Roadkill Still Kickin'
- Mad Max RW
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Roadkill Still Kickin'
<strong>[Game -> Mod News (DO NOT USE - use MOD > UPDATE instead)]</strong>
<html><body><P>It’s been a while since we heard much from the post-apocalyptic UT2003 mod <A HREF=http://www.planetunreal.com/roadkill/ target=_blank>Roadkill</A>. Apparently they decided to switch to the Half Life 2 Source engine, but may release something for Unreal as well. I wish them good luck with whatever engine they stick to.</P><P>In related news the Roadkill team gained two members, GreaseMonkey and ZooLook. Here’s some examples of GreaseMonkey’s work:</P><blockquote><center><A HREF=http://www.planetunreal.com/roadkill/Sc ... Buggy5.jpg target=_blank><img src=/madmaxrw/roadkill6a.jpg></A> <A HREF=http://www.planetunreal.com/roadkill/Sc ... stang2.jpg target=_blank><img src=/madmaxrw/roadkill7a.jpg></A></center></blockquote><P>There’s more of his work and ZooLook’s music at the <A HREF=http://www.planetunreal.com/roadkill/ target=_blank>Roadkill homepage</A>.</P></body></html>
<html><body><P>It’s been a while since we heard much from the post-apocalyptic UT2003 mod <A HREF=http://www.planetunreal.com/roadkill/ target=_blank>Roadkill</A>. Apparently they decided to switch to the Half Life 2 Source engine, but may release something for Unreal as well. I wish them good luck with whatever engine they stick to.</P><P>In related news the Roadkill team gained two members, GreaseMonkey and ZooLook. Here’s some examples of GreaseMonkey’s work:</P><blockquote><center><A HREF=http://www.planetunreal.com/roadkill/Sc ... Buggy5.jpg target=_blank><img src=/madmaxrw/roadkill6a.jpg></A> <A HREF=http://www.planetunreal.com/roadkill/Sc ... stang2.jpg target=_blank><img src=/madmaxrw/roadkill7a.jpg></A></center></blockquote><P>There’s more of his work and ZooLook’s music at the <A HREF=http://www.planetunreal.com/roadkill/ target=_blank>Roadkill homepage</A>.</P></body></html>
Last edited by Mad Max RW on Thu Jul 10, 2003 7:40 pm, edited 1 time in total.
- Mad Max RW
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SDK
Actually, Valve talked about giving select mod teams and parts of the community the code for modding the game BEFORE the game is actually out. I might be wrong on that, but I could swear I've read that in interviews with Gabe Newell (of Valve).
- Max-Violence
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Re: SDK
So, Valve > IPLY/BIS?N wrote:Actually, Valve talked about giving select mod teams and parts of the community the code for modding the game BEFORE the game is actually out. I might be wrong on that, but I could swear I've read that in interviews with Gabe Newell (of Valve).
A game company's really gotsta care about the fanbase in order to do something like that, I reckon.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
Re: SDK
In some ways, they very well may be. From what I can tell, Valve loves their MOD community. Not only because they get a chance to see what great games 'underdogs' can make, but, seriously, because it makes them money too. With all of the moddability and resources available for Half-Life, it's no wonder why so many teams decided to use it as the game of their choice to make a mod.Max-Violence wrote: So, Valve > IPLY/BIS?
A game company's really gotsta care about the fanbase in order to do something like that, I reckon.
With HL2, they (the devs) have said that it should be even more mod friendly, far more so than HL1. Combine that with what looks like an incredibly technology/feature set, and I cannot wait to see what kinds of mods people make with the new game.
All that being said, I think Valve is ALSO banking on that (perhaps literally), which is why they are going to (or said they will) support the mod and map community in a continuing effort.
- Mad Max RW
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