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Thread: New Mod "Wasteland"

  1. #1
    Sergeant dale's Avatar
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    Jul 10 2009
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    New Mod "Wasteland"

    Hello fellow community members, as by the name of our mod "Wasteland" you are already thinking "wow whats this?" well ill tell you we are a mod dedicated to making a wasteland where you can roam discover and enjoy killing stuff!

    now to be precise our mod is a creation based on alot of wasteland type roleplay games such as fallout, s.t.a.l.k.e.r. and even the film Mad Max taking a stance in our discussions, the content we are aiming at is:

    .................................................. .................................................. ....

    A new map for exploring and discovering, based on sandy dunes and red rock, mass graves and people who've been hung by the wasteland dwellers

    Things to find such as weapons left around and broken cars, these things are limited and precious, that guys eyeing up your car, youd better watch out its the only one for miles around

    We aim to break down items into their key components which you can find around the wasteland and then use to make these items, a car needs wheels and engine a chasis and the most important thing petrol (already broken down but you still need it)

    One of our aims is to make gang warfare more prominent in the wasteland, there will be certain areas to control which will give you certain resources you may need

    Due to there being less resources such as meat and fuel and even ammo stocks you will need to search the wasteland for these things, hunting will be prominent in the game but dont overhunt all the animals

    The resources in the starting area will run out after a while, its up to you to fill those stocks up

    .................................................. .................................................. ....

    Weve got many more ideas still brewing but we are going to be basing quite a bit of content on what the community wants, so start shouting your suggesting on what you want in your wasteland, weve already started producing the map and we have our freindly addon maker Alexander starting on several projects and destroying what weve got.

    now we have positions open to people who are willing to join us in a persuit to make a big mod which will keep people coming back for more, the founders (X3R0, Dez Nutz, Alexander, Actium, Neil and Dale[me]) are prepared to startup the server with monthly donations from all of us, this will be as soon as we get the notion that the mod will be a success for the community, this could be after the release or even during the beta if we see fit.

    we aim to have a 64 man server.

    one of our requests from the community is that we want an experienced Scripter who is willing to teach us how to script in the arma 2 laungage of SQF, and join the team as a core member and progress with us through the ups and downs of the mod

    Here is our website, it is a pending website till we get the real one up and running http://z13.invisionfree.com/INC0/index.php?

    Special thanks go to Spooner and his team who has helped us with his very useful addons which can be found here (http://dev-heaven.net/home)
    Last edited by dale; Jul 10 2009 at 23:37.

  2. #2
    Erm shouldnt this go in the addons&mods thread?

  3. #3
    Quote Originally Posted by chaplainDMK View Post
    Erm shouldnt this go in the addons&mods thread?
    No, because if you bothered to read this is a modification which:

    A) is a completely new/user created MAP
    B) is a completely new and user created MISSION

    and C: addons and mods is a section for game UTILITIES and GAME ADDONS which this doesnt fall into at all.

  4. #4
    Quote Originally Posted by Alexander_V3c View Post
    No, because if you bothered to read this is a modification which:

    A) is a completely new/user created MAP
    B) is a completely new and user created MISSION

    and C: addons and mods is a section for game UTILITIES and GAME ADDONS which this doesnt fall into at all.
    A map is an addon.

  5. #5
    Would be helpful to know settings more specifically, is the Mad Max your final bet of main inspiration or only some elements?

  6. #6
    Quote Originally Posted by arma2mods View Post
    Would be helpful to know settings more specifically, is the Mad Max your final bet of main inspiration or only some elements?

    There is no source of inspiration. Mad Max is just an easy way of describing what we want to achieve. THis is a very unique project.

    Basically, picture yourself in the far future where the typical way of life had ceased to exist. Instead, a group of survivors try to make a living. However, resources are very limited, so people are forced to fight over them for their own survival.

    This introduces the whole concept of gang warfare into the game. We want players to create gangs and fight over control of gang areas which would supply them resources. For example gang area 1 might have 4 recource nodes around it, one of them being petrol/fuel. Gang area 2 could have also 4 nodes, but instead of petrol it might have sulphur/gunpowder.

    Petrol and gunpowder are very rare, but very usefull resources. Gangs would be forced to trade and/or fight over these for their survival (need petrol for cars, need gunpowder to make ammunition).

    This creates a kind of ingame economy, because NPC shops will have a VERY limmited supply: i.e they will be able to sell 1 motorbike every random 40-70 minutes. This forces players to take care of their assets, seek help/repairs instead of the usual: car breaks down and you walk away buy a replacement/another one. Assets become very precious and hence an ingame economy where players can trade, manufacture and roleplay as a real business.

    When it comes to LAWS: there is only 1 rule: you can not shoot anyone inside the DMZ, if you do you are flagged as a fugitive and the AI Guards will immediatelly terminate you. We are also working on other work arounds where you are not able to bring weapons inside the DMZ at all.

    We want to give players the ultimate freedom to make their own laws, to make their own living. We decided not to involve another side/aka cops to the game because from experience things will get sour as players will always abuse their powers or exploit the system. With an AI network we can rest assured that everything will be conducted in a 1 or 0 basis: Either you are gullty or not and no corruption in between.

    If anyone wants to play a lone wolf, they can. But as we all know theres strength in numbers. As a lone wolf, youd have to scavenge and raid hostile gang resource nodes, putting your life on the line to provide yourself with food, ammunition and clothing. You would find it a challenge to keep your ammo stores high, whilst hunting for food. Thats right, in Wasteland people will have to HUNT or FISH for food realtime, using real animals. Why do we need food? well simply said, in wasteland, you will need to eat 2 meals a day or you will start to lose health/starve and eventually die. However, if you got a rifle/fishing rod you cans imply stock yourself up with plenty a food, and wudnt have to worry about it, unless you die and lose your inventory offcourse. In which cas,e you should always ue your storage area to keep a nice backup supply of gans, food, ammo etc.

    When it comes to vechiles, guns and other items. We decided to stick to conventional eastern-block fire arms and a few WW1/2 pistols/rifles. Youll be seeing loads of P38's, Makarovs, AKM;s, RPK's, maybe the odd M16, the ODD Mosin Nagant/Kar98. For vechiles we are going to modify and wear out the typical skoda/lada/sedana nd hatchback making thme look really rusty, and transforming them so that people can climb onto the roof/car boot and shoot as the car drives. Along side this project we arent including any real armour, the closest thing that might come to this is a typical ArmA2 BUS, but modified in such a way where steel plates surround the bus, and mounted on top of the roof would be a 50 cal machinegun. However this might not be the ultimate vechile, as you have to remember that we are going to have realistic vechile engines. Youd expect the motorcycle to hardly use much gas, and a bus as mentioned above to guzzle gas like no tomorrow.

    From what I mentioned above you can see that the vechiles are going to be unique and have their ocassions for use, this will create a tactical environment, gang leaders have to choose carefully which assets they want to deploy. Armoured scrap-heap vechiles will need loads of gas and maintenance, whilst lighter vechiles like the skoda or the OPEL Rekord 59 Caravan troop carrier (in developement) will be able to travel faster and further, using less resources. This is very nice in terms of strategy, you could have a scouting party on motor-cycles or a full blown invasion force with mounted machineguns and makeshift armoured vechiles.

    I also forgot to mention the abillity to upgrade vechiles and the ability to repair abandoned vechiles using interchangable vechile parts. Thats right, you can attach a steel plate to your every-day skoda, giving you that bullet proof protection. Or you can repair that Sand DUne Buggy, but detaching a wheel from a broken down bik and attaching it to the dune buggy instead. Whatever you do, it is always good to remember that with every advantage theres a disadvantage too. For example you can attach 2 side plates, 1 rear plate to your car giving it good light arms protection from the sides and rear. BUT, as a result the maximum speed of the car is reduced, and the car will need to consume more gas for the usual journey.

    Having said all that, there are many more countless features to the game that I havent mentioned, things like Gang Storage, private storage, stat saving etc. Custum gang uniforms (when you join a gang youll change appearance to look like them). And most importantly a genuine post apocalyptic atmosphere.
    Last edited by Alexander_V3c; Jul 13 2009 at 11:49.

  7. #7
    I wish you the best of luck with your project. Mr. Chaplain is right tho, in that your project is a mod(ification) because of custom content, and thus belongs in the section reserved for such endeavours.

    For reference, I can only urge you to take a look at Shadows of Namalsk, an ArmA1 mod that went largely unnoticed by the general populace. The guys behind that did a wonderful job with their island, so there might be a pointer or two to be found there.

    Anyway, best of luck, and I'll see ya when it's done.

  8. #8
    Quote Originally Posted by Hund View Post
    I wish you the best of luck with your project. Mr. Chaplain is right tho, in that your project is a mod(ification) because of custom content, and thus belongs in the section reserved for such endeavours.

    For reference, I can only urge you to take a look at Shadows of Namalsk, an ArmA1 mod that went largely unnoticed by the general populace. The guys behind that did a wonderful job with their island, so there might be a pointer or two to be found there.

    Anyway, best of luck, and I'll see ya when it's done.
    Thanks buddy,
    and yeah well definetly cya when we get past beta.


  9. #9
    Your basicly putting the fallout 3 world into arma 2

  10. #10
    Quote Originally Posted by jonneymendoza View Post
    Your basicly putting the fallout 3 world into arma 2
    I dont know mate, I never played fallout 3.

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