Latest Mod Development News February's Media UpdateI'm sorry this never got up here, and as I am preparing our latest media release (for October '07) I wanted to make sure February's old media release makes it on our site. It was released to CoDFiles nad CoDHQ but never posted here, d'oh! I think these screenshots should speak for themselves, so enjoy! Merc Model + Stingray UF_Subway UF Lockup And finally, we have a shot from our CCTV feature in-action. What exactly is a CCTV? It stands for closed-circuit TV, and is more or less a security camera that can be activated by a player. They can then use it to find enemy positions around the map. It's been a long time I know, but here are the latest assets from the UF development team. I am pleased to inform you that we've made great progress on weapon exporting. We've actually customized the plugin to work with later versions of Maya, making exporting that much easier to do. Still some kinks to hammer out, but as soon as we do that, we'll update the community and share a tutorial. But I am sure you just want the pictures, so without further adieu: UF_Insurgency - mapped by Kuba The map is very nicely done, and is about 85% complete. Kuba just needs to make it a bit larger now, as it is somewhat limited to just one camp sight. UF_Office - mapped by AmishThunder Still a considerable amount of work to be done with this one. It is a very challenging level to build; a verticle structure is just hard from a gameplay perspective to get right. It is taking AT a lot of work, but he is making it both dynamic and fun to play. I am looking forward to this map the most when it is ready! UF_Monorail - mapped by AmishThunder This is one of the most completed maps we have. Very few things need tweaking with this map. Maybe a few textures here and there, but overall this map is about 98% done. It even has our gametype incorporated and working. Expect our first video footage to come from gameplay on this map! T.R.U Socom - modeled by Krypt Merc SPAS Assault Shotgun - modeled by Bull3t Merc Knife - modeled by Kuba I regret to inform you that Krypt, the wonderful modeler who created our Socom has left the team due to personal reasons. He left of great terms, and always has a position open on the team if he ever wants to come back. Note that CraftyVisage skinned the Socom whilst Kuba skinned his own knife. That's about all we got so far... Wait wait, there is one more thing. We've had this desktop background floating around our Development Previews area of the forums for a while, but for those of you who are not registered, we are going to release it now: Now for the formal stuff... We are still recruiting developers! As some come and some leave, there is always a need for new talent. Currently we have a mere 2 mappers who are working relentlessly to get the maps we need finished. We could use more! We only have 3 modelers, and need a lot more of them to get the assets pumped into this game. To keep it simple, here is what we need: modelers, mappers, skinners, 2d texture artists, animators, character modelers! So if you are any of the above (note I practically listed all disciplines!) then please apply now! June's Media Update! Well the month of June brought us many great things. Along with some great new progress from the merged members of the former CoD2 Viatnam TC, NAM: The Impossibility of Reason, we also brought on some other great help and are working hard to bring the promised product to all the Call of Duty 2 fans! Below are the screenshots from our latest media update: The first two our from our newest map, UF_Refinery, the third is from UF_Monorail, and the last is a chrome-rendered M4 Modified (not skinned!). I also want to take the time to direct your attention to the Developer Journals that have recently been added. In them you can read regular updates (we try to keep them at least weekly) from myself, AmishThunder, and JackTheRipper. They range from rib-shaking hilarious to dead-nuts serious, and should keep the community "in-the-loop" with regards to the mod's progress. So check the forums for more regular updates, register, and give us some feedback! Also realize we are still looking for more developers, especially in the Modeling and Skinning / 2d Texture Art departments. So if you are interested, apply via the forums! UF_Monorail Media Update! That's right. AmishThunder has been hard at work converting the map which he began work on with CoD:UO to CoD2. So far, everything has gone well. Below are some screenshots of the map with the lovely DX9 textures! The map will ultimately be a very dark night-time map, but for now, there is a dusk sky and ambiance applied. With the recent release of the mod tools, we are looking to get back on-track with the mod progress. We are looking for a little bit of everything, so if you have any mod experience, please Apply Now and become part of our team. Particularly, we are interested in coders and skinners, but we'll be needing a little more of all disciplines! Today we have our very first media update for you all! Included in this release are two of our T.R.U. weapons, the Standard M4A1A Carbine. We say standard because the special modifications that make it a T.R.U. weapon and not a standard issued military weapon have yet to be added. Also, the Socom (modified). The Socom was modeled by Krypt, and the M4 was modeled by Marcus. Our first level is also featured. Mapped by AmishThunder, UF_Monorail is about 70% completed. Built in the UO Radiant, it is going to be converted easily to UO and re-textured with the Unbound Forces textures. Pictured in this release is the monorail station itself and a corner-factory which was prefabricated by Janova. Our explosives model is also completed, originally designed by MBassist and detailed, skinned and UV Mapped by Janova. There is also the Mercenary Light APC which is not yet completed, but is more of a W.I.P than anything else. Finally, our first draft of concept art for our T.R.U. agent is completed. Drawn by Major Pain, it symbolizes to the best of his abilities what you can envision a T.R.U. operative to look like. He has also begun work on the Mercenary concept art, but unfortunately you will have to wait for our next update for that one! I hope you enjoyed this media, and we'll have more updates in the future. We are still looking for more team members in ALL fields, but most importantly in the 3d Character Modeling fields and weapon modelers as well. But again, we still have positions in the other departments as well, so if interested, apply at jobs@unboundforces.com. Welcome to the Unbound Forces website! Thanks to [UF] Major Pain for his great work on this website. Now for the goodies - we are looking for a LOT of positions to be filled on the team. So if you are an experienced member of any of the following fields, please apply now.
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