against infantry and other light vehicles, perfect for early game rushes. [h] Ordos Barracks [/h] And lastly, Venom775 has been very busy with the new and improved Ordos Barracks exterior. Due to a lot of our buildings being outdated and needed a nice new model, the Ordos Barracks was the first to get worked on. The Barracks is key to almost all infantry upgrades, when lost the House can no long gain higher class infantry. [h] What the Thinking Machines met.. [/h] This is another end to another blog, we hoped you enjoyed it and continue to follow us here, on IndieDB, over on Facebook or on Twitter!
  5. Hey guys and girls, welcome to this Tiberian Sun: Reborn blog. We're sorry for our lack of activity, hopefully this blog makes up for it and all that shall follow! Nod Tech Center Dark Angel is working on creating the Nod Tech Center, a structure that allowed access to high-tier units and structures in the original Tiberian Sun. In TS:Reborn, it still retains its high-tech feel and purpose; it is even required to control Hunter Seeker drones. GDI Upgrade Center Don't be jealous of the Nod Tech Center, fans of freedom. Mick (aka Volkov) has finished the exterior portion of the GDI Upgrade Center. Call down an Ion Cannon blast at your leisure. GDI & Nod Portable Terminals So, I hear you want to sabotage some structures? This isn't a 90s action movie, you're going to need more than just a floppy disk with a virus if you want to cripple self-analysis and internal-repair mechanisms linked to a modern GDI facility network. Engineers will cause some havoc on the automated systems, and it'll take time to correct itself, making an Engineer infiltration a great way to soften up a hardened structure and leave it exposed to future attack. Renardin's texturework. Nod Radar Center The Nod Radar Center is the only source of Radar for Nod, primary feature is an enormous satellite dish for connecting to the network of satellites orbiting the Earth. Scripts and Fixes One thing that has been holding us up at the moment has been mainly our EMP script, we have been trying to work out a few bugs with it. Along with heavily editing the infantry roster for both sides, and making the Elite Cadre's Carbine one weapon instead of swapping Carbine machine gun for the Grenade Launcher. That thing at the end of a convasation... That's it for another TS:R blog, be sure to keep following us here, on Facebook and on IndieDB.
  6. Hello and this is blog 117, this is a small preblog before we show off what we have been working on recently (sorry about the 3 month silence)! [h] Porting over to Scripts 4.0 [/h] We have finally jumped on the wagon and ported over to scripts 4.0. We are still working out a few things but this is a big jump. Moving over has opened a lot for us, it has fixed a lot of bugs such as blue helling when vehicle ramming. It has also ment that we can more easily implement current features and have other features we wanted and now can almost have 100% how we intended them to be. [h] What's Effected? [/h] The first thing we encountered was that the Harvester Carryal script works a lot better now, but we have run into a few issues with it on some maps. It has allowed us to have a properly working Claymore script with script zones. It also made us take another look at our infantry deploy script and redo it completely. Scripts 4.0 also includes an auto map downloader. Meaning we can release small fixes on maps and new content to you without having to download anything seperate. Building capture logic works a lot better as well now, so when we add Sub House buildings and units in things will run smoothly due to the new sidebar. A working version of SSGM which adds support for descent working bots instead of 2 half working bots. A donating command instead of having to go to the fds and use the donate command. And, more stable clients with a lot less random crashing. So overall a much more stable game with a lot more new features and a better netcode! [h] Another Goodbye [/h] That's it for this update, we'll try and get them out more often. Be sure to keep following us here, on Moddb and on Facebook!
  7. Hello and welcome to Battle for Dune: War of Assassins blog 116! We have been fairly busy with the holidays and working on our latest internal build.. And some of what's down below! [h] Walls [/h] I have modelled up the walls, currently untextured. Walls are the best defence against outside enemies, protecting your base and keeping people out! Each house will have the same designed walls, made out of Plassteel and a Plascrete foundation. (click the images to make them larger) [h] Atreides Advanced Rifle [/h] Venom775 has finished modelling and texturing the Atreides Light Infantry rifle. This is a much more advanced version than the Engineer's model, it deals more damage, has a longer range and is slightly more accurate! All Atreides Light Infantry will be equipped with this rifle. [h] Tleilaxu Leech and Lava [/h] Methelina has been busy modelling and texturing the Tleilaxu Leech and Larva! The Tleilaxu Leech is a biotank that attacks other vehicles by laying it's larva on and into the vehicle. Once the vehicle's health has been reduced to zero, it will then spawn into a new Leech! The Tleilaxu have engineered them this biotank to travel fast across most terrain, at a cost of very weak armour. The Larva is a small creature that will be layed onto of an enemy vehicle. Then it will start to work it's way inside it, slowly reducing the vehicle armour and health. The only way to prevent this happening is by shooting it off or repairing it via a repair vehicle. (click image above to see video) Neither of these units will be in our first release, due to being subhouse units. [h] Atreides APC [/h] Venom775 has been busy modelling and texturing our new Atreides APC. After much talk, we decided to completely remake the the APC due to the older model just not looking like the fully detailed version in the Tlielaxu & Ix cutscene. So Venom has come up our with this! The Atreides APC is a medium armoured cloaked transport vehicle, which travels at a fairly fast speed. It can carry up to 5 troops at once, including the driver and is equipped with a heavy duty machine gun. [h] Kralizec! [/h] That is it for this blog, be sure to keep following us here, over at IndieDB and on Facebook!
  8. Welcome to the Battle for Dune: War of Assassins blog 115, now that we've made it to the top 100 why not show off some more of what we've been up to! [h]Cilivian Buildings[/h] BogdanV has been busy working on some new and very much improved Arrakis Civilian Buildings. These new buildings are based on the ingame designs from Emperor: Battle for Dune along with current day influences. Here is a screenshot from ingame. (Click the images to enlarge them) [h]Ordos APC and Laser Tank Shields[/h] BogdanV has also been working on our Ordos APC and Laser Tank shields. House Ordos have invested in shield technology for their Armoured Personnel Carriers and Laser Tanks to ensure they last longer. Here is a demonstration video of how they work. As you can see, we've pretty much recreated how they looked in Emperor. [h]Atreides Engineer Rifle[/h] Venom775 has been hard at work modelling and texturing a new rifle for the Atreides's Engineer. We've based it on the Famas due to the Westwood renders of the House Atreides Light Infantry. Check out the render! [h]Shai Hulud, The Worm[/h] We've saved the best 'till last, our latest team member Methelina has modelled and textured the old man of the desert, Shai Hulud! The Sandworms of Arrakis are the source of the Spice Melange, Worms are also attracted by all rhythmic vibrations. Watch out for Sandworms on the sands of Arrakis, and make sure you always seek the safety of rock! [h]Top 100![/h] Thank you to everyone who has voted for Battle for Dune in the Indie Game of the Year to get us this far, but we need your help once again! We have reached the top 100, help us get even further by voting for us again! [h]The Rise of the Second Moon[/h] That's it for this blog, be sure to keep watching us here, over at facebook and on IndieDB!
  9. Hello and welcome to another Tiberian Sun: Reborn blog, today's blog theme is GDI! Mobile EMP Tank Mick has been busy at work once again, this time he has modelled the GDI Mobile EMP Tank. The M-EMP Tank works pretty much like the EMP Cannon but on a much smaller scale, able to disable vehicles and Cyborgs on the battlefield but for a much shorter lengh of time. (click to make larger) Radar Installation Kane000 has kindly started to work on the GDI Radar Installation. This Radar Tower is GDI's means of attaining information from the battefield and feeding it to their soldier's HUD. If this structure is taken out your team will lose it's radar. As you can see it is still in a very early WIP stage and that more will be added to make it look a lot more like it did in TS. New Staff Members I'd like to welcome four new staff members joining us at Bluehell Productions recently. MightyBOB has gone from a moderator to being a modeller/texture artist, BaneofSorrows has gone from being a tester to Lead Tester, Eggman is back to help out with rigging and BogdanV has returned as a modeller! Another short goodbye That's it for another TS:R blog, be sure to keep following us here, on facebook and on IndieDB, and don't forget to vote for us in the top 100!
  10. Hello and welcome to this small Indie Game of the Year update. It is that time once again and we need your help on reaching the top 100! There are less than 7 days left to vote and counting. So click the logo button and vote on our IndieDB page! We'll also be releasing a full update in the next few days showing off some new content!
  11. We didn't want to have the Atreides to carry SMGs around to define them more as a House. And seeing as their weapons are more based around accuracy and not area of effect, it seemed far more fitting to use a rifle.
  12. Oh no by all means, I thought something on the same level when I first saw it and spoke to BogdanV about it. But now we are happy with how it is.
  13. The mino does, it just seems to be broken or missing. As for the Catapult, we had the idea that it would have hydrolics due to it being the year 10,091.
  14. The sounds for it aren't final at all, and the animation is pretty much where we want it. What would you say needs "slightly altering"?
  15. Hello everyone, long time no see eh? We are sorry about our lack of updates and general communication to the public over the year. But we have been busy behind the scenes and working on getting our builds mainly. We have been putting a lot of work into balancing and polishing... But now for some visible updates! [h] Atreides Assault Rifle [/h] We have looked over our first design of the Atreides Assault Rifle and felt that it just lacked the look we were after. So we went back to what we had seen from the Westwood renders and in the cut scene models, and have something we are much happier with! Fz007 based this design off what we had to go from which was a sub machine gun version of the Famas. What do you think? The Atreides Assault Rifle is the basic rifle for all Atreides Light Infantry. It is very accurate and fairly powerful, doing decent damage against most infantry types. It has two firing modes, it's primary being a full auto fast firing machine gun, and it's secondary being a slower more accurate rate of fire. [h] BFD_Spice [/h] I have been working on BFD_Spice, one of our first maps. It was made back in 2009 and was seriously lacking in detail and much more. BFD_Spice is set in a small sink area with an old ruined settlement with high cliffs in the surrounding corner protecting the town from storms. There are a few low accessilbe rocky areas, based mainly in an open boxed out design. There is plently of Spice around for your Harvesters along with a small group of Fremen storehouses ontop of one of the rocks. So to improve on the map, it now has added boarders, improved dunes and cliffs, temp texture work, a new tunnel and some props! This is what it looks like in it's current state. The textures aren't final and the map still needs some more cover. [h] Harkonnen Inkvine Catapult [/h] BogdanV has recently joined the team, his first task was to rig and animate the Harkonnen Inkvine Catapult! The Inkvine Catapult is the House Harkonnen's long ranged vehicle that fires barrels of Inkvine liquid that burst on contant posioning enemy units. The Inkvine liquid that happens to miss it's targets a burst on the ground can be shot to ignite that patch. [h] August Alpha Video [/h] It's been a long time since we have made a video showing off gameplay footage. What better way to show off what we have been up to since our last update in November? This is a video of our latest internal Alpha, Alpha 6. There are still a lot of things that need texturing and so on, but we are working on that slowly but surely. Enjoy! [h] Endings [/h] That's it for this Battle for Dune: War of Assassins blog, we hope you enjoyed it and keep following us here on our site, over at Moddb and on Facebook!
  16. Couldn't stop laughing. The IFVs just look amazing.
  17. Thanks triattack and Westy, we are mostly made up of brits
  18. Hello and welcome to Apocalypse Rising's blog 185! Once again they have let write me the blog but instead of wasting time reading this, you could be reading the juicy steak called the AR blog! (look down). Alpha 10.1 videos We have just released Alpha 10.1 to the testers and they love it. With a lot of stuff already in game plus some really good balancing so far, Apoc Rising is really awesome to play and we are trying to make it even better. We recently had some test games to mark Renegade's birthday back on the 26th and managed to produce not 1, not 2 but 3 videos for you! The first is an cool video by Wallywood showing off our new IFV and it's donzens of swapping heads! The second is by Westy543 filming some of AR's gameplay from an outsider standpoint that really does show off how awesome AR is looking to date. The last video is by one of our testers, WhiteDevil. He has put together a nice blend of spectator viewing and 3rd person playing, showing off what it's like to fly a Harrier and a ton more! As you can see from these videos, AR is coming along really well. Please don't worry about the massive white buildings, they aren't final and WILL be textured when we release! Random Corner Even ducks do barrel rolls! This proves that everyone loves Starfox games. Big long goodbye! That is it for another smashing Apoc Rising blog, be sure to keep on following us here, over at Moddb.com on Facebook and now on Twitter!
  19. Hello everybody, it looks like I'll be writting this blog! Sorry about the wait, we've been busy working on the latest internal Alpha. But enough of the intro, look down for the blog! <h3>Nighthawk Transport</h3> The Allied Nighthawk is turning out to look pretty awesome, Guy With a Wrench has been working hard on getting the texture just right and now with added blue! We've also got a better machine gun for it . (Click the images to make them bigger!) <h3>Allied War Factory</h3> dtrngd has started work on the Allied War Factory. You may of seen an already textured War Factory in some of our videos and think "Why are you guys remaking it?". Well that's a model that was given to us by Fobby and Sloth from their old mod. He has taken the model that Ric made for us and started to give it a going over on some places, expect interiors soon! <h3>Moddb Shouts</h3> That's right, it is that time once again and phase 2 has already started. Thanks to all of your votes we made it into the top 100 but we are going to need your help once again (sorry). Be sure to click on the big IOTY image below this text, go to Unlreleased games, Tactical Shooters and vote for Apocalypse Rising! We've always made it into the top 10 but it would be super awesome to win the title "Best Unlreleased IOTY" <a href=" http://www.indiedb.com/events/2010-indie-of-the-year-awards" title="Vote for us in the 2010 Indie of the Year Awards"><img src="http://media.indiedb.com/images/groups/1/5/4039/ioty_2010_250px.png" border="0" alt="Indie of the Year Awards" /></a> So make sure you vote for us and RA:APB on IOTY because APB are going to best released IOTY! <h3>Sounds Good!</h3> WallyWood has been working on some really cool sounds lately, but instead of me telling you about them why not just listen to them? The Nighthawk Flak Trooper Cannon Flag pole Crazy Ivan C4 placement <h3>New Map Props and Decorations</h3> To help with our easy fan mapping in LevelEdit using Heightfield mapping, Guy With a Wrench made the plants and AntonioHandsome modelled and textured the fuel can for placing in LevelEdit. These have been added to our prop library which should have a fair amount of placeable objects when Apoc Rising's LevelEdit is released. <h3>Tech Building Captured!</h3> danpaul88 has been busy making sure our tech building capturing is working 100%, here is a small video showing you how it all works. <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=WjXHT-Nsh_0?hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=WjXHT-Nsh_0?hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=WjXHT-Nsh_0?hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> As you can see, it's pretty cool <h3>Team Messages</h3> One_Winged_Angel has been very busy with stuff called real life and uni work. cfehunter is around... Somewhere.. Working on textures.. I think. dtrngd is doing a lot stuff along with working on the Allied War Factory. WallYWooD is working on engine sounds and level sounds, also about to join AA for minecraft. danpaul88 is working on the latest build. <h3>Random Corner</h3> Just remember everyone, be protected from Mayhem... No seriously. <center><object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=5-Sjld5yy3Q?fs=1&hl=en_GB"></param><param'>http://www.youtube.com/watch?v=5-Sjld5yy3Q?fs=1&hl=en_GB"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=5-Sjld5yy3Q?fs=1&hl=en_GB" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></center> <h3>Salutations</h3> Well that's it for this blog, be sure to vote for us on Moddb and stay tuned!
  20. Indeed, it is fitting for House Harkonnen.
  21. That is a walkway from the tunnel end to the top cave exit.
  22. Hello and welcome to this long overdue Battle for Dune: War of Assassins blog! It's been a long time since we last posted any form of update but that doesn't mean that we haven't been working. We have been spending a lot of time fixing up models, rigs and trying to get values just right. [h]Atreides Sand Bike[/h] Looking over most of our old models we felt that some of them really are lacking, such as the Mongoose, Minotaurus and the Sand Bike. So LR01 has been looking at concepts and Westwood renders and is has pretty much finished off our new Sand Bike. It's looking a lot better, more detailed and the polycount is higher too because the older version really wasn't up to standards compared to our new Mino and Mongoose. Here's the new model. As you can see, it's pretty much there. [h]Harkonnen Rocket Launcher[/h] Fz007 has been working on more weapons, this time he has been working on the Harkonnen Rocket Launcher. The Harkonnen Trooper's Launcher is more of a Bazooka, it can hold only one rocket in it's chamber at the time, had a medium firing range with medium firepower against vehciles and it's rockets track for Anti Air. The scope on the second render looks better, it's just light shining off. [h]BFD_Shield_Wall[/h] Shield Wall is a map that Fluffy_Opossum made about a year or two ago called C&C_Arrakis. I've imported it into 3DS Max and started to rework a lot of the terrain and replace a lot of boolean tunnels which really do kill the map, most of the tunnel replacements are done and most of the main terrain changes are done. Here is what it looks like so far: [h]So where are we?[/h] We have been very busy with mostly fixing all the broken stuff in the game such as balance issues, vehicle and infantry rigs and the odd map/model fix or clean up here and there. We recently also released Alpha 5.2 to our testers who have given us pretty much all the bugs that they could ever find in the current build. We haven't really been modelling much because there really isn't much left to model up, apart from the weapons. We do still have a few map props to model and a ton of stuff to texture but apart from that we just need to start focusing more on mapping so you guys have more to maps to play on! [h]Sands do not shift over night...[/h] ... But they do shift! Be sure to check us out on moddb and indiedb!
  23. Now that's a blog. Loving the tut video but I feel that after you have killed the conscripts, the instruter should say something like "Press the "Q" key again to undeploy from the sandbag mode".
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