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HEY YOU. This game is aimed at your brain, that quickly formulating, tactical, creative side of your brain. I want you to design most of the gameplay. On our side (the team), we're going to create a whole bunch of options for you to play with, combine, and dominate with. Low limitations. After all, a game can only be so much fun as it allows. The goal behind Dead Regiment is to put lots of power in the player's hands, balance the power, make it work, and make it a damn blast. Throw in 7 other people on your team to collaborate with you on your strategies and building options and 8 on the other team, and I imagine there won't be much holding you back from spending a LOT of time online.

Anyways, the team can't do that unless there's some people filling that description. There is still a lot of work to be done. Dead Regiment wants all talented and driven people from all fields. We are only recruiting MATURE and DEDICATED individuals who are SERIOUS about what they want to ACCOMPLISH. If you learned that a long time ago and/or think you want to be a part of something AMAZING, then check out the 'help wanted' page and send in an e-mail.

As for a more formal description, I've just thrown up some excerpts from the design doc below. Be back with updates soon.

-Notion (Jarrod Seymour)

Temporary excerpts from the design document -

Dead Regiment is a unique iteration of the Source engine that incorporates RTS elements into a multiplayer FPS to culminate into a deeper online FPS experience. This has been attempted before with moderate success in games such as Command and Conquer: Renegade, Savage, and others, and although these games had their shining moments, the sum of their parts often equaled not much more than its parts. In Dead Regiment, the focus is on centralization of the entire game being within each player, giving them options well outside their normal boundaries (in comparison to games like Counter-Strike, which Dead Regiment's sooting and bare combat system heavily draws from), and thus immersing the player further and upholding that level of immersion through a wonderful world of strategic and tactical choices. When the experience is seamless, the choices at hand are limitless, and the integration of player functions and choices have a flow that becomes natural and comprehensible, the synergy will take over and the experience will be in each player’s hands. This is the role of a successful online game, to put a dazzling experience in the hands of the player and letting it flourish.

Application

The mod is an online strategic ‘shooter’ modification of the Source engine that incorporates heavy teamplay, a small amount of individual player and team progression, and very open-ended gameplay. It is a half-realistic half-exaggerate form of tactical warfare between two teams fighting for control of an open environment (about two times the size of a cs or hl2mp map). Many RTS elements (all originating from each player in first-person view, there are no 'commanders' in DR) are integrated into a heavily action oriented first-person shooter to give the game a variety of options and freedom that will keep the immersion and fun factor high. The concepts are simple, the objectives are simple, and the gameplay is also kept, fairly simple. The complexity lies in the combination of tactical choices made by each player, and the combination of choices made against and in coordination with each other.

(for more insight into these gaming philosophies see games like Deus Ex)

Level Art

Dead Regiment is a predominantly outdoor game. Artists have freedom to include urban areas or any kind of architecture they like, but the idea of a DR map is to be organic, open-ended, and big. Environments will stretch across lush and mystical jungles to harsh stormy deserts. There’s tons of room for creativity from inspired mappers.

The levels will be like any normal outdoor environment, of course rich and dense (be it with rocks and sand, or fog and foliage), although there will be slightly different and maybe even weird differences in plant-life and other forms of life around them. The animals in the game will be some fictional creative subject-of-evolution, and the colors and skies will be slightly more vibrant and ‘alive’ than reality.

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The central hub for Dead Regiment is now online. Go there now @ www.deadregiment.com

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NOOBITO
NOOBITO - - 45 comments

is this dead now or is it still kicking?

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Notion Creator
Notion - - 8 comments

Sorry for the lack of information on all fronts, I'm just getting everything set up so we can add content as soon as it's done. Our coder is working on laying out the foundation to make the necessary changes, and our main player models are in the works. You can expect to see some concepts in the near future that will showcase the art style and hopefully inspire and attract some talented artists.

You can expect to see more and more of this project in the coming months as we're determined to work relentlessly until completion. Any questions, requests, or applications can be sent to notion@deadregiment.com

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