AMOD Info

 

The Story
 
You play a professional assassin, beginning as he gets his latest job of many through from his usual source. Unusually, for once the hit seems not to based on political or corporate reasons; it appears to be his first "clean hit" where the goal is the great and the good well-being of humanity in general. The target is a scientist; but not as usual - a scientist who is a rival to some other scientist, or one working on something the government, or a rival lab don't want him to - this one is meddling in things which shouldn't be meddled with, in ways nothing should be meddled with. You have your position.
Having prepared for some considerable time, nothing could go wrong right now; this is the moment you live for, where everything comes together and a target's security is finally unraveled as it eases into your sights. A gust of wind, the half-open window across the room facing the target sways slightly; a bead of sweat rolls from your temple down onto your trigger-hand; a glass falls from the sideboard behind you, shattering loudly on the hard floor. The only thing you notice though is how the bodyguards are moving by the car across the street; the only thing you see is the car door swing open and the only thing you hear is silence. Judging by the position of the bodyguards, it's obvious to your trained eye that the subject of their attention is inside the car, and about to get out.
This is your time; the one time when you can silence the voices of your past. A bodyguard falls clumsily to the ground as though someone had cut the strings holding him up. Your focus dissolves and you realize you just heard a shot; from out of view, most likely down the street. The other bodyguards had taken cover and those on the road itself had simply dropped to the ground where they stood. Silence reigned again for a moment until the car doors were slammed shut and the engine started up. The two bodyguards nearest the car shouted something you couldn't make out a couple of times and the engine was switched off again. After a few seconds the easternmost bodyguard begins making silent hand-signals to the rest, and they begin to fall into more aggressive positions along the road, slowly moving down it. They moved well, from cover to cover, keeping low and in harmony with each other seemingly without having to look anywhere but straight ahead.
Before they'd moved 20 yards, another shot rang out and the frontmost man, the one who'd given the orders just before, fell to the ground. The rest of the team were ready this time though and were on the ground themselves a split second later, laying down a steady fire towards a window (you presume) in a building a few down from yours on the same side of the street; the sniper's weapon sounds again and a guard flinches and glances at his leg where the bullet entered and continues firing.
Having decided that it's out of your hands now, you return your attention to the car which hasn't moved since it first arrived. You consider simply firing into it now that the guards are preoccupied but it would almost certainly drive away if you didn't take the driver with the first shot - not a risk you want to take, especially as the car is likely to be armored; also you would need to approach it to confirm the kill, again - not a risk you want to take. You decide that as it is so many times for a sniper, the best thing would be to wait.
Your not made to wait long though; both doors on the far side of the car swing open slowly, your sight is to your eye before you think, and you see the car rise slightly twice as two people get out although they remain out of sight on the far side. There's only a short distance to the door of the building by the car and you realize that if they run you're not going to get time for a second shot. You relax and gratefully return to your state of calm, there's something wrong this time though, not everything's going right, not everything is as planned; you're all too aware that the situation and its outcome aren't completely in your hands. You try to ignore it.
The car rises for a third time and immediately two people make a run for it, they've covered 3 or 4 of the dozen or so steps to the door as you realize they're both bodyguards and return your sights to the car, they've covered another few steps before you notice there is a third, smaller person the other side of the two guards running with them; you freeze, in a moment of self loathing you let them reach the door and resign yourself to the fact that you failed. In that instant of clarity you see that the door opens outwards and one of the guards is still pulling it open; seeing your chance, both for the shot and to redeem yourself, without looking, you bring the gun up and fire in a single motion: once the sight reaches your eye you see the bodyguard still covering the target flinch and almost turn to bring his weapon round, but he holds firm and pushes the target through the now open door before following him though and passing a swipe card through a reader on the inside.
Before you get up to follow them you try to figure out where that last shot of yours had gone, you survey the area by the door and see that it hadn't hit anything there now. You replay the moments around the shot in your mind... it had hit the bodyguard in the side, right infront of where you guessed the target's head to be. Once again confident in your abilities and now having far more respect for the guards than you began with you move to get up and leave, but realize the gunfire from down the street had stopped; you glance out of the window and see the bodies of every guard lying not far from where they were before. No - you realize, all but one guard was there.
Vowing to be aware that not only was there a highly skilled bodyguard somewhere between you and the building; but also there was a totally unknown party capable of killing half a dozen of them in a matter of minutes. Steeling yourself, you pick up your rifle and sidearm and walk across the apartment to the door never noticing the broken glass on the floor.
 
Current Policies
 

In AMOD, we take pride in our originality. By this I mean, we are by no means based on any single element around us but inspired by our surroundings, the world around us, TV, films, games, music, etc. Our surrounds, the things we see and hear make us who we are, and this is further expressed by our creations. The originality of our work is determined by the fact we try and make AMOD as purely our own work as possible, while working on an engine that we didn't build.

This means, for mappers, as little HL texturing should be done as possible. No Half-Life prefabs are allowed. Textures should be your own artistic creation, or somebody who is in the team. No direct use of other peoples work is allowed.

 
Current Mod Features
 

Weapons:

Sig P226
Beretta M92F
Knife
MC 51
Walther 2000
SL8 SD
Tear gas grenade Launcher
Azura32

Gamerule systems:

weapon dropping
weapon class carrying
multiplayer modes (deathmatch, teamplay, co-op)
spectator code

Specifics

18+ meg of textures
Unique animations

 
Features in development
 
advanced facial animations
new player bipeds
weapon possitions and animations
player animations
gas mask and tear gas
 
Features in concept
 
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Untitled Document
 

 


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