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We recently had the opportunity to sit down and chat with HypnoTech, and NuclearGerbil from the Negative Zero mod team.
(PCShooter)
Please tell me a little about yourselves and
what your responsibilities are with the
Negative Zero team?
HypnoTech:
Well, at first I joined the team as a mapper.
Besides that I do skins and textures too.
Along the way I also became assistant
project leader….
NuclearGerbil:
I’m the project leader, and coder. I also
help out a little with the skinning & modeling.
(PCShooter)
Can you give me an overview of what
Negative Zero is all about?
HypnoTech:
The Negative Zero story takes places in the
near future, but I’ll let gerbil explain
the rest to you.
NG:
Yeah, as Hypno said, the Negative Zero story
takes place in the near future, and involves
an omnipotent government, involved in
conspiracy – stuff you’ve heard before.
We’re trying to create an atmosphere of
guerilla warfare – a small rebel force
against a large, powerful government. The
maps have a great feel to them to enhance
this atmosphere. We want the player to feel
as if he is really in this war.
(PCShooter)
Can you tell me a little about the
different classes in the game?

HypnoTech:
Well, we have about 7 classes. Each class
has its own special skills. Some are
stronger and more suited for heavy battle
(ex. The assaulter and the rifle infantry),
others are weaker but are great for tactical
play (ex. The spy and special forces).
NG:
There are a lot of different classes, and
each will need very unique strategies. Some
classes are very heavily armored and have
powerful weapons, while others are weaker in
armor and weaponry, but they have powerful
special skills that make them just as
deadly. The spy, for example, can turn
invisible, and the special forces can run
straight up walls and walk on the ceiling.
(PCShooter)
What are some objectives of the mod?
NG:
The mappers basically have quite a bit of
flexibility when it comes to objectives.
Right now, most maps have a capture the
object objective, where each team has to
steal something (maybe money, precious
metal, crystals, etc), and take it back to
their base. The more objects they have, and
the longer they have them in their base, the
more points they receive.
(PCShooter)
How long have you worked on this mod?
What are some good and bad things that have
happened during the mod’s creation?
HypnoTech:
I’m in the team for almost a year now. I
don’t really have an idea of how much time
Nucleargerbill has spent on it before I
joined. In this year not much bad things
have happened. This team is one of the best
functioning mod teams I ever worked with.
Lost of talented people joined us and the
mod is becoming a real quality mod. Well…
there’s one bad thing, and it’s a very
recent problem. There seems to be a shortage
of animators and skinmeshers in the HL
editing community.
NG:
I’ve worked on the mod for a long time,
perhaps a year or so, its gone by very fast
though! HypnoTech was one of the first
members of the mod, and I’m really glad
that he has stuck with it! A huge amount of
progress has been made, and has Hypno said,
we have a great team. I agree with Hypno in
that probably the worst thing so far in the
mod’s development is the lack of people
who can apply skins and animate.
(PCShooter)
What are some of your expectations
for this mod?
HypnoTech:
Well we can’t expect to have as much
success as mods like CS etc… but I do
expect a great amount of players. This mod
is very original and has a lot of things
that is never seen before. I really think
the half-life community will like it.
NG:
I expect it will be fun to play and have a
great atmosphere. Already, I’ve had a lot
of fun in the playtests with the team, and I
hope the HL community will enjoy it just as
much.
(PCShooter)
Can you tell me a little about the
weapons? Are there any weapons you like more
for one reason or another?

HypnoTech:
Most of our weapons are realistic weapons,
or at least look realistic. But besides
those we also have some special futuristic
weaponry. We have a laser infantry equipped
with a laser rifle. This gun can temporary
blind you and its secondary fire is quite
deadly. Our grenades will be special too. We
have sticky bombs, gas grenades, some sort
of Molotov cocktail, etc… Its really hard
to give you my favorite…
NG:
We have a mix of contemporary weaponry
(AK-47, MP5-SD, etc…), and futuristic
weaponry. We try to stay away from weapons
used in a lot of other mods, and use lesser
known weapons whenever possible. I really
like some of the more futuristic weaponry,
just because its fun to mess around with
in-game. I don’t really have any favorites
though, really depends what mood I’m in.
(PCShooter)
I read that in this mod you will have
the ability to walk on the ceilings, climb
walls and drive a vehicle.
Would you please explain?
HypnoTech:
Well the special forces can easily climb
walls and walk on the ceiling. The mod story
takes place in the future and wall walking
is possible because of anti gravity technology.
When you are walking on the ceiling you see
everything upside down and it may take some
time to get used to that, but besides that
its an amazing feature.
NG:
Yeah, the special forces class will
be able to run straight up walls, and walk
on the ceiling. It’s some pretty crazy
stuff in game, and is a lot of fun. Walking
on the ceiling does take getting used to,
because you can get disoriented for a
minute, but it is a neat feature. The
drivable vehicles are pretty cool but they
aren’t 100% finished. We’re not even
sure if they will be used in the mod,
because they can be somewhat laggy.
(PCShooter)
Do you want to share any other
unpublished abilities that will be in the
first beta?
NG:
We have a few other abilities, some of the
infantry classes have an “enhanced HUD”,
that allows them to see a player’s health,
and which team they are on, from a distance
away. We might possibly add more special
abilities, if time allows before the first
beta.
(PCShooter)
What are some new weapons you plan to
incorporate into this mod?
NG:
We have an array of futuristic weapons, such
as the laser rifles, and some interesting
new grenades too, such as the sticky grenade
(you can put it on walls, and it acts like a
landmine – detonating when a player is
nearby, or you can put it on players, and
watch them run around until they blow up).
We are also hoping to put in some modern
weapons that aren’t as well known, instead
of the weapons used in many mods.
(PCShooter)
Would you say you have created an
ultra realistic mod with Negative Zero?
HypnoTech:
Not at all. We have some very
realistic aspects, but some completely
unrealistic too. What we aimed for was a fun
teamplay mod…. Not another CS clone.
NG:
I wouldn’t call negative zero realistic at
all. We didn’t worry about realism, for
the most part, when worrying about how much
damage does – we just worried about how
fun it was. Besides, how realistic is
running straight up walls, or walking on the
ceiling? We try to create a believable
world, which means there will be some
realism, especially with the weaponry, but
we want players to be able to do things
they’ve never done before.
(PCShooter)
What do you feel are some limitations
with the Half-Life engine, if any?
HypnoTech:
The half-life engine is very limited, but
that’s just part of the fun. When making a
map in the hl engine, everything is based on
illusions. The only thing I really dislike
about this engine is that it don’t really
supports big outdoor areas ( but expect to
see some anyway)
NuclearGerbil:
We do our best to work around limitations in
the HL engine. I feel the mappers are a lot
more limited than I am in coding. The
mappers have done an excellent job working.
I agree that a lot of the fun is seeing how
much we can get out of the HL engine =)
(PCShooter)
Thank
you for your time.
We really appreciate you taking the
time for this interview and wish you the
best of luck in the future.
Visit
Their Website
http://www.shockrealm.com/negzero/frameset1.htm
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