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  1. #1

    TC MOD Talon 1-5 (images inside)



    http://mods.moddb.com/8236/talon-1-5/image-gallery/

    Talon 1-5 is a story-driven co-op mod that aims to combine realism and combat tactics with a science fiction environment. It will put players into a war to end all wars where they will have to think in order to survive. Taking inspiration from history as well as imagination, we will strive to tell a story about the infantrymen and women of the early 22nd century and how they must persevere for survival and victory like all the Marines who preceded them.

    Our story centers around a 12-man special forces squad, codenamed TALON attached to the 1st Battalion, 5th Marine Regiment of the United States Marine Corps. As our world once again sinks into war, Talon 1-5 becomes the Battalion Landing Team for 31st MEU. As a special operations unit, Talon 1-5 is tasked with hunting down and detaining an influential revolutionary leader, as he may hold the key to ending the conflict before them. This classified mission will underlie their more immediate objectives in participation of the North American and Asiatic theatres of the third great war.



    A first person shooter at its core, Talon 1-5 will incorporate gameplay that is both believable and tactical. However, tactical is not necessarily synonymous with slow. Players will have to work with their squad-mates to survive some of the most frantic and hectic situations that the war will throw at them. Taking inspiration from the Call of Duty franchise for scope and scale, the Ghost Recon franchise for realism, and an intimate understanding of real modern warfare, Talon 1-5 stands to give the player a truly unique and compelling experience.



    FEATURE LIST:

    - A Compelling Story: First and foremost we want to tell this story in the most appropriate fashion, and through that story give players an experience they will never forget. All features that follow, large and small, are designed to reinforce and maximize the player’s immersion into the world and the story.

    - Fully Cooperative Gameplay: Players will be able to play with friends occupying the other characters in the squad. Working together will be tantamount to survival.

    - Class-based Characters: Each character will have its own class, or MOS, within the unit. Each player must be ready to fulfill what his or her class requires. Failing to do so will break down the unit cohesion and make proceeding through the story that much more difficult.

    - Unparalleled Realism: Despite its futuristic setting, you will be completely immersed in this world by everything from the completely realistic ballistics to the way your body reacts to trauma. No longer do you have a simple “100 Health,” “100 Armor.” You will be given a heart monitor which will tie into almost everything you do. On top of that you will have a medical readout which will show you exactly what sort of damage your body has taken, where specifically the wound is, and what its effect is on your combat efficiency.

    - Combat Entropy: For every new type of body armor that is invented, so comes a munition that can penetrate it. You are no safer in the future than you would be on today’s battlefields. You may have more technology at your disposal, but rest assured that your enemy is just as well-equipped as you. When the rounds start flying, all you will have is your training, your rifle, and the other Marines at your side.

    If you are a talented, hard-working, fun-loving individual who is passionate and forward-thinking about game design, then this may just be the team for you. We are always looking for new people to collaborate with. If you think you've got the right stuff, shoot an e-mail over our way at talon15@bohicastudios.com

    We're actively looking for someone to revamp our forums and website for UT3's release, so if you have that skillset, shoot me an e-mail at: ryand.bohicastudios@gmail.com



    As our focus will be the first mission of what will become an ongoing mod series, episodic if you will, Talon 1-5 will try and include what is necessary to create the experience that we want to play, but not at the cost of never being able to pull it off in the first place. If aspects of the game have to be rearranged, rethought or removed in order to get the mod made as a whole, then so be it. There are some aspects that are more important than others, to be sure, but if we have to drop certain things to make the first mission, that’s what updates are for.
    Last edited by Talon15; 10-13-2007 at 09:44 PM.

  2. #2
    MSgt. Shooter Person
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    That black guy looks more realistic than the white guy.

  3. #3

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    All models are works in progress.

  4. #4
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    The black guy reminds me of the character D.L. Hawkins from Heroes.

    Pic: http://upload.wikimedia.org/wikipedi...rts_Heroes.jpg
    Currently running UT3 demo with: GF 7600 GT 256MB graphics card at 800x600, Intel Core 2 Duo at 2.13ghz, 2 gigs o' memory, and on Windows XP. Gameplay is pretty good with this hardware.

  5. #5
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    nice modeling!

  6. #6

    Thumbs up Outstanding!

    Please tell me you get to model the maps like in the image in the lower left- this looks awesome! Even if there's in-house fighting in only some key areas (if at all), the setting looks promising!

    Never seen something like this before.

  7. #7
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    This is looking pretty sweet, and I like the models you've gotten so far. Looks like UT3 will get some pretty awesome TCs with its engine.
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  8. #8
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    I remember seeing the interview on moddb.

    Goodluck, guys. I'm looking forward to it.

    Realistic futuristic is my favorite type of game.

    I love realistic hit detection, reaction to being shot, realistic vehicle behaviour, weapon behaviour, and so on.

    But I hate the bland-ness of modern weapons. They're all practically the same, firing like 500-900RPM bullets from 5.56 to 7.62 or whatever.

    Needs moar realistic pulse laser guns, railguns, neat-ass rocket launchers, and futuristic suits. :3

    You guys should check out "Future Force Warrior" it's a suit they're developing to have done by 2025.
    It has nano-technology and a gel layer in the suit. When a bullet makes contact with the suit it instantly hardens and bounces the bullet back as it becomes taut before the bullet can penetrate.
    And active camoflodge. :3
    Oh and a HUD displayed on visor of the helmet.
    Also it is to have polymers in the suit which will contract like muscles to allow people to run longer, carry more, and be stronger.

    Maybe it'd give some nice inspiration for your mod.
    Crysis totally ripped off the suit, but made it totally unrealistic. :3

  9. #9
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    Very professional
    mmmpeaches9: nice, i've done that before but they were all like 5 year olds, they were all crowded up and took em all out with my shotty.
    Thats terrible

  10. #10
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    this sounds very interesting, best of luck with the project will look it up again when Unreals released to see how your doing and might be intereted in helping out ^^
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  11. #11

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    Hey all, thanks for the feedback. I'm Matt Riley, one of the project leads. We're very excited to get started with the UT3 sdk!

    On to some of the questions you guys have.

    Special Symbol: That concept is for a near future downtown Los Angeles, which is the setting for our demo level. We're going to try and have it resemble that image as closely as possible, while still making the level design tactically challenging and fun.

    InnocIV: Simply put, and I don't mean this to be rude, we're way ahead of ya! Hehe. We've done extensive research, with the help of our military advisors who have experience in future warfare programs (Land Warrior, Future Force Warrior, Marine Corps Warfighting Laboratories and Future Combat Systems) to help shape a very believable future military.

    You will see this research influencing everything from how troops are deployed into the field, to the options they have when they get there.

    A good example of where futuristic realism comes in is our HUD. You will have a HUD, but nothing on it is something you wouldn't be able to measure in reality. So instead of a health bar you have an EKG and a little 3d real-time render of your suit, showing you where you were hit and how badly.

    The crosshair is more like a laser sight. Even idle animations will effect it, so it will never be completely stationary (as one can never hold a rifle PERFECTLY still). It will be affected by both the character's breathing and their muscle tension (both of which are heightened when their heart-rate rises).

    Also, the HUD is not visor projected, as that has been known to cause severe long term ocular damage and is very difficult for a soldier to focus on the HUD image, and their field of vision at the same time. We use a nano-implant along the optic nerve which feeds a visual representation of the suit's diagnostic information directly into the Marine's vision.

    Stay tuned for more updates as they become available! Thanks again for the support!
    Last edited by Capital88; 10-18-2007 at 02:04 PM.

  12. #12
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    I've heard about the optic nerve link before, but I've always wondered if it would really work that well. To legibly read sometihng, to concentrate on it, it'd have to be near the center of your vision wouldn't it? If it were off to the side it'd be like one of those floaters that you're constantly moving your eyes to catch but can't because it moves with the eye.
    Yay for nitpicking.
    Looks like a cool mod so far, especially the heads. And I'm not too surprised about the comment about the black guy, ever since final fantasy that's been a weird quirk of cg skin. I think generally lighter skin juts need a darker/more muted specular map.

  13. #13
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    Quote Originally Posted by Capital88 View Post
    Hey all, thanks for the feedback. I'm Matt Riley, one of the project leads. We're very excited to get started with the UT3 sdk!

    On to some of the questions you guys have.

    Special Symbol: That concept is for a near future downtown Los Angeles, which is the setting for our demo level. We're going to try and have it resemble that image as closely as possible, while still making the level design tactically challenging and fun.

    InnocIV: Simply put, and I don't mean this to be rude, we're way ahead of ya! Hehe. We've done extensive research, with the help of our military advisors who have experience in future warfare programs (Land Warrior, Future Force Warrior, Marine Corps Warfighting Laboratories and Future Combat Systems) to help shape a very believable future military.

    You will see this research influencing everything from how troops are deployed into the field, to the options they have when they get there.

    A good example of where futuristic realism comes in is our HUD. You will have a HUD, but nothing on it is something you wouldn't be able to measure in reality. So instead of a health bar you have an EKG and a little 3d real-time render of your suit, showing you where you were hit and how badly.

    The crosshair is more like a laser sight. Even idle animations will effect it, so it will never be completely stationary (as one can never hold a rifle PERFECTLY still). It will be affected by both the character's breathing and their muscle tension (both of which are heightened when their heart-rate rises).

    Also, the HUD is not visor projected, as that has been known to cause severe long term ocular damage and is very difficult for a soldier to focus on the HUD image, and their field of vision at the same time. We use a nano-implant along the optic nerve which feeds a visual representation of the suit's diagnostic information directly into the Marine's vision.

    Stay tuned for more updates as they become available! Thanks again for the support!
    Yeah I saw your mod actually like 2 weeks ago on moddb.
    What In oticed htough, if I rmemeber correctly, is all bullet based weapons.
    While I love realism(Red Orchestra is by far one of my favorite games, and I rock so hard at it), just conventionally bullet weapons can make things very dull, because then every weapon is basically the same.

    You have 5.56, 7.62 or whatever, .50cal, .22cal, 9mm, and then the weapons have slightly different firing speeds and muzzle velocities.
    This is MUCH less variaty than say, well, Unreal has.

    I hope you guys incorporate a good free-aim (with the laser moving along your hud to show where the weapon is aiming independant of your head moving) and bullet drop, and have some futuristic weapons maybe like lasers, or railguns, or something else that behave a bit different than the projectile weapons. (for example, lasers would be like hitscan.. instant and no bullet drop over distance) and I'd think railguns would be in between, I dunno.

    Oh and I hope you guys make it look like the hud is actually displayed on a screen or the helmet, adds more immertion and realism. :P

    Oh what's that starwars game..? they did it ****ing awesomely. The helmet even had a whiper thing to whipe off blood and stuff. :P

    Good luck to you guys. I'm looking forward to your mod. There is an awesome HL2 mod called Hull Breach doing a realistic future thing, but much far in the future, but they're doing alot of things poorly in my opinion.. and the polish is really bleh so far, and they're working slow as mollasus, no offense to them and all, and it was a mod I was excited about.

    Hopefully I'll have free time to work on mods in the near future. I really want to mod UT3.
    http://forums.epicgames.com/showthread.php?t=580785
    Best post of these forums.
    http://forums.epicgames.com/showthread.php?t=587200
    Fix manta's pl0x. Unless "slightly" means "instantly kills" in the new patch notes, there is still going to be problems

  14. #14
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    the weapons and characters look great ... but Info Database prop.. looks very weak ... traditional 2d and typography is gonna be your weak point - its a common problem of 3d people ... make sure you focus specially on that cause everythin else looks triple A
    Hexen Hammer | ON THE KILLING FIELDS

  15. #15

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    Most of the AR series uses Rail-based technology Innociv,

  16. #16
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    Quote Originally Posted by Talon15 View Post
    Most of the AR series uses Rail-based technology Innociv,
    Ah sweet.

    Variaty is the spice of life.

    You guys on the dev should spend some time playing Red Orchestra. :P More than just a day too.
    I'm sure some of you probly have.

    Myself, realism is my favorite genre. But I hate CS, medel of honor, call of duty, etc etc etc because they all do it wrong. I always thought Battlefield would be better if it was in the future since you'd have cooler weapons to play with.

    But there's only been three games I've actually liked out of the hundreds that used modern weapons: Red Orchestra(ut2004), The Specialists and Navy Seals:Covert Operations(Quake3) because both made the realism less bland.
    Red Orchestra because it was ULTRA realistic. REalistic damage model, realistic hit detection, realistic ballistics. (You could take like 8 or 9 shots sometimes it seemed like if they just kept hitting your toes or something, but you couldn't walk good :x) And so much more.
    The Speciailists was unrealistic, but it did just have the simple balistic weapons which dumbs down the variaty. That game made it fun by having all the movement and kung fu and stuff.
    And Navy Seals : Covert Operations is a mod not alot know of.. It had a realistic damage model, realistic hit detection (was way back on quake3 and you were able to shoot over shoulders and stuff), realistic effects for damage like Red ORchestra ha(legs shot you move slower, arms shot your aim is jittery, if you have a helmet and survive like a really low cal shot to your head your view got really trippy) and it had an "experience" thing where you could raise you strength/stamina/speed/accuracy and weapons had a requirement for them. So you could like, run really fast with light weapons, have lots of strengh so big weapons didn't burden you, be really accurate, and whatever.


    I also hope you guys do some sweet cenimatc stuff since this is a coop mod, especially without cutscenes.
    I've always thought that you're supposed to be playing a game, not watching a movie.. Cutscenes always bothered me because you're watching them, not being a part of them.

    I think yuo could just as easily have cutscenes that play during the game where you can still interact and change your view (an example of this is like in Bioshock where the little girl is walking around and a splicer is about to grab her, then a big daddy comes in and ****s him up and you're watching from behind glass. That's SOOOO much better than all control being taken away from you and you just watching a dumb movie!)

    I had wanted to make a coop mod myself, because I feel coop can allow for alot of "OH ****!" moments to share with your friends, which to me is the most fun thing in gaming. I used to be all about the competitiveness, but now that i've been gaming for 8 years, it's much more about the fun, laughter, and good times.

    Alot of people don't like Halo, but it really is a great experience with friends. Sure it's very dumbed down, especially the multiplayer, and doesn't take 1/25th the skill of UT3 competitively.
    But the coop.. you get to share those oh-**** moments with your freinds the first time, like when you see that scarab climbing down along that building, and when you open a door and see a ****ton of convenant behind a line of jackels with shields up, and so many other times in the game.
    Especially the randomness of it, adds the replay and more things to oh**** about.
    It coudl of been made even better if there were 2-5 different things that'd happen in that game BESIDES that scarab running down the building, so you'd have something else to "OH ****!" about each time you played. But the other times you're oh ****ting about the tactics they decide to use and what weapons they have, so on.
    http://forums.epicgames.com/showthread.php?t=580785
    Best post of these forums.
    http://forums.epicgames.com/showthread.php?t=587200
    Fix manta's pl0x. Unless "slightly" means "instantly kills" in the new patch notes, there is still going to be problems

  17. #17

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    Well, I'm eager to see how this develops. Seems to be like lots of fun. Maybe this is a good substiute for the missing assault in UT3?

    I'm also interested to see with which weapons you come up. Reading lots of sci-fi books- well, I'll see.

    Great to hear you actually try to convert this artwork into a level! Keep up the good work!

  18. #18
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    Thumbs up

    Quote Originally Posted by EddyVercetti View Post
    That black guy looks more realistic than the white guy.
    yup fix his nose

  19. #19

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    what program are you modeling with? 3dstudio max? what version? also what 3d modeling programs will UT3 support and what versions? thx. By the way this mod sounds awesome cant wait to play it!!!
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  20. #20
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    this looks kickass!

  21. #21
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    Blacks usually look more realistic than whites in games... i'm not sure why, could be the hairstyle (or lack of ) that makes them more realistic.


 

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