Today we have a long awaited update from the
Polishing Weevils Pre-SDK Mod Team regarding their Multiplayer Total Conversion Modification entitled
Obsidian Edge 2. In this update many aspects of the modification are covered including: The move to Crysis Wars, Alpha testing, Release plans, Recruitment, and most importantly media. For more information or to leave the team feedback please be sure to visit their website located at
www.obsidianedge.net
Move to Crysis Wars
Late last year we took a poll of the active team members, it was unanimous, we should switch to the Crysis Wars version of the SDK once it was released. The reasons were straight forward:
- Better optimised engine
- A larger player base than Crysis
- Help promote the Crysis Wars community
Completed Features In Code
On a coding front prior to the release of the Crysis Wars SDK release, 80% of the core Obsidian Edge features are now coded. We are currently in the process of porting over this code and do not forsee any problems in doing so. Along with the confirmed features we can also confirm that two new gamemodes are coded and are in beta testing;
Team Elimination and
Enemy Territory game types. These gametype F.A.Q.'s can be found on our website,
www.obsidianedge.net The complete features list currently includes:
- Improved Night Vision
- Enhanced binocular effects
- Damage Spin
- Damage model - bullet hits and health levels
- Random Team Spawn locations
- Player Classes
- Team max deaths / Individual max deaths (either team or individual can be active, not both)
- Revised Scoreboard
- Player movement (speed, stamina, etc.)
- Tactical Reloads
- Team locking
- Lockdown
- First person spectator
- Command map (viewable only)
- Colored stance/health indicator
- Team kill kick
- Weapon customization (feature in Crysis)
- Map downloads (feature in Warhead)
- Map Cycle / Map Repeat (feature in Crysis)
Recruitment Drive
Our current active roster is as follows:
- Coding
Soroc, James-Ryan - Modelling
Suli, Stefan, Prozac, Sideshowbob, Pumbaa, Faraz, Spacehoshi - Animation
Gizmo - Level Design
Osok, Snypr, Beloved Monster - Sounds and Music
StringedEvil, Dimitris - QA
CuZ, Bamboo, Jarhead
While at first glance it might appear that we still have a large team, but we are still desperately short in the following areas:
- Texture artists
We still have a huge backlog of weapons and vehicles that require texturing - Character Artists
We currently have one character model and need different models for the competing factions and for the different classes within those units. - Animators and Riggers
While Gizmo has made a stunning start on the team, he needs all the help we can get! - 3D modellers Environments, Weapons and Vehicles
You name it we still need it modelled, if you are professional, committed and your work is of the highest calibre, then we have a place on the team for you, all that we ask is that you be able to texture your own work. - 2D Artists
We have revised 'work in progress' in game menus and HUDs, but what we really need is a talented 2D artist to give them that professional finish. - Web Designer
Think you can refresh the sites image? Then let us know!
If you think you can help us out in any of the areas highlighted, please get in touch via the
Join the Team application page!!
In-Engine Character
We have recently acquired a new team member by the name of
Gizmo who is a very talented character and weapon modeller. Below are a couple screenshots of the work in progress character and it's work in progress texture.
Work In Progress Level Hunted
A level brifely featured in this update is the map entitled
Hunted being created by team member
Beloved Monster. This map will take advantage of the vegetation CryEngine2 beautifully displays. This map will be set where a farm meets a forest and should provide intense gameplay over rolling hills and thick woodlands. Below we have a couple screenshots showing a small scene for
Hunted showcasing a barn hut modelled and textured by team member
Spacehoshi.
Work In Progress Level Dunes
One of the main focuses of this update is the map entitled
Dunes and is being created by myself,
Osok, and is a level placed in the middle eastern envrionment. The difference from most levels desert levels is that
Dunes is a merchant's town in the middle of the desert, not a large city. This town is where travellers stop for rest, water, and the ability to trade and purchase goods. The goal of this level is to provide players with close combat battles along with the ability to use multiple story huts and buildings to give the more stealthy players a way to control the town. Below we will show you concept art first followed by some work in progress models and a couple in-engine screenshots.
Concept Art
The concept art on display has been created by forum and team member
SideShowBob. He is currently working closely with me on providing the proper ambient atmosphere for this desert town.
Mayor's Mansion
In most small town's there is usually one man or woman who has power, fame, and riches over everyone else in the town. This particular mayor has all of those things and is more than willing to show off what he has. Below are some screenshots with some glimpses of the mayor's mansion and his luxurious decor in his bathroom although it has been weathered down since the battle over the city has begun. This mansion and props are being done by team member
Pumba.
Work In Progress Models
Below we will be detailing some work in progress models currently being created by myself,
Osok and
SideShowBob. First off are a couple of props being created by myself,
Osok. Followed after those are building models currently being done by
SideShowBob.
Release Plans
We are switching to a phased release approach. What does that mean? Well in the first instance it means that the intitial release, while containing all core OE features, will only ship with two gameplay modes and 3 maps.
- Modes
Team Elimination and Enemy Territory - Maps
Arsenal (US Urban), Dunes (ME Town), Hunted (Scandinavian Forest/Farm) - Other modes and maps will be added through later releases
We have also determined a timeline for our releases which can be read below. These dates are our goals. Obviously they are subject to change based on progress.
- Timeline
- Closed Alpha
ETA Mid April - Closed Beta
ETA Early May - Public Beta
ETA June
Update to News Postings
This marks a change in our update style, in that it will be the last for now of the large news posts. In the future you will see more of the Devs posting regular blogs on their individual progress and activities; the idea is to keep you as informed as possible going forwards, so you will see news updates at almost the same time the Dev team does! Thank you for reading our large update today and we hope we have re-sparked your interest in our total conversion modifiction and we look forward to bringing you the tactical experience you have always wanted! Please be sure to join our forums at
www.obsidianedge.net and give us all of your feedback and suggestions. Lastly, team member
Prozac has created a wallpaper for you to enjoy.
Related Links
- Website:
www.obsidianedge.net
- Join The Team:
Join the Team!
- Brandon "Osok" Bredda