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| The
Story |
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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. |
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| Current
Policies |
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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.
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| Current
Mod Features |
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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
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| Features
in development |
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advanced
facial animations
new player bipeds
weapon possitions and animations
player animations
gas mask and tear gas |
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