Occupation: Source

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Overview

The Citadel has fallen and now humanity must get back up. With the alien nemesis defeated the surviving rebel army attempts to reestablish the rule of law. Unable to agree on whether to continue the Black Mesa experiments or to outlaw all alien technology the rebel army fractures into two rival factions: The Alliance and the Coalition. With the fall of the new alien enemy comes the return of the old enemy, ourselves.

WELCOME TO THE OCCUPATION

Occupation is more of a total conversion of the HL2 combat and movement system than a modification. It creates I believe a new and innovative approach to Multiplayer Gaming using ownership as the principal objective and transport reinforcement as the principal means of respawning. It also implements among other things an insanely realistic bullet and damage system. If you like FPS’s and realistic game play you should check out the beta, I know you will not be disappointed.

Features

External and Terminal Ballistic Modeling: In Occupation Bullet behavior is based on real world physics. The bullets ability to move and penetrate depends on its physical characteristics such as energy, diameter, mass, shape and material composition to name a few. As bullets are projected through time and space their interaction with the world cause them to slow, drop, expand, fragment, deflect, lodge and obliterate during their short life. The end result is both amazing and terrifying and most importantly realistic.

Player Biometric Modeling: Having realistic projectiles with a simple tally damage system would have been pointless so Occupation implemented a health-damage system equal to that of the Ballistic Modeling. The Game uses a Composite health system that captures the complexity of the human bodies operation and most importantly its failure due to trauma. The primary form of projectile damage to players and NPC's is caused by cavity damage. The extent of the cavity made by the projectile, the energy lost in making that cavity and the body parts the cavity passes through all are factors in the calculation of overall impact damage. The truly unique aspect of Occupation is that the cavity damage is not limited to a single hit location but can intersect many locations along the path of the projectile and can involve multiple entry and exit wound tracts. A summary injury report is available in-game (Body Status) and a complete breakdown of these injuries both sustained and inflicted is available after death in the Field Hospital

Realistic Gamerules: New reinforcing game play system that creates a simulated combat experience like no other. No more hurry up and die, no more war of attrition. Instead of rooting for your last teammate to die you hope they hold out a little while longer so you can re-enter the theatre and give them some much needed fire support. Choose your deployment method, book your route and ready your weapon, your going in.

Media

Shot6.gif

History

Occupation originally started as a bullet code experiment under HL1 but never saw the light of day (needed the ragdoll and physics). Over the last year and half I turned that early experience(and code) in to a seriously realistic First Person Shooter and Occupation: Source was born. The first public offering of Occupation was made on Sunday September 24th, 2007.

Team

The Team consists of one person, myself, OccupationG. I am a 38 year OOP programmer with a life long love of gaming.

Localized versions

The Beta Release version 1.0 of Occupation: Source is available for download at www.Occupation-Source.com. (occupation_setup_beta1.0.exe)

9927 ModDB page