Archive for June, 2009
Hey folks! It’s that time of the month again. June has been a great month for the team, with a couple of new members, a ton of playtesting, and generally as much productivity as a mod team could hope for. We’ve progressed into Phase 2 of our internal alpha testing with a small team of playtesters, and had a blast doing so and watching the gameplay continously become more streamlined and fun. Here are a couple of screenshots from our playtesting sessions; the first two are from Ztormi’s map ww_somme and the others are from Wickit’s map ww_passchendaele.
We are rapidly progressing towards an open beta, although we don’t have a timeframe on that yet. In the meantime, we will slowly expand our alpha testing team and continue tweaking and improving the current features. Please do not ask to be an alpha tester. We have an ample number of candidates to draw from already, and the best way to improve your chances of becoming one are to participate and be active in the community. This month we added two team members; please welcome ivsound, our talented new sound designer, and JAWS, who will be doing weapon animations for us. Our team still has vacancies, so if you are a talented 2d or 3d artist (particularly in the area of character modeling or animation) or an experienced Source level designer, don’t hesitate to get in touch with us.
That’s almost all for this month, but before we go, here’s a blog post ivsound has written detailing the creation of one of the WWI: Source machinegun sounds, including a short in-game video. Check it out here. We would also like to cordially invite you all to our community, which you can access through our discussion forum or Steam group. See you in July!



