Hello, my (pseudo) name is BigglesInSpain, modder and long time fan on Jedi Academy. However I've only recently, after quite a bit of practice in secret, decided to make my activities public. I've been working on my first large-scale project more or less by myself for some time now, and am shamelessly seeking publicity in order to promote it. So, backstory aside, I present you with:
Tube Wars takes the two major genres of post-apocalyptic survival and modern warfare, and mashes them together in a darkly comedic game experience. The subterranean caverns and tunnels of the London Underground, colloquially "The Tube", provide the perfect setting for exciting and variable gameplay, ranging from sudden ambushes to intense wars of attrition. Each player may choose a weapon set, two abilities and a piece of equipment to aid in combat, allowing individual players to create their own style of gameplay: be it a damage-dealing heavy, a stealthy saboteur, a tactical supporter or any mixture of roles.
Tube Wars brings a plethora of new game types building on other popular objective-based modes. Both teams compete against each other to complete the same objectives in game types including:
- Capture the Flag
- King of the Hill
And plenty of others, many of which are map-specific unique variations, ensuring a varied gameplay experience.
Players carry a customisable kit consisting of weapons, abilities and specialist equipment. This kit can be altered upon deployment or at specific points in the field. Controlling these caches lends a strategic advantage to your team, allowing you to quickly rearm and adapt to new threats and opportunities. Weapons are far more lethal, but ammunition is limited making caches an essential resource for victory. Combat alterations include:
- Faster, more damaging projectiles
- Reloading and resource management
- Highly dangerous but scarce explosive devices
- Flammable and explosive environmental hazards
- Defensive and offensive abilities and equipment
Tube Wars's combat retains intense first-person action, but also adds an extra layer of tactics and adaptation.
Tube Wars will be continually updated after initial release. Incremental patches will provide additional content and features, and plans are in place to create a specialised Development Pack to encourage community involvement.
As you can see, I am still in the early stages on development, what with being a development team consisting of one person, however I am progressing quite steadily nevertheless. At some stage I will be requiring additional members to help development, as stated above I intend to create a pack of assets so that community members will find it easier to create their own content to add to Tube Wars.
For more information and additional media, please visit Tube Wars mod for Star Wars: Jedi Academy - Mod DB
... Holy crap, I got so excited about this mod, that I pood Jokes aside, really impressive... How long did it exactly take? I mean, you must be some kind of ... ROBOT if you can keep this up o.o Looking forward to it! Just a loose, stupid idiot's question: What software did you use to make that g36? Mahn, them be lookin' impressive!!
It's been on and off (mostly off) for almost the last year. It would seem my luck is changing and hopefully I'll be able to commit more time to this in the months to come.
Wow, that is so good I think I recognise it. It's that History Museum in London. Is it Natural History? I don't know. They keep the mummies and the sarcophagus there, I know that.
British Museum. Once I've finished building it I need to start destroying it, so to speak.
As for the G36, it's modelled in Blender, and rendered using Poser 5.
Aye, that's the one. It'd be a bitch to do the ceiling, unless you're using a flat texture.
I made the ceiling using a group of patch meshes, and I intend to project a high-resolution texture onto them. The shape isn't strictly accurate, but it's as close as I could get without requiring immediate access to a psychiatric ward afterwards.
let me change for a sec, i think i jizzed a little....
:P very nice looking ill admit it
Hm, interesting. I feel we could help eachother out.
I'm creating a post-apocalyptic mod for JA as-well, on the same scale as this mod. (Though it will be a zombie co-op mod. Campaign, survival, etc) I'll catch you on JKG IRC some time.
This kinda reminds me of a game thats supposed to be comming out here in the future called Metro 2033, Eather way, Looks very nice... hope things work out well for you