Author Topic: Help Wanted - The Unvanquished Mod [Concept]  (Read 14416 times)

player1

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Help Wanted - The Unvanquished Mod [Concept]
« on: January 27, 2009, 08:30:01 pm »
Hi,

We're currently seeking sound artists and musicians who would like to help us create a Three-team or Third Race mod for Tremulous. If you have such skills, and are interested in helping us create such a mod, take a look below, and PM me, or join the discussion at The Unvanquished, A Third Race Mod [Concept] Proposal for Tremulous.

Cheers!

some useful info (to follow):

Urcscumug

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #1 on: January 28, 2009, 09:01:29 am »
I'd like to make a proposal. Perhaps it will inspire a sound artist.

As it is, humans mainly grunt and aliens have "squishy" sounds. The Unvanquished are supposed to be superior in intellect, science and so on. So how about we give them mainly spoken SFX. Bogus words, without any meaning, but cool sounding. Things like "rah rah" for jumping, spouting jibberish when launching attacks, cursing when getting hit, death cries, soft whispers when in stealth mode etc.

And remember there's room for both man and woman voices, because there will probably be both masculine and feminine models for the Unv.
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Archangel

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #2 on: January 28, 2009, 09:49:48 am »
actually using the sex cvar would be cool

Kaleo

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #3 on: January 28, 2009, 10:18:18 am »
Well, if we go with an Egyptian theme we could just grab lines from Nile songs.

Abata ankh t chet.
Neba seb t cha.
Lashed to the Slave stick. (I couldn't resist. Man, I love Nile!)
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player1

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #4 on: January 28, 2009, 08:32:39 pm »
Great replies guys!

@Urscumug: I really like your idea. Can you include in your analysis tables the various sounds and triggers now found in Tremulous, and leave a place to add sounds and taunts for the Unvanquished? iirc, there is the slightly damaged sound, the really damaged sound, the class taunt, jumping and landing sounds, movement sounds to give away the creeper classes and tired Humans, what else do we need? Oh yeah, the phial (medkit) sound, attack and weapon sounds, etc. Since you are something of a completist, I look forward to seeing the list you compile. I like your suggestions, and look forward to seeing your proposal.

@Archangel: We will have three female and three male classes, so it will be really great to hear that. I suppose that stuff like that is still in there somewhere, like the bot code and the railgun.

@Kaleo: While we won't want to actually use anyone else's copyrighted material, it would be nice to have some Egyptian or Middle Eastern music coming from the Idol, just like a beeping comes from the Reactor. If only I knew someone who owned a Flying-V, had an interest in Egyptian Blackened Death Metal, and was willing to create some small, original, quiet riff, to be used on a loop as background noise, for sonic base location, every twenty seconds or so, emanating from the Unvanquished base. Now where could we find a guy like that? He'd have to be someone who already plays Tremulous, and is familiar with the mod, and the back story of the mod. Do you know anybody like that? I would be happy to write any "lyrics" or "futuristic foreign gibberish" that they will speak. Maybe we can translate "All your base are ours" into Egyptian, or something. Certainly someone here speaks a foreign language. I personally think it would be awesome if the taunts were in Japanese, Greek or Punjabi. Now who do we know who could make up taunts in Punjabi?

Also, if you would like to collect art references for the classes, your extensive knowledge of gamer, death-metal, fantasy and Egyptian/Stargate graphics would be greatly appreciated. You can influence the visual direction heavily at this point, as it is my understanding that the artist would like as much input as possible, up front, a clear and strong direction. If you would like to provide that direction, I urge you to post your ideas over at the Unvanquished Art thread, or at the main thread, or on our forums. Please try to sort them according to the classes, structures, items, artifacts and weapons already proposed, and associate them with a particular part of the existing proposal, as we already have working artists and modelers who may be in need of art direction. Also, feel free to PM the modeler, Futilrevenge, or the HUD-maker, Volt, or the skinner, TRaK, to provide any art direction you would like to see. I would ask that you do not overwhelm them, allow them complete creative control, and give them the space and privacy that they need to create. The art suggestions as they stand now, however, are quite sparse, and a strong visual direction is clearly needed. Please take the wishes of others into consideration, and attempt to assimilate their ideas into your own, while allowing them to disagree and pursue other visual directions, but that said, please post as many examples as you would like for our artists to be inspired by (at our forums).

Cheers! I thank you all for your kind comments, boundless enthusiasm, and passion for the project, and welcome your continued input and participation in the process.

Bissig

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #5 on: January 28, 2009, 09:01:49 pm »
@player1

Are the "Unv." rather "sinister/ruthless" -> agressive, brutal, Barbarian, "well spoken/highly educated/moraly advanced" -> Elves, High Elves, Greek or "fragile/light tuned/ghostly" -> Faery/Wood Elves/Spirits?

Those are the three main features/directions which influence Artwork, Sound and many other things.

Hendrich

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #6 on: January 28, 2009, 09:24:29 pm »
Someone can always get freeware voices/sounds from other games and warp them into something else, or get someone to say something then warp it into something cool. Its not hard to do, but its hard to get it to sound just right....

player1

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Re: Artistic Direction - The Unvanquished Mod [Concept]
« Reply #7 on: January 28, 2009, 11:18:00 pm »
@player1

Are the "Unv." rather "sinister/ruthless" -> agressive, brutal, Barbarian, "well spoken/highly educated/moraly advanced" -> Elves, High Elves, Greek or "fragile/light tuned/ghostly" -> Faery/Wood Elves/Spirits?

Those are the three main features/directions which influence Artwork, Sound and many other things.

I'm glad you asked that question, Bissig. You have a way of getting at the heart of the matter, and I am forced to solidify my concepts as a result.

The Unvanquished are actually the clonal offspring of the surviving Six Originals: three mating pairs or couples who managed to escape from the Haos Redro holding pens, if you believe that rumor; archetypes of the Peaceable Starfolk if you believe that they have existed for twenty-five thousand years and salvaged the Sphinx from drowned Atlantea, to bury it in the sands along the Blue-White River, to mark the location of their Jump-Port on Greenworld.

These Six Originals, these Three Couples, are as follows, female then male, within the three sub-"races" (as the Unvanquished are a Confederation of these Three Strains):

Sinister/Ruthless (Aggressive, Brutal, Barbarian): Centauri Merfolk

Nymph - Naiad or Nereid (fresh-water Scout or salt-water Spy) [female]
Merfolk-kings - Merman or Mer-Centaur (Pyro dude or Sniper/Demo man-horse) [male]

The entire society of the Centauri Merfolk is arranged around the nihilistic splendor and gory glory of the blackened-progressive-speedcore-grindpunk-violence-metal pageant known as the Saga of the Merfolk Centaur-kings, the major form of art, music, opera, ballet, sport, ritual, spectacle, drama, gaming, concert-going, religion and culture of the 41st Century Alpha Centaurian (or Rigel-Kentish) MadeworldsTM, the sea-covered planemos and ocean-desert worldlets of Haos Redro PlanoformingSM and its moonlet-robofacturing division, Tumbo Designs and Duplication, LLC. Centauri Merfolk motifs are heavily influenced by their undoubted belief that the Merfolk were indeed the original inhabitants of Greenworld, who built many archaic monuments there, and are thus very similar to those of the ancient Afro-Perseo-Semitic culture complex and the resulting Mesopotamio-Egypto-Minoan civilization of the Eastern Mediterranean and Western Levant: Hurrians, Hittites, Hyksos, Sabaeans, etc., i.e. warrior elites of the Sea Peoples in temporary ascendancy over stolen empires. Egyptian Death Metal meets Warhammer 40K. They live to die, to respawn, and to die again, all for Eternal Honor in the Dance of Fabulous Gloom and the Embrace of Deadly Beauty.

Studious/Dutiful (Quiet, Team-Oriented, Nurturing): Dog-Soldier Daemonfolk

Priestess - kitsune-cherubim (fox-headed four-winged Medic) [female]
Artificer - wolfhawk-tengu (werewolf hawkman Builder) [male]

The Dog-Faced Djinn-Angels of Orinian East Egypt (a volume of space between and beyond the Dogstars - Sirius and Procyon, and around and including the stars of the Great Hunter, Osiris-Serapis-Perseus-Heracles-Orion) are an offshoot of a group of animangaming planoformers who played SotMC-k using the omniNET, with all of the latest virtual experiential webware and implantable/wearable nanogear for the ultimate rush of gaming excitement. They eventually became dissatisfied with the lore and mood of the game, and decided to make their own mod, since the Centauri Merfolk Pageant was an entirely FOSSMMORPG. Mmany of them had extensive knowledge of ancient Greenworld folklore, especially Twencen Kultur, fascinating for its wasted potential and zany ideas, and the camp and kitsch value of such lowbrow media as anime, manga, videogaming, Asian folklore and demonology, VR tragicomedramas, cineretta noir, cosplay, re-enactment, punk street theater and other such flotsam and jetsam of Shojo Kultur and Japanimation. With such influences, as well as the swirling rumors that the Dog-Soldiers are actually just wearing masks, head-dresses, helmets, or some kind of combination of all three, one sees such artistic motifs as Japanese ukiyo-e and Noh theater; Pacific Northwest, East Asian, Siberian Americanoid and Great Lakes Region shamanic masks and ceremonial head-dresses; an underlying Atlantian/Egyptian/Stargate influence; and hentai, anime and manga demons and wizards, as well as Biblical influences such as the notion of the four-winged cherubim, as a race of elven, djinnish, proto-angelic or demi-demonic beings, predating the Creation of the First Man, Yima-Adam-Apis and his Consort, Hecate-Lilith-Nuit. They are still working on the Gamma Release of their mod of SotMC-k, Epic of the Djinn-Angel Spell-Weavers. They would've been done sooner, but people kept asking them probing questions, so they had to stop to make a FAQ, but then they couldn't agree on a wiki format or a build version. Next version coming SOON.

Evolving/Becoming (from Barbaric & Aggressive to Learned & Sophisticated) Yeti-Nephilim Titan-Giants

Shojo - Drunk-Nun Monkey-Queen (sasquatch-bigfoot Heavy) [female]
Evolute - big slow demon barbarian becomes little quick raccoon-dog war-wizard (oni-tanuki metadaptoid Soldier) [male]

The Yeti-Nephilim or Titan-Giants, as they are known, trace their ancestry to the Fall, as they believe they are the descendants of the Sons of God and the Daughters of Men, the original fallen angels cast out with Lucifer, who showed the ways of witchery and whoredom to the Sisters of Cain. As such, they have created a fork of the fork of SotMC-k, that is, a mod of EotD-AS-W, which they call Soul of a Wild Thing: The Ecstasy of Becoming. They are interested in Drunk Monkey and Drunk Monk fighting techniques, legends of Giants, Titans, the Nephilim, Atlantaeans, Lemurians, the Lost Land of Mu, Hyperboarea, the Iceman Inheritance, the Neanderthaler, the Sasquatch, the Yeti, Bigfoot, the Fall, the Sons of God, the Twelfth Planet, the Mystery of the Sphinx, Shaolin philosophy, Qong-fu spirituality, and Taoist-Shamanic-Buddhist Immortal Archetypes of Laughing Acceptance and Weeping Surrender to the Suffering which Punctuates Existence. They start each game as brutes, and become spiritually and metaphysically evolved throughout the match.

Three Couples: Six Original Archetypes - Merfolk, Devil-Dogs, War-Wytches.

That's why they formed a Confederation of Space Pirate Ninja Mutant Zombie Cyborgs. Alone, they would be nothing. Combined, they are: Unvanquished.

@Kaleo: Note that the Six Originals actually form an Ogdoadic Pantheon of Strophalic Rhombosity. Hecate/Cerridwen. As above; so below. Hathor-Nuit-Tara-Asherah-Kwannon be praised!

Kaleo

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #8 on: January 29, 2009, 12:53:31 am »
@Kaleo: While we won't want to actually use anyone else's copyrighted material, it would be nice to have some Egyptian or Middle Eastern music coming from the Idol, just like a beeping comes from the Reactor. If only I knew someone who owned a Flying-V, had an interest in Egyptian Blackened Death Metal, and was willing to create some small, original, quiet riff, to be used on a loop as background noise, for sonic base location, every twenty seconds or so, emanating from the Unvanquished base. Now where could we find a guy like that? He'd have to be someone who already plays Tremulous, and is familiar with the mod, and the back story of the mod. Do you know anybody like that? I would be happy to write any "lyrics" or "futuristic foreign gibberish" that they will speak. Maybe we can translate "All your base are ours" into Egyptian, or something. Certainly someone here speaks a foreign language. I personally think it would be awesome if the taunts were in Japanese, Greek or Punjabi. Now who do we know who could make up taunts in Punjabi?

Also, if you would like to collect art references for the classes, your extensive knowledge of gamer, death-metal, fantasy and Egyptian/Stargate graphics would be greatly appreciated. You can influence the visual direction heavily at this point, as it is my understanding that the artist would like as much input as possible, up front, a clear and strong direction. If you would like to provide that direction, I urge you to post your ideas over at the Unvanquished Art thread, or at the main thread, or on our forums. Please try to sort them according to the classes, structures, items, artifacts and weapons already proposed, and associate them with a particular part of the existing proposal, as we already have working artists and modelers who may be in need of art direction. Also, feel free to PM the modeler, Futilrevenge, or the HUD-maker, Volt, or the skinner, TRaK, to provide any art direction you would like to see. I would ask that you do not overwhelm them, allow them complete creative control, and give them the space and privacy that they need to create. The art suggestions as they stand now, however, are quite sparse, and a strong visual direction is clearly needed. Please take the wishes of others into consideration, and attempt to assimilate their ideas into your own, while allowing them to disagree and pursue other visual directions, but that said, please post as many examples as you would like for our artists to be inspired by (at our forums).

Cheers! I thank you all for your kind comments, boundless enthusiasm, and passion for the project, and welcome your continued input and participation in the process.

I'll get right on it.

Ankhs, Eye's Of Horus, and yellow sandstone. Got it.
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player1

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Re: Art Direction - The Unvanquished Mod [Concept]
« Reply #9 on: January 29, 2009, 02:05:59 am »
Cheers, mate! I knew I could count on you.

Kaleo

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #10 on: January 29, 2009, 03:17:23 am »
I was thinking of some rather ominous chords to indicate things, such as the completion of a structure.

I was also thinking that it might be possible to code in a feature that tells you what team is attacking your base, so you know how best to counter it.
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I has a cookie, and u can has a cookie, but i no givs u mai cookie...


The Me

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #12 on: January 29, 2009, 04:35:37 am »
Gah, it's getting hard to monitor 12 different threads in 12 different forums :(
Could we try to keep discussion of new ideas in one place please (Unv forums)

This, and all the other "Help Wanted" posts are for new people, whom are interested in joining us, to offer aid. Let's not go start disscusions which would make it to awkward for a potential recruit to post.

player1

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #13 on: January 29, 2009, 06:15:45 am »
Sorry dude. Maybe RSS or Notify would be useful. I know it's frustrating, but look who's here. Just me and my pals. Since Bissig asked, I felt an answer was necessary. I also posted it at the forums, and in the main thread, and on my blog, and on the art thread, since it was such a major chunk of back story. I worked on it for like 8 hours today, since we needed to tie together all of the various ideas from this mod with the world I created in the Q: TJ: TFZI thread, and the ideas we explored in the Trem RP #1 thread: "A Simple Insertion". These guys represent my readership and my "fan base" if you will, so it seemed like a nice comfortable spot to post some more art direction ideas. It might be good to check my profile every other day or so, and I'll try to cc you on all my PMs.

Again, I wasn't trying to keep you out of the loop and I share your frustration. It's just that the mod blew up so fast in the last couple of days that we're a little spread out right now. Give it a few days to settle into a routine. Better too much activity than none at all, from what I've seen. In two months we could be down to one bump-necro every two weeks. I'm sure with your patient leadership, the team can be assembled into a finely-honed and keenly-functioning unit. These guys aren't producing assets yet, and the team really just needed a little more clarification. Since there aren't separate discussion threads in each sub-forum, these "Help Wanted" threads will function nicely, to talk about specific aspects of development, unless and until actual asset posting begins. New folks can get a gauge of progress, and jump right into the discussion. Sometimes people are somewhat averse to be the first to reply, in a dead and empty thread, so we just started a little fireside chat.

"Hey, player1, tell us another story about the Saviour of Brindus and the Mad Prophet of Hulldown."

"Gather 'round, Tremblers, and let me tell you the tale of the lab rats that escaped, and went on to challenge the clones and the space bugs."

Kaleo

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #14 on: January 29, 2009, 06:23:17 am »
Perhaps we should get a Google pages for this project.
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player1

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Re: Help Achieved - The Unvanquished Mod [Concept]
« Reply #15 on: January 29, 2009, 06:26:40 am »
Awesome idea. Can you implement that?

By the way, nice Egyptian art links at the Unv Forums.

Urcscumug

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #16 on: January 29, 2009, 11:08:00 am »
Regarding "delicate" vs "brutal". The Unv are supposed to be superior to humans/aliens, and higher civilization usually means emphasizing brain over brawn. So, "delicate", if we go with the background story.

On the other hand, this is a FPS. A certain amount of roughness is expected.

Then again, it's not your average FPS.

Hope this helps [to confuse thing further]. :)
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The Me

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #17 on: January 29, 2009, 02:12:38 pm »
@player1, that was by no means directed at you. It was more of a general statement to all current project members. I see a lot of good ideas being posted on a thread asking for recruits. I was just trying to point out that this is the wrong place to post new ideas or insights (responses are fine).

Wrong:
Disscusion of the mod.- This can deter potential recruits away from posting because they may feel they would be getting "off-topic" seeing as the current topic of discussion has absolutely nothing to do with people joining the mod.

Right:
"Hey, I'd be willing to join the project. I can do this, this, and this..."


« Last Edit: February 01, 2009, 12:48:13 am by The Me »

player1

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Re: Sounds! - The Unvanquished Mod [Concept]
« Reply #18 on: January 30, 2009, 09:11:26 pm »
@Urscumug/Kaleo/Archangel: Apparently the sound tech is looking for suggestions, over at our forums. I would be most grateful if you would both post your ideas there.

N-Ron

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #19 on: June 11, 2009, 06:22:54 pm »
New sound requests on the new forums for The Unvanquished mod:
http://unvanquished.benburhans.com/forum/index.php?topic=182.0

P.S. I don't know who runs the trem-null.com forums, but its spamsville there, so stay away from that.

player1

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Re: Ideas Welcomed - The Unvanquished Mod [WIP]
« Reply #20 on: June 11, 2009, 07:35:05 pm »
Wow, there sure are a lot of old links in these threads.

Note: For those who care, the NULL space was loaned to us, iirc, by Raytray, at the behest of TheMe, when we had outgrown our thread in the Mod Idea Palace. The Unvanquished forums there have now been deleted, as we transferred a small bit to the einsteinbennyboy forums (now benburhans), and basically started fresh there (that was about the time I got a proper IRC client & met Einstein, TRaK, brain and faes in like two days).

c-ron's right: spam this

gl, y'all

Cheers!

CreatureofHell

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Re: Help Wanted - The Unvanquished Mod [Concept]
« Reply #21 on: June 11, 2009, 09:26:01 pm »
Well depends on what kind of spam you will spam though  ;)
{NoS}StalKer
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