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User avatar   Experienced Modder Experienced ModderMember since: 13.12.2011, 19:25Posts: 511Location: Argentina Likes: 0
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 18.12.2011, 13:31 
Any news?

User avatar   Beginner BeginnerMember since: 30.03.2010, 10:39Posts: 88Location: Germany Likes: 0
 

 Post Topic: Back to Hell - Still in Developement
PostPosted 07.08.2012, 00:00 
It has been far to long since the last news.
We dont want you to think Back to Hell is dead, so I want to give you a new update soon. Regrettably without a trailer, but who knows, maybe later.

But for now, we want to give you a small taste of whats coming.
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I don't think the picture is perfect, but i should be good enough to tease you.

Stay tuned.


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Over 2 years experience with Sandbox 2
  Hardcore Modder Hardcore ModderMember since: 19.09.2009, 15:04Posts: 807Location: Bordeaux, France Likes: 5
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 07.08.2012, 21:33 
Looking forward to the final product :cheesy:
User avatar   Beginner BeginnerMember since: 30.03.2010, 10:39Posts: 88Location: Germany Likes: 0
 

 Post Topic: Back to Hell - Update# 2
PostPosted 11.08.2012, 22:00 
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Back to Hell Update 3


Since our last Update some months have passed – but of course we have been working on new features all the time. So here´s a load of new information for you!

We have developed some new cool features and elemtents for Back to Hell and here we want to introduce two of them to you.


Let us start with the new Auto-Pickup function.
Crytek showed it first and we adapted for our project: The automatical pickup of ammonition. Some lines of code make this cool feature available for Back to Hell.
In general this function already existed in Crysis Wars but it had to be customized for singleplayer-usage. It was a task that took a lot of time and quite much effort because in fact it is new to nearly everyone.
So now you don´t have to search for guns lying between bushes anymore; instead of this all of them in about one metre from your position will automatically added to your inventory.
This function also works with ammonition packs, but here the distance has to be smaller for pick-up so the player has to decide whether he wants it or not.
For all of you out there who like it more old-fashioned its of course possible to disable this function via console command (i_autopickup = 0).


Generators
How is it possible to extend the famous Crysis gameplay and to make it more varied without making it boring or destroying the atmosphere? Our answer to this question: The new feature of generators!
Due to the nuclear explosion and the in general difficult environmental circumstances many conventional structures would break down; for example because of damaged energy supply. As a reaction to this fact and to make some of these apparatures usable for the play it will sometimes be possible to use particular for such cases built emergency generators.
Usually the player finds some generators and has to pick it up per “Use“ and start it through reaching an especially marked zone (for example). Most time it is to accomplish side missions to activate helps but sometimes it could be necessary to solve a main mission – sometimes even in a combat situation.
All in all this element should loosen the gameplay, bring variation in the fights and prevent the player from finding himself in the typical situation „Deactivate the Radar Jammer!“ (well, that does not mean we do not have such side missions at all).


Besides these to main features of our update we want to present you a pack of new screenshots – our designers have been busy, too, bringing the project closer to completion :)

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We hope you enjoyed this Update and are looking forward to hear your opinion.


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Over 2 years experience with Sandbox 2
User avatar   Hardcore Modder Hardcore ModderMember since: 02.07.2011, 17:02Posts: 856Location: Amsterdam Likes: 16
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 12.08.2012, 01:15 
Looks and sounds fantastic! Especially love the level design! :love:


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User avatar   Uber Modder Uber ModderMember since: 25.01.2010, 15:54Posts: 1719Location: Moscow, RussiaStatus: Online Likes: 9
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 12.08.2012, 06:46 
Well, screenshots in current update are looking professionally. Man, they are really great, congrats!!! Looks like they are made by game company. I think today you will have some more "wow" comments! :love:


Loving God gives you Happiness, Knowledge, Strength and Freedom.
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User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 328Location: Moskow, Russia Likes: 0
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 12.08.2012, 18:18 
Beauty atmoshere! Nice work. :)


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  Hardcore Modder Hardcore ModderMember since: 19.09.2009, 15:04Posts: 807Location: Bordeaux, France Likes: 5
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 15.08.2012, 12:11 
I like the snow environnement a lot. Those Jungle pics looks less polished but I've seen great jungles scenes in a previous trailer.
User avatar   Hardcore Modder Hardcore ModderMember since: 11.11.2011, 07:36Posts: 811Location: Asia Likes: 0
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 22.08.2012, 03:59 
The pics look great :))


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Role :Texture artist
My skills : Level Designer|Game Designer|Sound Designer|3D Artist|2D Artist|
User avatar   Beginner BeginnerMember since: 30.03.2010, 10:39Posts: 88Location: Germany Likes: 0
 

 Post Topic: Back to Hell - Update# 4
PostPosted 13.10.2012, 10:02 
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Back to Hell Update #4


Hello guys, today we are going to show You again some new content from Back to Hell.
Last time we presented you the AutoPickup and the Generators, and this time we want to show you some (more or less) new weapons. Enjoy!

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The TMG (Tank-MG) is maybe not what you would expect as it can´t be find on any tanks, but on defense lines and transporters. Similar to the well-known Crysis-MG it has experienced some improvements: The even lower firing rate is compensated by the high penetration effect of the Cal.50 ammonution which allows you to destroy anything up to the scale of usual vehicles with ease and bring devastation to your enemy´s troops!

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H&K`s MP5 has been the international favourite of many spec ops-teams and now found his way from the Crysis Wars Ex Mod to Back to Hell. In this new overhauled version the Akimbo-Mode was removed and the whole weapon rebalanced – still the first choice for any Close-Combat-Specialists!

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The list of the guns that are static or placed on vehicles is growing: First, the AH-Minigun, the unchallenged leader when it comes to firing rate, and on the other hand the AV-Machinegun, which will bring the boom-effect right to your enemys, thanks to its 20mm-explosives (both known from Crysis Warhead). Especially in vehicle-fights both of them are welcomed support.

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The best-known newcomers in Crysis Warhead were adapted for our project, too: The FGL40 is a handy grenade launcher, which can be equipped with different types of ammonution and was slightly rebelanced, while the AY69 is an even handier Micro-SMG, which can be used single-handed or akimbo, just like the pistols; this way, high firing rates are brought into close combat.

The here presented objects are the basic newcomers of the weapons, but nothing here is final and maybe we will announce some more stuff later on.


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But there are not only new weapons, there are also some changes which affect the weapons themselves.
So there is now an allnew Skin System for Weapons. The system was written by Flow Groover in Lua and C++ making it possible to find multiple weapons of one type, but with different skins. For instance, a SCAR with a camouflage and another one with a unique Skin. Every SCAR is a SCAR and they all use the same *.XML Script. Different to Crysis 2, where the Cell-skin-SCAR has its own item class. The Leveldesigner decides clearly the skin of every single item.

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(Picture has been edited to translate the 2 relevant strings into english)
There is also an overwork of the Akimbosystem of Crysis: Some People were bothered when they wanted to carry only one pistol, but it wasn't possible to pickup another pistol and just to take the ammo. The Player automaticaly switched to akimbo-mode when he picked up another Pistol, and this was the bothering. Flow Groover overworked it on the surface. And now you can decide whether you want to just pickup the ammo and still carrying only one pistol, or switch to akimbo mode. You can decide it in the weapons' modification menue, take a look at the picture. If you want to play with just one weapon to sneak around stealthy, you can switch to non-akimbo mode. But if it's getting a bit hot, you're able to reactivate akimbo mode in realtime AND deliver some serious damage. This also works for the AY69.


We hope you enjoyed the Update! There are still some other Features. If you are interested to hear more and you like to read about it, we can do something like this again soon.

Greetings, the Back to Hell-Team.


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Over 2 years experience with Sandbox 2


Last edited by Flow Groover on 13.10.2012, 11:55, edited 1 time in total.
User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 328Location: Moskow, Russia Likes: 0
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 13.10.2012, 11:24 
Very interesting... Keep it up! :)


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  Hardcore Modder Hardcore ModderMember since: 19.09.2009, 15:04Posts: 807Location: Bordeaux, France Likes: 5
 

 Post Topic: Re: Back to Hell - Update# 4
PostPosted 13.10.2012, 13:19 
Nice update guys

Quote by Flow Groover:
The FGL40 is a handy grenade launcher, which can be equipped with different types of ammonution and was slightly rebelanced,


Does this mean radius and/or damage are slighty higher/lower than in Warhead ?
User avatar   Beginner BeginnerMember since: 30.03.2010, 10:39Posts: 88Location: Germany Likes: 0
 

 Post Topic: Re: Back to Hell - Update# 4
PostPosted 13.10.2012, 15:04 
Quote by F37:
Quote by Flow Groover:
The FGL40 is a handy grenade launcher, which can be equipped with different types of ammonution and was slightly rebelanced,


Does this mean radius and/or damage are slighty higher/lower than in Warhead ?


Not exactly.
I changed the gravity values of the projectiles, increased the damage but decreased the radius. The FGL is better for precision shots but weaker for more distributed enemies.

@all and before Update# 4
Thanks, nice to hear :))


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Over 2 years experience with Sandbox 2
User avatar   Uber Modder Uber ModderMember since: 25.01.2010, 15:54Posts: 1719Location: Moscow, RussiaStatus: Online Likes: 9
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 13.10.2012, 21:59 
Good progress, guys. I like scar textures system and akimbo system ideas. :)


Loving God gives you Happiness, Knowledge, Strength and Freedom.
AURAYAMA on Crydev & AURAYAMA in Russia :)
Portfolio: AndreyFilantrop on deviantART
Life by FlowGraph!
  Beginner BeginnerMember since: 15.10.2012, 07:49Posts: 1 Likes: 0
 

 Post Topic: Re: Back to Hell 2.0
PostPosted 15.10.2012, 08:05 
So interesting Blog