Set in futuristic word in which the highest authority has been usurped by a figure currently knows only as the "Overlordess", leader of a psionic faction currently ruling over all major continents. However, a rebel organisation plots her downfall and therefore sends a small strike force in order to take her down. This results in their struggle through a facility filled with deadly traps, and if that wasn't enough they are also forced to face their foe in battle. This is going to be a bloody fight for either side...
Overlordess: One player takes over this powerful being. Their role is to weaken their adversaries using a system of "dynamic traps" (placable anywhere) and "static traps" (previously prepared on the map) and then best in combat. Perfect role for those who prefer to rely on their own skills rather than their team's performance.
Rebels: A group split into different classes which relies solely on their cooperation skill to survive and take down their enemy. To succeed in their endeavours they carry specialised equipment to counter anything that their foe can throw at them.
Features:
* Fifteen dynamic traps placeable anywhere
* Custom weapons for both sides
* Map stages with requiring different objectives to be completed in order to progress
* An original setting backed by in-depth lore.
* Easy-to-make static traps create boundless opportunities for mappers
* Automatic and controllable sentry guns provide fire support against rebel forces
* Up to four classes allow every player to select their own style of play
Recently I had the opportunity to introduce the mod to 4 newbies: Tokiw, Ingi, Wezzlok & DecreeB (great thanks to all of them for trying it out!). Unfortunately, I forgot that Fraps works better when you actually press the record button, and in the end had to record the clips from a Source demo. In result the clip below lacks the Ov trap placement UI.
As of now there aren't any servers around, nor can I actually host one. Additionally, not everyone might be able to convince friends to try it out, especially since a local server might be a bit of a hassle. But! If there's someone out there interested in trying it out I'm hoping to host some gaming sessions, preferably on weekends, to let you see what the mod is like. If you'd like to join send me a message on Moddb with a link to your Steam profile & timezone, if we get some people I will organise a group for that.
Although I didn't really plan on any future releases, I will do a bit of a bugfix & balancing patch to address the biggest issues that popped up during our latest gameplay run. So yeah, I might've broken all the promises regarding release dates, but at least I'm also breaking promises about not supporting the mod. :P
Release of the latest version of the mod together with full source code & map sources.
This month's report on the progress with a render showing all the newest traps.
We've got a pile of traps for you! And a short progress update on what we're doing.
A summary of what's been happening with some basic news as well as what's coming in the near future.
Reminds me of Zombie Master and looks like deathrun. Not a bad thing though, looks great. (also Zombie master is dead, so...keep it alive)
Agreed it seems very similar to Zombie Master. Zombie Master seems more fun though as this just looks like a bunch of traps. I'll still try it though because the ZM server I play on went down, it was one off the last 24/7 fun maps servers.
Well, ladies and gentlemen - I have arrived. With models. And let's hope nothing amazingly distracting hits me so I can keep working on this project.
Really sorry about the delays, been having some difficulties, especially since September/October. Still in works, recently been able to commit myself fully as before. It is indeed coming along, hoping to get some post as soon as I've got newest testing video. For a quick heads up - most of the traps are ready, mostly polishing them up as testing goes. What remains are aesthetics - models, textures, UI and stuff like that - as well as some weapon and the "boss fight" tweaks, which I'm doing right now. Hoping to get a testing this Saturday, whether I will be able to I am not sure. However, if not I'm aiming for the next week. :)
Will be looking for modellers/texturers/mappers as soon as I'm sure it's all polished up. Still, if I'm not mistaken it shouldn't take long to get all the features ready for some beta time.
if this would just RELEASE i would MotY it INSTANTLY!
or am i just stupid for not noticing something?
Hey, any updates?
wow very intresting :D
any idea when it might be finished?
My best bet is late 2010/early 2011. The issue is that while I can easily finish the map, one/two more, coding and so on quite early the problem is that I've been quite lazy (I admit this!) when it comes to looking for people able to create (high quality) models and/or textures. Fortunately most of the coding has been done and all that remains are balance tweaks, weapons and some minor UI changes, not much compared to what had been done.
It's like ZM, but not like ZM, and BETTER!!!!!
Kepp going people! You're onto a winner!!!
I thought the same thing.
I'm most certainly going to have to get this as soon as possible.
It reminds you of ZM but its nothing like it :P though more of a trap aspect to it and the boss fight at the end makes this a win mod!!