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Off-Limits |OT| HL2TC by developers of Mirrors Edge/Bad Company 2

sam27368

Banned
jGbbo.jpg


Off Limits is a first person multiplayer shooter that is focused on two teams capturing the enemy territory and hunting down and killing their main guy, the Juggernaut.

After a lot of blood, sweat, tears and 8 years later. Off-Limits is finally released. This is a total conversion mod for Half Life 2 (or any Source game) made essentially by two people, Wesley (www.wesleytack.com worked on games such as Mirrors Edge and Battlefield Bad Company 2) an environment and level artist, and Maarten, a coder. I did all the sound design for this mod (aside from the Quake 3 hit sound which the devs love and the HL2 vehicle audio) and am damn proud of the guys for getting it out the door. They've had contributers along the way but they've come and gone. I also did the sound design for the dead mod Nuclear Dawn (now being developed by a studio http://www.nucleardawnthegame.com/). One of the maps from Nuclear Dawn was taken into Off Limits (the russian submarine base) and rebuilt/expanded upon. The original map was made by industry pro Rob Briscoe (http://www.littlelostpoly.co.uk/ who also worked on Mirrors Edge) which is why it might look similar to those of you who follow the mod scene. Development has stalled along the way hence the huge development timeline. The mod was gutted a few years back to make way for a new gameplay mode, as the original wasn't possible in Source.

Animator Davy Sabbe over at Blizzard California did the animations. The same animator who did the animations for the SC2 cinematics. The juggernaut model was also donated by a modeler (Tim Appleby) over at Splash Damage (currently developing Brink, made Enemy Territory Quake Wars). A lot of high profile developers have donated and contributed to this mod!

Old OL Thread said:
For those of you interested in professional game development Simon has posted up some great in depth posts about the development of the project on the official site and his personal blog. This guy is an industry professional, so is fascinating to read and watch. http://www.wesleytack.com/ (this post is particularly good http://www.wesleytack.com/?p=2119)
http://www.youtube.com/watch?v=f8aj3mhQ-CY - Time lapse of a level being designed.

Download here
http://www.moddb.com/mods/off-limits/downloads/off-limits-beta

Official Site - http://www.off-limits.be/
Moddb Profile - http://www.moddb.com/mods/off-limits

Required Specs
The game runs on Source, so Episode Two specs will easily suffice. All you need is a Source Engine game to play! You can pick up Half Life 2 Deathmatch for £2.99 on Steam so there's no excuse to not join in on the fun.
Half-Life 2: Episode Two Minimum System Requirements
CPU: 1.2 GHz Processor
RAM: 256 MB
Graphics Card: DirectX 7 capable graphics card
Windows 2000/XP/ME/98
Mouse
Keyboard
Internet Connection
CD or DVD rom drive

Half-Life 2: Episode Two Recommended System Requirements
CPU: 2.4 GHz Processor
RAM: 512 MB
Graphics Card: DirectX 9 capable graphics card 256 MB
Windows 2000/XP/ME/98
Mouse
Keyboard
Internet Connection
CD or DVD rom drive

Half-Life 2: Episode Two Ideal System Requirements
For running the game smooth in 1280x1024 with High Quality graphics.

CPU: 3.4 GHz Processor
RAM: 1024 MB
Graphics Card: Radeon X800 or Geforce 6800
Windows 2000/XP/ME/98
Mouse
Keyboard
Internet Connection
CD or DVD rom drive


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Original Concept Art (Click for full res)



 

sam27368

Banned
The Guide

Juggernaut HUD
jnvision_full.jpg



X-ray vision
- The X-ray vision allows you to see all players at a nearby distance through walls.
- Both teams have their own color, on the left you see the Vanguard (blue) and on the right the Rogues (red).
- Friendly fire is enabled for the Juggernaut, so be careful when shooting in chaotic situations.
jn_vision_skelet.jpg



Crosshair information
-The 1st image shows the crosshair idle, you can see by it's color which team you are on.
-The 2nd image shows the hit indicator for when you are hitting an enemy or team mate (friendly fire for the Juggernaut is enabled, so be careful). For each hit you also hear a sound being played.
-The 3rd image shows your team mates status when you aim over them. The information given is their nickname and health status. Since a Juggernaut can heal team mates from a small distance it's good to know who in your team needs some additional health. Assisting your team mates can play a crucial part in capturing a spawn point.
jnvision_crosshair.jpg



Spawn point status bar
- 1 - This is a neutral spawn point which can be captured by either team.
- 2 - This shows the progress a team is making while capturing a spawn point.
- 3 - This is a captured spawn point.
- 4 - This is a spawn point where both teams are currently in and fighting for. So as a Juggernaut it would be wise to get to that point and assist your team mates.
jn_spawncapture01.jpg


- The image below shows an example of a spawn point status bar as it could occur during a match: The Vanguard Juggernaut would have a maximum of 400 health and the Vanguard team are in progress of capturing the 3rd spawn point, while the Rogue team are still in progress of re-capturing their 2nd spawn point which means the Rogue Juggernaut only has 200 health left and therefore vulnerable. This gives the Vanguard team some advantage at this point (but things can change quickly).
- Same as the regular player spawn point status bar, the color starting from the left is the team you are currently playing for, in this example that would be the Vanguard team.
- Unlike regular players the Juggernaut is unable to capture a spawn point. A Juggernaut is however able to assist his team mates while capturing one by getting nearby and giving them regeneration when being fired upon by the enemy and covering fire as a Juggernaut has unlimited ammo.
jn_spawncapture02.jpg



Radar grids
- In this example the enemy Juggernaut color is blue, which means you are playing as the Rogue Juggernaut.
- This icon can only be seen in areas your team has captured, for instance: if your team captured 4 out of 5 spawn points, you will be able to see the enemy Juggernaut on your radar throughout 80% of the level. If the enemy Juggernaut is hiding in the spawn point area your team is not controlling, you will not be able to see him on your radar.
- This is the upper radar grid, this only shows the location of the enemy Juggernaut. So hiding from the enemy Juggernaut is impossible depending on your teams control over the level.
jn_vision_radar01.jpg


- This is the lower radar grid, this only shows the location of your team mates.
- In this example your team mates icon colors are red, which means you are playing as the Rogue Juggernaut.
- The lower radar grid only shows team mates in front of you in the level, team mates behind you are not shown. In other words, it shows team mates in the direction you are facing at.
jn_vision_radar02.jpg



Low health notification
- This alerts you when your health goes below 100.
- This will also trigger an alarm sound, making you even more aware that you are in grave danger.
- If you manage to survive and are able to regenerate above 100 health, this warning indicator will disappear.
jn_lowhealth.jpg



Minigun and sprint stamina
- This indicates your sprint and minigun overheat stamina. As they are both linked you need to be careful what to do in each situation and when (fire or run).
- When you sprint or fire you will see the stamina depleting.
- Once you go over 50% the stamina bar turns red, at this point it means if you stop firing or sprinting you can not restart until the bar goes over 50% again.
- If you decide to fully deplete the stamina it will take longer for you to gain back the 50% and sprint to safety or return fire again. So it's important you make the correct decision at the right time.
jnvision_stamina.jpg



Health
- This shows the amount of health you have, the icon is the same as the regular player HUD.
- The difference here is that for a Juggernaut the health regenerates when you received a beating and were able to survive.
- The amount of health a Juggernaut has is dependent on how successful the team is. By default the Juggernaut starts with 400 health (this is for the base spawn point and the initial 2nd spawn point). When a team captured the central spawn point the Juggernaut health increases by 200 (given him now a total of 600). This is the same for every spawn point a team captures. So, if you have good team play you will get more spawn points giving you a stronger Juggernaut and more control over the outcome of the match.
- The maximum health level a Juggernaut can have is 800, the lowest 200. When a team captures all 5 spawn points the Juggernaut would have 1000. But this wins the match.
health.jpg



Armor
- This shows the amount of armor you have, the icon is the same as the regular player HUD.
- As apposed to health, armor does not regenerate.
armor.jpg



Timer
- This shows the amount of time you have left to win the match. Same icon as the regular player HUD.
- Default matches are set to 15 minutes.
- If a match ends without a team capturing all spawn points a draw is called. This should however be rare.
timer.jpg




General HUD
hud_full.jpg




Spawn point capturing
- 1 - This is a captured spawnpoint for the Vanguard team.
- 2 - This is a captured spawnpoint for the Rogues team.
- 3 - This indicates that there is a battle going on for this spawn point, a player of each team is inside this neutral spawn point.
- 4 - This is a neutral spawn point ready to be taken by either team.
- 5 - This shows the spawn point capture process for the Vanguard team.
- 6 - This shows the spawn point capture process for the Rogues team.
hud_mastercapture.jpg


- The master capture is designed in such a way that in the upper left corner your team spawn point icon is first, i.e., If you are Vanguard the blue Vanguard team logo will be left and the Rogue will be right. When Rogues, the red Rogues logo will be displayed first on the upper left corner.
- The spawn points are displayed in the same order as they are located inside a level.


Minimap
- The minimap shows team mates, spawn points and vehicles within the location of the area around you.
- Enemy players can also be seen on this depending if the area you are in is under your team control, i.e., only when your team has this areas spawn point captured.
http://www.wesleytack.com/wp-content/uploads/2010/12/hud_minimap.jpg[/u]


[u]Crosshair[/u]
- There are 16 different crosshairs in Off Limits. You can cycle through them by binding the "Cycle Crosshair Type" key in the keyboard options and select your personal favorite. The Off Limits default crosshair is 16.
- Each crosshair size can be changed. You can cycle through the different sizes by binding the "Cycle Crosshair Size" key in the keyboard options. The Off Limits default size is 66.
- The crosshair opacity can also be changed by binding the "Cycle Crosshair Opacity" key in the keyboard options menu. The default opacity is 255 (which is 100% visible).
- If you want to fine tune the size and opacity this can be done by using these console commands: "crosshair_size" and "crosshair_opacity".
[img]http://www.wesleytack.com/wp-content/uploads/2010/12/hud_crosshairs01.jpg

- When you attack and hit an enemy or friendly player this can be seen inside the crosshair as a red marker.
- This is also indicated by a hit sound. Yes we use the Quake3: Arena hit sound, why? Because it's one of the best multiplayer games ever. After Quake2!
hud_crosshairs02.jpg



Hit indicator
- When being shot at you are notified by a hit indicator pointing in the direction the enemy fire is coming from.
- Up can mean in front of you or coming from higher ground. Same goes for bottom.
hud_hitindicator.jpg



Death messages
- Death messages are shown below the minimap. This shows who killed who and with what weapon.
hud_deathnotification.jpg



Vehicle loadout
- The vehicle loadout indicator is displayed on the left side. This shows you when entering a vehicle which vehicle it is and how many seats are available.
- The driver of the vehicle is the one on top.
- When a team mate or enemy enters the vehicle their names will be shown in this loadout list.
- Give team mates time to get in so they to can be transported to the action faster, this can make you win or loose a match.
hud_vehicleloadout.jpg



Waiting for Players
- "Waiting for players" is displayed at the bottom of the screen. This is when a server doesn't has enough players to start a match.
- A match will start when there is a minimum of 1 player and 1 Juggernaut per team, so you need 4 people to start a match.
hud_waitingforplayers.jpg



Weapon info
- The weapon information is displayed above the ammo indicator in the bottom right corner. This shows you the name of which weapon you have selected but can also serve for those who prefer to play without a first person weapon visible.
hud_weaponinfo.jpg



Ammo
- This shows the amount of ammo you have left.
- The first number from the left shows the ammo left in the clip. The right number shows the amount of spare ammo you have left.
hud_ammo.jpg



Health
- This shows the amount of health you have, the icon is the same as the Juggernaut HUD.
- Unlike the Juggernaut your health does not regenerate. You will however regenerate when being close to your Juggernaut.
health.jpg



Join team
- This menu allows you to select your team by clicking either the blue Vanguard team logo or the red Rogues team logo.
- The central menu has the "auto team" and "spectate" function.
- While playing the game you can also check out the "Guide" from this menu so you can check up on items you want to learn more about without leaving the game.
- If playing the Juggernaut isn't your thing you can opt-out by clicking the box next to "juggernaut opt-out" "X" means you will be able to play as a Juggernaut. Turning off the "X" will remove you from the random chosen Juggernaut players list.
menu_jointeam.jpg



Loadout
- After you've picked a team you enter the loadout menu. Here you can select the weapons you want when starting a match.
- The "Current loadout" will always start empty. To fill up the personal loadout you can select each weapon by it's class in the central column.
- Off Limits uses a weight based loadout which is visible on the lower left corner. The maximum you can take on each loadout is or 10.000 kilograms.
- On the bottom right of the loadout screen you have the quick loadout feature. This allows you after selecting your personal loadout to save it for future games. This way you don't have to go into the weapon categories anymore and save time.
- Press and hold down control + left mouse click a number preset to save the "Current Loadout" you have selected. You can save up to 5 presets and call them up at any point during a match by opening up the loadout menu.
- If you have all 5 presets in use and you want to overwrite one you can do this by simply holding down control again and left mouse click on the one you don't need any longer. This will remove the previous preset.
- On the lower right there is an option to "clear loadout". This means it will remove all weapons in the "Current Loadout". Now you can assemble a new loadout by using the weapon categories.
- The quick loadout feature is added for multiple reasons. The first being that it saves a lot of time to select the weapons you want at the start of each match. The second would be during a match given each moment you can pick a new loadout and keep playing. When you are killed upon respawn you will now have the new loadout you picked while playing. This allows you to change your arsenal for any type of combat during the match.
menu_weaponselect.jpg

- When you enter the weapon categories menu you will see the available weapons in each category. The "Current Loadout" menu is replaced with the weapons info you have selected.
- The quick loadout is replaced with the option to carry more or less ammo, simply press the "-" or "+" buttons. There is a default amount of ammo with each weapon selected, this allows you to fine tune your weight even further.
- When you have set up the weapon you want in your loadout you can add it by clicking the "add weapon" on the lower right hand side of the menu. When added, the option "add weapon" will be replaced by "remove weapon". This way you can remove a certain weapon from your loadout without having to rebuild the complete "Current Loadout". You need to have the weapon selected to be able and do this.
menu_fullloadout.jpg

- Once you have reached your maximum weight your personal loadout will be displayed under the "Current Loadout".
- When you have 5 saved presets you can go over each one from this menu by pressing the "1" through "5" buttons which will preview all previously saved loadouts.
- Off Limits comes with 4 presets available upon start for the first time. These presets have every weapon in Off Limits available. You can use these or create your own custom presets as described above.


Scoreboard
- The scoreboard can be activated in-game by pressing the "TAB" key. On the left side you see the "Vanguard" players and on the right the "Rogues" players.
- All regular players are shown in the Off Limits orange color. The Vanguard Juggernaut is displayed in blue and the Rogue Juggernaut is red.
- The server name you are playing on is displayed below the Off Limits upper logo.
- The lower bar shows each teams total frag score.
- Killing a regular player gives 1 point. Killing a Juggernaut gives you 6 points. Capturing a spawn point gives you 4 points.
menu_scoreboard.jpg

- At the end of the match the scoreboard pops up displaying which team captured all points and won the match.
menu_scoreboardwin.jpg



Spawn selection
- The spawn selection menu gives you an overview of the level and it's spawn points allowing you to monitor which spawn points are taken and which ones are still for grabs.
- The spawn selection menu can be used for multiple purposes. Mainly it is designed to select which one of the captured spawn points by your team you want to spawn in.
- You can also use this menu to check out your teammates location during the match. This way you can decide whether to spawn closer or further away from the action.
- By default you will spawn in the furthest captured spawn point of your team.
menu_spawnselect.jpg

- By left mouse clicking one of your spawn points you can override the default spawn option and spawn in any spawn point your team captured. After selecting it it will turn green.
- This spawn point is now your default spawn point throughout the entire match unless you disable it again.
- A manually selected spawn point can be disabled by simply clicking it again.
menu_spawnselected.jpg



Minimap Icons
ol_undersiege_minimap.jpg



Spawn point icons
- By default you will always start in the nearest spawn point. Red when Rogue, Blue when Vanguard.
- If you want you can select a different spawn point manually by opening up the "Spawn selection" menu. There you can select which ever spawn point your team has control over. When selected it will turn green. This shouldn't be needed much, if ever. This can be used when an enemy Juggernaut player managed to slip through all the way around to the other side and is hiding around your main base, or for other tactical reasons.
minimap_icons_01.jpg


Player icons
- Points in the direction a player is looking at.
minimap_icons_02.jpg



Vehicle icons
- Points to the direction a vehicle is headed for.
minimap_icons_03.jpg



Drivable Vehicles
vehicles.jpg



Jeep
- The jeep has 2 versions, a red and blue one. Placed in a position where they will most likely be taken by that team color for a base attack. Of course any team can drive either one of them.
- Controlling the vehicle is done by using the default movement keys. Moving the mouse in combination changes the camera view, enabling you to look in all directions while driving.
- The jeep has 3 seats, 1 driver, 1 passenger and 1 inside the rear trunk looking backwards.
- To enter the jeep simply walk up to one of the 3 seats and press the "Enter/Exit vehicles (Use item)" key.
- To move seats within the car use your "duck" key.
- When entering the vehicle from any other seats your "jump" key instantly moves you to the driver seat, for fast getaways.
- The vehicle has a turbo for quick last second attacks escaping a hairy situation. To activate press your "sprint" key.
- Inside a vehicle you have the option to drive in first person or in third person. Switching between views can be done by using your "Cycle 1st/3rd person view in vehicles" key.
jeep01.jpg

jeep02.jpg



Ford Crown Victoria Police
- Controlling the vehicle is done by using the default movement keys. Moving the mouse in combination changes the camera view, enabling you to look in all directions while driving.
- The fcvp has 4 seats, 1 driver, 1 passenger and 2 rear seats facing the front.
- To enter the fcvp simply walk up to one of the 4 seats and press the "use" key.
- To move seats within the car use your "duck" key.
- When entering the vehicle from any other seats your "jump" key instantly moves you to the driver seat, for fast getaways.
- The vehicle has a turbo for quick last second attacks escaping a hairy situation. To activate press your "sprint" key.
- Inside a vehicle you have the option to drive in first person or in third person. Switching between views can be done by using your "Cycle 1st/3rd person view in vehicles" key.
fvcp01.jpg

fvcp02.jpg



Citroën 2CV
- Controlling the vehicle is done by using the default movement keys. Moving the mouse in combination changes the camera view, enabling you to look in all directions while driving.
- The 2CV has 4 seats, 1 driver, 1 passenger and 2 rear seats facing backwards.
- To enter the 2CV simply walk up to one of the 4 seats and press the "use" key.
- To move seats within the car use your "duck" key.
- When entering the vehicle from any other seats your "jump" key instantly moves you to the driver seat, for fast getaways.
- The vehicle has a turbo for quick last second attacks escaping a hairy situation. To activate press your "sprint" key.
- Inside a vehicle you have the option to drive in first person or in third person. Switching between views can be done by using your "Cycle 1st/3rd person view in vehicles" key.
2cv01.jpg

2cv02.jpg
 

sam27368

Banned
Nostalgia~4ever said:
thread title is kinda misleading imo if only two people worked on those games.
No. There were many more, including devs from Blizzard, GRIN and other studios. I just put the guys who contributed the most.
 
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