Talk:City17 Episode 1: Difference between revisions

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===Discussion===
===Discussion===
Note: keep all topics and articles in the this area so that it wont get confused with the MOD progress area.
Note: keep all topics and articles in the this area so that it wont get confused with the MOD progress area.
Ah turns out somebody had fixed the Archive thingie for me. Thankyou Pizzahut.--[[User:MrTwoVideoCards|Gear]] 16:26, 23 Oct 2006 (PDT)
== Archiving?? ==
little cleanup maybe? your pages getting pretty long with old news stuff :) --[[User:Angry Beaver|Angry Beaver]] 14:31, 22 Oct 2006 (PDT)
Hmm yeah i still would like to keep the entire log though however i will make an Achieve for the months.--[[User:MrTwoVideoCards|Gear]] 17:47, 22 Oct 2006 (PDT)


== Brightness ==
== Brightness ==
Line 9: Line 22:
Hi guys and yes thats true i have an LCD monitor displaying at 1420x which is widescreen. Oh thankyou Andreasen for letting me know about the talk page to keep everyone informed about the mod, so her by i will start the Progress area!
Hi guys and yes thats true i have an LCD monitor displaying at 1420x which is widescreen. Oh thankyou Andreasen for letting me know about the talk page to keep everyone informed about the mod, so her by i will start the Progress area!


About the datacache error, have you checked the discussion on [[User_talk:Mdurand]]? --[[User:Andreasen|Andreasen]] 12:17, 7 Sep 2006 (PDT)
About the data cache error, have you checked the discussion on [[User_talk:Mdurand]]? --[[User:Andreasen|Andreasen]] 12:17, 7 Sep 2006 (PDT)


== Light ==
== Light ==
Maybe a tip: I always like 1 dynamic light in the room, which would flicker a bit. Everything dark is not always fun. The player sometimes runs from 1 light to the another. --[[User:Dutchmega|dutchmega]]
Maybe a tip: I always like 1 dynamic light in the room, which would flicker a bit. Everything dark is not always fun. The player sometimes runs from 1 light to the another. --[[User:Dutchmega|dutchmega]]


There are deffinitely lights that flicker quite a bit but the team chose not to put too much of that. It looks a bit funny in the map but theres about one or two thats there.---[[MrTwoVideoCards]]
There are definitely lights that flicker quite a bit but the team chose not to put too much of that. It looks a bit funny in the map but theres about one or two thats there.--[[User:MrTwoVideoCards|Gear]] 04:43, 27 Nov 2006 (PST)


== It's dark ==
== It's dark ==
This is a talk page, so if I may cut in here: The two last of these three pictures are 95% black. Also, almost all players are aware that lack of detail can be covered up with darkness. That's the reason why dark maps are generally frowned upon, just so you know. --[[User:Andreasen|Andreasen]] 13:48, 9 Sep 2006 (PDT)
This is a talk page, so if I may cut in here: The two last of these three pictures are 95% black. Also, almost all players are aware that lack of detail can be covered up with darkness. That's the reason why dark maps are generally frowned upon, just so you know. --[[User:Andreasen|Andreasen]] 13:48, 9 Sep 2006 (PDT)


:Yes im also quite well-aware of that. All though it is a dark Parking Lot the team is putting a ton of detail in it. I didnt mean for darkness to be an excuse for low detail i was just simply stating that dark covers up detail but the team didnt want to do that. Its dark but there is a LOT of detail hha maybe too much but so far the map runs very well and it doesn't go very slow either. Really it doesn't go slow at all. The average fps is 34 to 30 so thats quie well but that also because i haven't Visleafed everything yet by adding occluders and Hint brushs or even area portals.
:Yes im also quite well-aware of that. All though it is a dark Parking Lot the team is putting a ton of detail in it. I didn't mean for darkness to be an excuse for low detail i was just simply stating that dark covers up detail but the team didnt want to do that. Its dark but there is a LOT of detail aha maybe too much but so far the map runs very well and it doesn't go very slow either. Really it doesn't go slow at all. The average fps is 34 to 30 so thats quie well but that also because i haven't Vis leafed everything yet by adding occluders and Hint brushs or even area portals.


:It's weird.. It's not a zombie-mod but still so dark. Are you also going to use these maps in DM? Please note that is not meant bad.. we're just wondering why.. --[[User:Dutchmega|dutchmega]] 14:01, 9 Sep 2006 (PDT)
:It's weird.. It's not a zombie-mod but still so dark. Are you also going to use these maps in DM? Please note that is not meant bad.. we're just wondering why.. --[[User:Dutchmega|dutchmega]] 14:01, 9 Sep 2006 (PDT)
::Personally I have no problem with it, because you would probably still see the muzzle flashes of the Combine light up where they are, so it might be very effect-full. Zombies in darkness, on the other hand, could slow things down to a crawl. I just hope though, that he doesn't release the map as dark as his screenshots, because then the mod would be a LED monitor map only. He should probably adjust his brightness setting. --[[User:Andreasen|Andreasen]] 14:26, 9 Sep 2006 (PDT)
::Personally I have no problem with it, because you would probably still see the muzzle flashes of the Combine light up where they are, so it might be very effect-full. Zombies in darkness, on the other hand, could slow things down to a crawl. I just hope though, that he doesn't release the map as dark as his screenshots, because then the mod would be a LED monitor map only. He should probably adjust his brightness setting. --[[User:Andreasen|Andreasen]] 14:26, 9 Sep 2006 (PDT)


:Haha yeah i know its a bit funny that ive been showing you dark screens however the begging og the MOD takes place at night however the rest of the MOD is morning and daytime and just a bit more night and thats it. Im sorry for making everything so dark. And by the way yes ther are Zombies in the area as the way there are in HL2 EP 1 but not a lot. So i promise you guys there will be deffinitely a lighter more well-lit map to play in.
:Haha yeah i know its a bit funny that i've been showing you dark screens however the begging og the MOD takes place at night however the rest of the MOD is morning and daytime and just a bit more night and thats it. Im sorry for making everything so dark. And by the way yes there are Zombies in the area as the way there are in HL2 EP 1 but not a lot. So i promise you guys there will be deffinitely a lighter more well-lit map to play in.


== Ideas ==
== Ideas ==


If anybody has any ideas or anything they would like to see in the game please tell! Just dont put nothing that would take months to make or anything that doesnt make sense. Thankyou.
If anybody has any ideas or anything they would like to see in the game please tell! Just don't put nothing that would take months to make or anything that doesn't make sense. Thank you.


== Working together ==
== Working together ==
How do you work together on the maps? Just plan like "you do that part, I do that one and you that other part"? --[[User:Dutchmega|dutchmega]] 06:51, 24 Sep 2006 (PDT)
How do you work together on the maps? Just plan like "you do that part, I do that one and you that other part"? --[[User:Dutchmega|dutchmega]] 06:51, 24 Sep 2006 (PDT)


===MOD Progress===
Actually no its a bit different then that. Its a system we put together. What we do is pretty much talk about the general area and progress of the mod. After that we get a good heading of where we are going with the game. We pretty much all design the maps but yet we stick to the story and dont stray off to far or anything.


Work began on April 15th, 2006.
Also i like to call it the "Team Lead Method"


*There is no current log from that date i officialy will start it from the begging of August due to thats the date where the team knows where officialy everything is going and where the MOD is heading in its general direction.
Its where we all work in or on a certain map and change different aspects of it. One does the overall lighting, one on the environment, and one on the combat. Also any other area of that map that needs to be worked on as well we will work on but its a odd process kind of. However we all head in a general direction to the same goal.  


===August 2,2006 - Team===
After that we decide what will go and stay of course and test different aspects of the game. I'm lead level design so i control what the final map will be but still i always ask the team does this look good and whats your opinion?
Today the team officialy decided to change the MOD's direction and in total the entire story. The original City map underwent some changes as well as adding verious types of game modes to the map including Arena and a Bounce to the map. So far the devolopement continues and the map isnt quite done but the team would rather concentrate on quality rather then quantity.


===August 4,2006 - Cory===
Also i like this method because we all design the same thing. But with different points of views. Which is cool because then we can see: "that looks more realistic or maybe we should give more detail to this idea". Its not a competition to get their idea in the game but rather just a different concept design of the same object. Rather than one person coming up with all the ideas which is a bit limited and even hard to fully create within a map that might require something much more different.--[[User:MrTwoVideoCards|Gear]] 13:49, 4 Oct 2006 (PDT)
The map is going quite well and theres not much too report.


===August 14,2006 - Cory===
==Decompiled maps==
So the map is near completion now just a few more to add to it theres currently a problem where the ladder doesnt work so looks like things are gonna have to be changed. Also the team has created the main characters Jack and "unamed". Were looking for a proper name to call the character that helps the player along the way.
Valve don't take kindly to people decompiling their maps as a basis for "new" ones. You might want to create your own work from scratch at some point... --[[user:TomEdwards|TomEdwards]] 10:57, 6 Jul 2007 (PDT)
:Hmmmm........ well okay then Tom i haven't really decompiled the maps hence the fact you don't see a citadel in the outer map im having alot of problems geting it there and vavle does'nt mind really if you do decompile work just as long as you don't copy it and use it for your own. No in fact i ended up playing alot of ep 1 to get some ideas besideds the player is in easten germany and yes all those maps are my work. Months aand months of work. Ive not copied valves work in any way but i do admit to getting alot of ideas from ep1 and other mods out there that gave me inspiration but i would never go as low as to copy someone elses work!
:Also if i can remember the new chapter of minerva happens to use ep 1 content, perhaps he has decompiled maps as well.........? --[[User:MrTwoVideoCards|Gear]] 11:38, 6 Jul 2007 (PDT)
::I'm having a hard time believing that you so precisely reconstructed so many of Valve's areas. But it's not my problem so I'll leave it to you.
::Minerva 3 uses Episode One props and textures, which don't require decompiling. --[[user:TomEdwards|TomEdwards]] 12:47, 6 Jul 2007 (PDT)


===August 16,2006 - Cory===
No i understand i've felt that way quite alot too and alot of the areas may look a bit like ep 1. However no i did not decompile any maps so far. So far i have alot of errors with most of the ep1 content and namely getting the New citadel model from afar to work properly. Apparently it's in the 3d skybox but it doesn't appear when the game is in action plus i've been playing all th maps on Episode one rather than City 17. Ive been having trouble getting all the content to work on the mod and appear correctly. But i understand where you are coming from and yeah i could face some serious trouble as well but mainly ive taken lots and lots of screenshots from ep 1 from deifferent angles trying to nail the geometry just right and maybe i geuss i nailed it pretty close. However the only maps that look like ep 1 are the parking garage maps. The rest of the maps are different. Mainly i just really liked the ep1 parking garages and i wanted to do something like that in my mod. The rest of the three maps are outer city and dont copy or look alike ep1.--[[User:MrTwoVideoCards|Gear]] 14:15, 6 Jul 2007 (PDT)
Voiceovers start, today were using a couple of programs to alter voice and to professionaly record better sound but we arent going to record yet we are still casting the actors. However we might do the voices ourself's.


===August 20,2006 - Neil===
Also if you look closely the only geometry that looks the same are really the parking garage supports and of course the overlays projected on to them. Everything else is well not really ep1-ish.--[[User:MrTwoVideoCards|Gear]] 14:21, 6 Jul 2007 (PDT)
City 17 is almost done. The team skipped to the Train Station while i work on the city map and the sewer area. Next week i will start the parking Garage map that lays underneath the Train Station. Its quite huge and filled with zombies but not to much thats just overkill.
</div>


===August 25,2006 - Cory===
== MOD Progress ==
Wow the Train Station is nearly done just trying to figure ourt how to get a train moving on a path. The path is quite long which will take the player father away from Gordon Freeman or at least a different area to be qauint.Also the sewre cocept art is about done i would put a screenshot of the art but its horribly badly drawn "haha".The team "me and Neil" have moved on to the Sewer while Kristin works on some of the modelling for Jack and the other character.
===Log===
 
#[[City 17 (mod)/Archive August,2006|Archive August,2006]]
===August 26,2006 - Kristin===
#[[City 17 (mod)/Archive September,2006|Archive September,2006]]
Wow is modeling hard but it looks like i finished the model and now im going to work with some of the choragraphy scenes for the game also Cory and Neil are still working on the parking Garage.
#[[City 17 (mod)/Archive October,2006|Archive October,2006]]
 
#[[City 17 (mod)/Archive November,2006|Archive November,2006]]
===Sep 1,2006 - Kristin===
#[[City 17 (mod)/Archive December,2006|Archive December,2007]]
We ran into a mjor error with the parking garage map but Cory is trying to fix it up. Neil is working on that City map and changing the way it goes near the end.
#[[City 17 (mod)/Archive March,2007|Archive March,2007]]
 
#[[City 17 (mod)/Archive July,2007|Archive July,2007]]
Cory-Cant figure out the problem so im going to ask for help at the help desk.
#[[City 17 (mod)/Archive August,2007|Archive August,2007]]
 
#[[City 17 (mod)/Archive September,2007|Archive September,2007]]
===Sep 6,2006 - Cory===
#[[City 17 (mod)/Archive October,2007|Archive October,2007]]
Thanks to Andreasen we finnaly got rid of that error. So now i can continue working on it just need to find out whats with that dumb Datacache error.
#[[City 17 (mod)/Archive November,2007|Archive November,2007]]
 
Work began on April 15th, 2006.
===Sep 7,2006 - Cory===
</div>
Hey there again guy's and so far the MOD is going great. The team determined that the parking Garage deffinitly needs some more detail. Although its quite dark in there there are still some areas that seem to plain when the Player shines their Flashlight at a certain area.
 
<gallery>
Image:City night sewer 010001.jpg|This is how the map looks like in Fullbright with mat_fullbright 1 on. It looks like it needs tons of detail, but in the dark it looks much better. Less is visable and the dark makes it seem like it has a quite a lot of detail. Its a great technique to use when desinging
 
Image:City night sewer 010000.jpg|Of course with lighting effects it looks better but also theres no need for tons of decals or any other effects execpt the static_props and other entitys as well.
 
Image:City night sewer 010003.jpg|that light to the far off left flickers. And thats for you Dutchmega lol.
</gallery>
 
===Sep 8,2006 - Kristin===
 
Currently the Train Station is almost done im going to put up screens in a bit so we can finnaly show some lighter areas of the game rather than making the game look so dark.
 
 
<gallery>
Image:City 17 030001.jpg|This is the front of the Train Station</gallery>
<gallery>
Image:City 17 030002.jpg|Inside the Train Station</gallery>
 
Also im preparing the area for a big Boss fight. You fight a strider and a Hunter Copter.The player doesn't fihgt them both at the same time however. There are two rebels with RPG's in the area.
 
 
===Sep 9,2006 - Neil===
Hmmm we've have just noticed that deffinitly a large map needs to follow the Train Station. It needs to show off more fo the forest as "unnamed" Talks to you about whats been going on in City 17 and that hes happy to get out of there but also at the same time a bit sad.
 
Large Mountains as well as large lakes surrounded by scenery and even some areas where you can see the City from a distance. However after that the train stops abruptly.
 
===Sep 10,2006 - Cory===
We are going to have the train crash and sort of drive down a hillside that isn't too steep. We want a Hunter choper to destroy a area of the bridge the train will cros causing it to drive or off-track down the hill. But before that the player will fight on the train while its moving. Theres a part of the train that loads cargo much like a carrier. A Dropship will be able to drop combine in the front area of the train and the back. Beside that combine can kick you off the train!!
 
Lots of work though.
 
===Sep 10,2006 - Cory===
The Parking Lot is near completion now. Just need to add more hint brush's oclluders, and some area portals and alot of nodraw but tell then i guess theres not much going on today.
 
===Sep 11,2006 - Kristin===
 
So far i've been messing around with the Strider's settings and some of the outputs and inputs to. We are changing around the A.I of the strider to have attack at certain times with more agressiveness and sometimes even calm down or if he wants to he will hunt the player down. Doing this causes the player to run around more and take cover plus it also gives the player a bit of time to think untill the player can find more RPG ammo and then attack the Strider.
 
 
===Sep 13,2006 - Neil===
Im going to go over all the maps today and the im going to optimize them all and see if anything is wrong with them. I guess i will be beta testing to day and thats about it.
 
Cory-
Just adding more detail to the parking lot today. and thats about it. More detail like pipes and walls,supports,debris,phys props;etc.
 
===Sep 14,2006 - Kristin===
We're just taking the day off today and play a bunch of MOD's dont know but tell tomarrow.
 
 
===Sep 15,2006 - Cory===
Hmmm...... Outdoor areas are hard to hint but you just really can't hint at all so im going to use occluders and fog to optimize a bit of the outdoor maps and then thats it i'll move on to the train ride.
 
===Sep 17,2006 - Cory===
So far im in the process of making all the maps into HDR and whatnot its gonna take a while but thats okay though. I'm currently just making all the maps ready for HDR although by adding a few more stuff here and there and thats it really but not alot is required although it seems like alot.
 
===Sep 19,2006 - Kristin===
Right now im correcting some of the problems of the first level which is the city. Like the ladder error tha we had a while back. Also making the arean a bit less frantic. There was 30 combine but now 24.
 
===Sep 24,2006 - Cory===
These past days have been real tiring. I've corrected all the level changes which means we now have three maps to play on. Added music to all the levels and other details. Optimized all the areas with Areaportals and Hint brushes. HDR compiled the trainstaion level. Fixed some exposure settings. Worked on cherography scenes and thats  just some but mostly i want to get together a demo of the game at the end of this month hopefully to see if people like what we are doing and if not thats gonna suck but thats why im trying to add a bunch of great stuff to do and also got rid of things that didnt make sense or anything like that. Hopefully all will go well and that is done for now!!

Latest revision as of 16:08, 15 July 2024

Discussion

Note: keep all topics and articles in the this area so that it wont get confused with the MOD progress area.

Ah turns out somebody had fixed the Archive thingie for me. Thankyou Pizzahut.--Gear 16:26, 23 Oct 2006 (PDT)

Archiving??

little cleanup maybe? your pages getting pretty long with old news stuff :) --Angry Beaver 14:31, 22 Oct 2006 (PDT)

Hmm yeah i still would like to keep the entire log though however i will make an Achieve for the months.--Gear 17:47, 22 Oct 2006 (PDT)

Brightness

Funny. I'm watching the media now on a LCD-monitor and it's all much brighter then on my CRT. --dutchmega 03:09, 7 Sep 2006 (PDT)

Hmm, might simply have to do with the brightness of the monitors being differently tuned, but also LCD screens is known for having much better contrast between similar colors, yet perhaps this explains why the pictures are so dark: MrTwo has an LCD monitor. --Andreasen 09:33, 7 Sep 2006 (PDT)


Hi guys and yes thats true i have an LCD monitor displaying at 1420x which is widescreen. Oh thankyou Andreasen for letting me know about the talk page to keep everyone informed about the mod, so her by i will start the Progress area!

About the data cache error, have you checked the discussion on User_talk:Mdurand? --Andreasen 12:17, 7 Sep 2006 (PDT)

Light

Maybe a tip: I always like 1 dynamic light in the room, which would flicker a bit. Everything dark is not always fun. The player sometimes runs from 1 light to the another. --dutchmega

There are definitely lights that flicker quite a bit but the team chose not to put too much of that. It looks a bit funny in the map but theres about one or two thats there.--Gear 04:43, 27 Nov 2006 (PST)

It's dark

This is a talk page, so if I may cut in here: The two last of these three pictures are 95% black. Also, almost all players are aware that lack of detail can be covered up with darkness. That's the reason why dark maps are generally frowned upon, just so you know. --Andreasen 13:48, 9 Sep 2006 (PDT)

Yes im also quite well-aware of that. All though it is a dark Parking Lot the team is putting a ton of detail in it. I didn't mean for darkness to be an excuse for low detail i was just simply stating that dark covers up detail but the team didnt want to do that. Its dark but there is a LOT of detail aha maybe too much but so far the map runs very well and it doesn't go very slow either. Really it doesn't go slow at all. The average fps is 34 to 30 so thats quie well but that also because i haven't Vis leafed everything yet by adding occluders and Hint brushs or even area portals.
It's weird.. It's not a zombie-mod but still so dark. Are you also going to use these maps in DM? Please note that is not meant bad.. we're just wondering why.. --dutchmega 14:01, 9 Sep 2006 (PDT)
Personally I have no problem with it, because you would probably still see the muzzle flashes of the Combine light up where they are, so it might be very effect-full. Zombies in darkness, on the other hand, could slow things down to a crawl. I just hope though, that he doesn't release the map as dark as his screenshots, because then the mod would be a LED monitor map only. He should probably adjust his brightness setting. --Andreasen 14:26, 9 Sep 2006 (PDT)
Haha yeah i know its a bit funny that i've been showing you dark screens however the begging og the MOD takes place at night however the rest of the MOD is morning and daytime and just a bit more night and thats it. Im sorry for making everything so dark. And by the way yes there are Zombies in the area as the way there are in HL2 EP 1 but not a lot. So i promise you guys there will be deffinitely a lighter more well-lit map to play in.

Ideas

If anybody has any ideas or anything they would like to see in the game please tell! Just don't put nothing that would take months to make or anything that doesn't make sense. Thank you.

Working together

How do you work together on the maps? Just plan like "you do that part, I do that one and you that other part"? --dutchmega 06:51, 24 Sep 2006 (PDT)


Actually no its a bit different then that. Its a system we put together. What we do is pretty much talk about the general area and progress of the mod. After that we get a good heading of where we are going with the game. We pretty much all design the maps but yet we stick to the story and dont stray off to far or anything.

Also i like to call it the "Team Lead Method"

Its where we all work in or on a certain map and change different aspects of it. One does the overall lighting, one on the environment, and one on the combat. Also any other area of that map that needs to be worked on as well we will work on but its a odd process kind of. However we all head in a general direction to the same goal.

After that we decide what will go and stay of course and test different aspects of the game. I'm lead level design so i control what the final map will be but still i always ask the team does this look good and whats your opinion?

Also i like this method because we all design the same thing. But with different points of views. Which is cool because then we can see: "that looks more realistic or maybe we should give more detail to this idea". Its not a competition to get their idea in the game but rather just a different concept design of the same object. Rather than one person coming up with all the ideas which is a bit limited and even hard to fully create within a map that might require something much more different.--Gear 13:49, 4 Oct 2006 (PDT)

Decompiled maps

Valve don't take kindly to people decompiling their maps as a basis for "new" ones. You might want to create your own work from scratch at some point... --TomEdwards 10:57, 6 Jul 2007 (PDT)

Hmmmm........ well okay then Tom i haven't really decompiled the maps hence the fact you don't see a citadel in the outer map im having alot of problems geting it there and vavle does'nt mind really if you do decompile work just as long as you don't copy it and use it for your own. No in fact i ended up playing alot of ep 1 to get some ideas besideds the player is in easten germany and yes all those maps are my work. Months aand months of work. Ive not copied valves work in any way but i do admit to getting alot of ideas from ep1 and other mods out there that gave me inspiration but i would never go as low as to copy someone elses work!
Also if i can remember the new chapter of minerva happens to use ep 1 content, perhaps he has decompiled maps as well.........? --Gear 11:38, 6 Jul 2007 (PDT)
I'm having a hard time believing that you so precisely reconstructed so many of Valve's areas. But it's not my problem so I'll leave it to you.
Minerva 3 uses Episode One props and textures, which don't require decompiling. --TomEdwards 12:47, 6 Jul 2007 (PDT)

No i understand i've felt that way quite alot too and alot of the areas may look a bit like ep 1. However no i did not decompile any maps so far. So far i have alot of errors with most of the ep1 content and namely getting the New citadel model from afar to work properly. Apparently it's in the 3d skybox but it doesn't appear when the game is in action plus i've been playing all th maps on Episode one rather than City 17. Ive been having trouble getting all the content to work on the mod and appear correctly. But i understand where you are coming from and yeah i could face some serious trouble as well but mainly ive taken lots and lots of screenshots from ep 1 from deifferent angles trying to nail the geometry just right and maybe i geuss i nailed it pretty close. However the only maps that look like ep 1 are the parking garage maps. The rest of the maps are different. Mainly i just really liked the ep1 parking garages and i wanted to do something like that in my mod. The rest of the three maps are outer city and dont copy or look alike ep1.--Gear 14:15, 6 Jul 2007 (PDT)

Also if you look closely the only geometry that looks the same are really the parking garage supports and of course the overlays projected on to them. Everything else is well not really ep1-ish.--Gear 14:21, 6 Jul 2007 (PDT)

MOD Progress

Log

  1. Archive August,2006
  2. Archive September,2006
  3. Archive October,2006
  4. Archive November,2006
  5. Archive December,2007
  6. Archive March,2007
  7. Archive July,2007
  8. Archive August,2007
  9. Archive September,2007
  10. Archive October,2007
  11. Archive November,2007

Work began on April 15th, 2006.