Chief-Phillips
07-30-2005, 06:45 PM
Note: I don't go around randomly advertising on other forums, so take refrence to this post (http://www.sommevalley.com/forum/showthread.php?p=16165) posted by AirForce, a 1944 D-Day Senior Member
About The Somme Valley
In 1914, the world was tossed into turmoil when Archduke Ferdinand of Austria was assassinated by a Serbian radical, bringing Europe, and the world, into a 4 year, 8.5 Million Lives Lost struggle, which we call The First World War. In every war, there are a few battles which stand above the rest, for whatever reason. In WW1, The nearly 6 month Battle of the Somme stands out as the biggest mistake of The Commonwealth.
The Somme Valley is a modification for Half-Life Two, based on the Battle of the Somme. The Somme Valley aims to be a balance between realism, and playability, giving the player a taste of what war was like, but keeping the experience fun and enjoyable. The mod isn't just meant for a good time, but as a history lesson, and a lesson into the flaws of human nature.
420,000 British, 200,000 French, and 500,000 Germans lay dead or wounded by the end of the conflict, making it one of the worst battles, and most drawn out battles of the war. Weather those casualties were caused by bullets, gas, disease, or artillery shrapnel, The Battle of the Somme will be forever remembered in the minds of those who fought there, and those of us who weren't.
Class Selection
To keep a fair balance in the mod, we will be implementing a pre-selected class selection for players to choose from. Each class will have a pre-set server limit, to prevent over-use of the more powerful classes, which would make the game not only unrealistic, but a poor experience for people who have selected a class without weapons as strong as the others.
The classes include the following:
Infantry - Infantry Rifle, Grenades
Officer - Side Arm
Light Machine Gunner - Light Machine Gun
Heavy Machine Gunner - Stationary Machine Gun
Each class will have it's own special features and weapons which make it unique from the next. Some features are weapon specific (i.e. the Heavy Machine Gunner can set up his machinegun in strategic points), while other classes will have abilities which are crucial to winning a battle (i.e. the Officers ability to call in an artillery strike).
Gas & Artillery Attacks
Using a particle system, poisonous chlorine gas will be ordered onto the opposing teams' area. The team being attacked with the gas can defend against it by using the Gas Mask feature, but at the expense of vision. Once a gas mask is put on, there are only two blurry eye-holes for the player to see out of, and fire from. If the player denies the use of his or her gas mask, the user will begin to choke, losing health at a steady pace, until said player is dead.
Gas attacks can only be issued when the teams commanding Officer Class orders it by clicking his/her use button on a radio, which will be located near the players spawn point. Only one gas attack may be issued every ten minutes, and lasts for one minute at a time.
Artillery played a big role in The Somme. Artillery will be issued the same way that gas is, when an officer uses a radio near his/her spawn point, and artillery rains down on the opponents map area. Artillery strikes can be issued once every five minutes, and last only twenty-five seconds each.
Detachable Bayonets
Using a specified button that the player designates when customizing his or her controls, the player (when using a class that has a Rifle) can attach or detach the bayonet associated with that weapon. Attaching it will allow the user to use the bayonet as a secondary fire function, but will lower overall accuracy of the rifle (due to the added weight and length of the weapon).
Detaching the bayonet will increase overall accuracy, and send the bayonet to the Secondary Weapons list, which the player can switch to if needed. When the bayonet is detached, the player will be able to use it as a knife in close combat situations.
Locational Damage
Instead of getting shot in the foot once and dying, the Damage System of The Somme Valley will be 'locational'. This means, depending where in the body you're shot, you'll be affected in a realistic manner. For example, if you are shot in the leg, you'll bleed and limp. If you get shot in the chest, you'll bleed.. profusely, and your stamina will be less. This will increase realism, opposed to the traditional "Hit Point" system.
Iron Sighting System
The growing popularity of Iron Sighting has defiantly made its way towards us here at The Somme Valley, and we've made the decision to implement them, but with a twist. Instead of always having iron sights up, it'll be done in two different views. The default view will be how most modifications have their weapons, towards the right (or left) of the screen, with a crosshair in the middle of the screen. In this view, accuracy will be decreased, but you can run, jump, or do jumping jacks for all we care.
However, in the Iron Sight, or "Eye View", your gun will be raised to the iron sights. In this view, you will only be able to move at a slow speed, and not have the use of the secondary functions of that weapon (i.e. Bayonet), but your accuracy will be as good as the weapon will allow for.
Where To Find Us
Web Site - http://www.sommevalley.com
Message Boards - http://www.sommevalley.com/forums/
IRC Channel - #somme on irc.gamesurge.net (Read The Rules & Regulations (http://www.sommevalley.com/irc.shtml))
About The Somme Valley
In 1914, the world was tossed into turmoil when Archduke Ferdinand of Austria was assassinated by a Serbian radical, bringing Europe, and the world, into a 4 year, 8.5 Million Lives Lost struggle, which we call The First World War. In every war, there are a few battles which stand above the rest, for whatever reason. In WW1, The nearly 6 month Battle of the Somme stands out as the biggest mistake of The Commonwealth.
The Somme Valley is a modification for Half-Life Two, based on the Battle of the Somme. The Somme Valley aims to be a balance between realism, and playability, giving the player a taste of what war was like, but keeping the experience fun and enjoyable. The mod isn't just meant for a good time, but as a history lesson, and a lesson into the flaws of human nature.
420,000 British, 200,000 French, and 500,000 Germans lay dead or wounded by the end of the conflict, making it one of the worst battles, and most drawn out battles of the war. Weather those casualties were caused by bullets, gas, disease, or artillery shrapnel, The Battle of the Somme will be forever remembered in the minds of those who fought there, and those of us who weren't.
Class Selection
To keep a fair balance in the mod, we will be implementing a pre-selected class selection for players to choose from. Each class will have a pre-set server limit, to prevent over-use of the more powerful classes, which would make the game not only unrealistic, but a poor experience for people who have selected a class without weapons as strong as the others.
The classes include the following:
Infantry - Infantry Rifle, Grenades
Officer - Side Arm
Light Machine Gunner - Light Machine Gun
Heavy Machine Gunner - Stationary Machine Gun
Each class will have it's own special features and weapons which make it unique from the next. Some features are weapon specific (i.e. the Heavy Machine Gunner can set up his machinegun in strategic points), while other classes will have abilities which are crucial to winning a battle (i.e. the Officers ability to call in an artillery strike).
Gas & Artillery Attacks
Using a particle system, poisonous chlorine gas will be ordered onto the opposing teams' area. The team being attacked with the gas can defend against it by using the Gas Mask feature, but at the expense of vision. Once a gas mask is put on, there are only two blurry eye-holes for the player to see out of, and fire from. If the player denies the use of his or her gas mask, the user will begin to choke, losing health at a steady pace, until said player is dead.
Gas attacks can only be issued when the teams commanding Officer Class orders it by clicking his/her use button on a radio, which will be located near the players spawn point. Only one gas attack may be issued every ten minutes, and lasts for one minute at a time.
Artillery played a big role in The Somme. Artillery will be issued the same way that gas is, when an officer uses a radio near his/her spawn point, and artillery rains down on the opponents map area. Artillery strikes can be issued once every five minutes, and last only twenty-five seconds each.
Detachable Bayonets
Using a specified button that the player designates when customizing his or her controls, the player (when using a class that has a Rifle) can attach or detach the bayonet associated with that weapon. Attaching it will allow the user to use the bayonet as a secondary fire function, but will lower overall accuracy of the rifle (due to the added weight and length of the weapon).
Detaching the bayonet will increase overall accuracy, and send the bayonet to the Secondary Weapons list, which the player can switch to if needed. When the bayonet is detached, the player will be able to use it as a knife in close combat situations.
Locational Damage
Instead of getting shot in the foot once and dying, the Damage System of The Somme Valley will be 'locational'. This means, depending where in the body you're shot, you'll be affected in a realistic manner. For example, if you are shot in the leg, you'll bleed and limp. If you get shot in the chest, you'll bleed.. profusely, and your stamina will be less. This will increase realism, opposed to the traditional "Hit Point" system.
Iron Sighting System
The growing popularity of Iron Sighting has defiantly made its way towards us here at The Somme Valley, and we've made the decision to implement them, but with a twist. Instead of always having iron sights up, it'll be done in two different views. The default view will be how most modifications have their weapons, towards the right (or left) of the screen, with a crosshair in the middle of the screen. In this view, accuracy will be decreased, but you can run, jump, or do jumping jacks for all we care.
However, in the Iron Sight, or "Eye View", your gun will be raised to the iron sights. In this view, you will only be able to move at a slow speed, and not have the use of the secondary functions of that weapon (i.e. Bayonet), but your accuracy will be as good as the weapon will allow for.
Where To Find Us
Web Site - http://www.sommevalley.com
Message Boards - http://www.sommevalley.com/forums/
IRC Channel - #somme on irc.gamesurge.net (Read The Rules & Regulations (http://www.sommevalley.com/irc.shtml))