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Recently Luckee and
Frag-girlie were able to catch up with
Molotov_billy, one of the members on the Half-life: Day of Defeat team, and ask him some questions about this awesome mod.
 
PCShooter:
Please tell us a little
bit about yourself and how you got started with the DoD team
Jakob
Jungels: My name is Jakob Jungels, and I’m currently attending Indiana State
University, majoring in art and computer science.
I’ve always been interested in World War 2, so DoD
was a natural choice for me when I got interested in game
modifications.
PCShooter:
Have you worked on any
mods prior to DoD?
Jakob
Jungels: Nope, DoD is my first mod,
and my first work as a modeller.
PCShooter:
The realism in this game
is unparalleled. How
did the DoD team create such a realistic mod?
Jakob
Jungels:
As far as my department goes, we are blessed with a few
gun experts, namely Kelly Thornton, who owns quite a few of
the guns modelled in DoD.
With his help, the art team can get whatever resources
they need for reference.
PCShooter:
Who came up with the idea
to create the DoD mod with the WWII influence?
Jakob
Jungels:
Tough question. Since
I really wasn’t around at the birth of DoD, I can’t say
who first envisioned it.
Strangely enough, very few people from the original
team still work on the mod.
PCShooter:
How many people are on the
development team?
Jakob
Jungels: The core team, who
do most of the work, consists of about a dozen people.
Several more have contributed a few things, and then
moved on.
PCShooter:
Did war/combat movies like
Saving Private Ryan
and Enemy at the Gate
greatly influence the team in the creation of this mod?
Jakob
Jungels: Not necessarily.
I think we try to stick more to proven historical
references rather than a movie that was made for
entertainment. Although
both movies do contain a wealth of information, its hard to
tell what to believe.
PCShooter:
Most missions require a teammate’s assistance to
accomplish the goal, and I understand teamwork is a main
aspect in the game, but is there any way around this in case
gamers don’t want to play as a “team”?

Jakob
Jungels: Teamwork is very
important to us, and is the groundwork for almost any
multiplayer game. Expect
beta 2.0 to add some features that will improve and encourage
teamplay. However, if you really want to go solo, I’m sure you could
always grab a sniper rifle and hide out in some dark
corner.
PCShooter:
Are there any secrets to be found or hidden areas that
we need to explore for?
Jakob
Jungels: I know that
almost every mapper will put an “easter egg” somewhere in
their map. An
easter egg is simply a secret room, usually with a few notes
from the mapper. I’ve
only been able to find a few myself.
PCShooter:
How long does it take on average to create just one Day
of Defeat map or model?
Jakob
Jungels: This is hard to
say. If you want
to get it right, modeling can be a very time consuming
endeavor. The
complete process of modelling, animating, and texturing will
usually take upwards of 20 hours of solid work, per model.
PCShooter:
What’s next for the team
after 2.0 is released?
Jakob
Jungels: If any bugs crop
up, we’ll always be ready to work on a 2.1. However, after that, who knows.
If the rest of the team is motivated enough to continue
working, then its on to beta 3.
(Although its far too early to tell what will
happen.)
PCShooter:
We
really enjoy playing Day of Defeat and am looking forward to
the upcoming patches/releases.
Your team has done an excellent job with this mod.
Thank you very much for your time.
I wish you the best of luck and much success.
Jakob
Jungels: I'm glad you liked
the mod. Thanks for the interview.
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