|04-10-2005, 06:12 PM||#1|
Skinner and Animator wanted, coder and mapper on individual basis
The Price of Peace
After a troubled time of attempting to rework and work with Call of Duty™, The Price of Peace has moved to the Wolfenstein: Enemy Territory™ engine which is not only more graphically capable, but also whose creators are helpful to the needs of others. The goals of The Price of Peace remain the same: to bring gamers the best in realistic World War 2 era multiplayer gaming while emphasizing team-play through an extensive class structure, objective-mode gaming, and a Multiplayer Campaign system that is unique in the gaming world.
The Price of Peace will include groundbreaking changes to the Wolfenstein: Enemy Territory engine to the point where nothing will resemble what it originally was. There will be server-side changes to allow for a point-based Multiplayer Campaign system with maps played in a revolutionary mode of multiplayer action which will bring the strengths of the single- and multi-player game styles together in a seamless union sure to be popular throughout the gaming community. Characters will feel alive, immersed, a part of the war. Further modifications will allow for classes, team-play, and many server-customizable features like crosshair-removal, implications of stamina, degree of float of the cone of fire, weapon distribution, and more.
The shining glory of The Price of Peace will be its new style of multiplayer game play. This Campaign Mode will maintain statistics and results throughout a campaign, each of which will span several maps. Enemy Territory has a campaign mode, but the PoP campaign structure will take campaigns to a level not before seen in any game, with a point system for scoring and the results of each map directing not only which map is played next but also whether any bonuses are applied to a team who wins a map decisively. All new maps, taking advantage of the vast scale permitted by Enemy Territory's Return to Castle Wolfenstein/Quake 3 engine, will allow for long single-map battles traveling back and forth in a "tug of war" as well as complex, realistic, and yet playable focus of action into an area not larger than a standard multiplayer map. This focusing allows for decent play with small numbers of people, and yet action-filled mayhem with many people, and no cases of large-map syndrome. Further enhancing this Objective-based Map Mode and Campaign structure is the use of spawn locations as the main means to direct the focus of play, with multiple objectives to enable each location. Wrapping up this list is the complete reversal of play, in that each map will be playable from both sides, representing war fronts and counterattacks excellently.
As a modification to an already-free game, this will be one of the most easily-distributed games around, due to lack of any cost other than disk space and the engine's ability to work on all varieties of systems.
At the current moment, there is no monetary compensation involved. Several of the authors, however, are using The Price of Peace as a stepping-stone into the game development industry.
Currently, the project is slated to be able to be used on both PC and Mac-based systems, and due to its scaleability, a wide variety of such systems.
Skinner / 2D Artist - Must have experience working with model skins based on UV maps.
Animator - Must have experience with animating in 3d Studio Max 5 or higher. Quake III / RtCW / RtCW:ET experience a plus.
Coder - This is on an individual basis. We are not in dire need of coders at the moment, as we have a few, but more help may be welcomed, depending on the qualifications of the applicant. Quake III / RtCW / RtCW:ET experience a must.
Mapper - Again, on an individual basis. We have several mappers on the team, but, depending on the abilities of the applicant, another spot may be opened up. Experience with Quake III Radiant, or one or more of its variations, is a must.
There are currently sixteen members of The Price of Peace. The project was started nearly two years ago and many of the members have been involved since the inception.
I am Erik "dime1622" Johnson, and have been co-leader of The Price of Peace since it was conceived. My duties lie in mapping, modeling, skinning, and helping lead the team.
Currently, we are mere weeks away from our in-house alpha release. Our gametype and AI elements are coded and ready to go, as well as several other coding facets. Many models are complete, and several maps are nearing completion. We have just a few small areas that are holding us back. We are a dev team that has been successful, and will continue to be.
The best way to reach me is at the forums above, or on MSN messenger at "erkoman22 -at- cfu -dot- net".
We ask to see work before hiring. If none is available, a trial period is available to assess the applicant's abilities.
Thank you very much for your time!
Erik "dime1622" Johnson
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