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Author Topic: First Evil / Heart of Evil 2 Assets  (Read 2215 times)

Alex

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First Evil / Heart of Evil 2 Assets
« on: February 20, 2016, 09:32:50 AM »
So yeah. This was a thing that was in production with the blessing of the original creator, however it got thrown to the wayside when I decided working on FH was a better idea.

The idea was that you would be returning to Vietnam and battling the PAVN some time in the early 90s, with the objective of assasinating Kilmore (from HOE1, who escapes). Combat would be derived largely from HOE1's style with soldiers, tanks, helicopters, snipers etc providing the mainstay of enemies; whilst monsters would appear in claustrophobic areas such as bunkers.

Level design was intended to take cues from HOE1 (combat) and RE4 (key quests only in small areas, no multi map running around like a blind chicked).

I'd just to take this point to give a big shout out to Trilkin, who was such a cool guy during the whole process of NE and the creative process for this. I don't think I ever really thanked you enough for doing such an awesome job behind the scenes, and for doing such brilliant work on the voices.

Anyway, to the assets! Part 1: Delta Force

Alex

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Re: First Evil / Heart of Evil 2 Assets
« Reply #1 on: February 20, 2016, 09:39:08 AM »
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There are a variety of models in this pack.  I'll be honest, I put these together A LONG time ago, they aren't too good.  Of particular interest is the 1911, which has some interesting animations (Knife in 1 hand, Colt in the other)

Other possibly interesting things are the M_Floater and M_Flyarc, both are just a reskins of unused Valve models, but they could come in handy as monsters.
All the soldier models are based on CZ models, and use CZ anims (urgh), however there are some interesting bits - I still quite like the e_tHVY.mdl a bit.
E_gangsta has some possibly usable animations for Chapter1, since we want some Gangster type characters in that chapter.

in the Models folder there is 9mm_shell.mdl 556_shell.mdl 762_shell.mdl which are probably usable (and nicely low poly :D).  The MGL model doesn't look so good anymore, nor does my M16 (I think those were some of the first weapon models I attempted making) the MGL is there just to give an idea of what it should look like

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Of slightly more interest are the various sounds.

Boss1 was going to be a parody of Revolver Ocelot / The Fear (??) from Metal Gear games
Boss2 was going to be (lol) Michael Jackson, and his pet monkey Bubbles.  Jackson would attack by throwing his hat/or doign a moonwalk attack; Bubbles would attack by jumping at you, or throwing... uhh poo.
Boss3 was going to be a Metal Gear type robot.  As you can see this mod wasn't going to be particularly serious (much like HOE).
I would still like to see Bosses1 and 2 :P  Although they could be toned down

Hostage was simply a hostage you rescued at the beginning of the game.
The stukabat sounds are for... well any monster I suppose.  I quite like these.
The zombie sounds are a mixed bag...  back in the day I tried to get these to sound like monsters which still had some functioning brain power.

Anyway.  This stuff is more just a graveyard of pickings for those who want this stuff.  The maps I made were of better quality, and following everything I've learnt mapping on this project, would be considerably improved.

I haven't even checked either of these, but they must be fucking ancient

Alex

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Re: First Evil / Heart of Evil 2 Assets
« Reply #2 on: February 20, 2016, 09:43:03 AM »
This is branching off away from content and towards waffle, but it might be interesting for some people to consider.
I still think this would have been a fun mod, but as with so many things time and that got the better of it.

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Monsters:

Chapter1 enemies:
Monster_Gangster - based on the HGrunt code.  They are armed with an MP5 or a 12Guage Shotgun.  Upon death they drop a Weapon_MP5 or Weapon_12Guage accordingly.
Monster_GPistol - based on the Barney code.  They are armed with a Glock, which they drop on death.
Monster_GMelee - based on the HGrunt code.  They are only armed with melee weapons (eg baseball bats, knives, machetes)
Monster_GDog - based on the Headcrab code.  They will leap at the player (although we don't want them leaping too high!).  These would be rottweilers serving the gangsters.

Monster_boss1 - based on the Hgrunt code.  This guy is armed with a Crossbow which fires explosive darts (!!!), he can also throw molotov cocktails.
Monster_henchman - based on the HGrunt code.  These guys support the Monster_boss1.  They are armed with AK74s, however on death they drop healthkits.

Main Game enemies:
Monster_charlie - based on the existing Charlie code and model :D  Apparently they use a lot of WW2 US Army equipment (helmets, etc), so if we just hack some of those onto the existing model, along with some boots.  These guys are equipped with AK74s, M76 SMGs, or FAL rifles.
Monster_cRPG - also based on the Charlie code, but is only armed with an RPG (for animation purposes).  This monster moves slowly, for balancing purposes.
Monster_cheavy - also based on the Charlie code.  These guys are pimped out Charlies, with kevlar, gas masks/ski masks, knee pads, the works.  They run a bit slower than regular charlies, but can take a lot more damage.  Armed with SCAR, P90, USAS, or MGL.
Monster_CSniper - a PAVN sniper.  He wears a ghillie suit and moves slowly to avoid detection.
Monster_Cpistol - based on the Barney code.  These guys are just officers, armed with an HK1911 or a Colt 1911.
Monster_CRiot - based on the Barney code.  Uses the same code as the Officer, but has a Riot Shield :D  They move quite slowly.  There is model on HIT which has perfect animations for this
Monster_Tank - this is a Tank which is a monster entity.  What that means is that it can move about the level with other NPCs!  The Tank is armed with a 12mm machine gun, and of course a Cannon.  We could use the CZ tank, or we could use the Invasion tank.
Monster_APC - this is sort of like a ground based Osprey.  It drops off enemy NPCs.

Monster_zombie - same as in HOE1.
Monster_zombie2 - runs a bit faster
Monster_zombie3 - runs fast, and can carry an assortment of melee weapons (pitchfork, knife, throwable tomahawk :D)
Monster_Themknight - the knight from hell!  It is fast on foot, and is able to jump upto ledges making this a tough enemy.  It uses a longsword.
Monster_ThemHeavy - An armour clad "Them" monster.  It wears medieval armour making it slow to move, it also wields a broadsword.
Monster_spagman - the "spaghetti monster".  It is a heavily mutated zombie which has evolved tentacle like arms which it can use to ensnare a person, though the tentacles only have a limited range.  Once it has captured an NPC it can do little damage to them itself, but other NPCs can.  Sort of like a bully who holds someone down while some other douchebags beat someone up.
Monster_czombie - the chainsaw zombie I suggested for HOE1 ?
Monster_baron - the Baron which Engineer suggested for HOE1 ?
Monster_bullsquid - same as HOE1
Monster_headcrab - same as HOE1
Monster_floater - a flying snark (!) the same as in Todesangst2 ?
Monster_bat - a flying fiend!  It is summoned by monster_boss3, and also dwells in the depths of the bunker.
Monster_superbat - A rarer form of bat which can spit blinding acid at the player - base this on the monster_apache, replace the machine gun attack with a melee attack, and replace the rocket attack with acid spit.
Monster_crocodile - based on the bullsquid code, just remove the longrange attacks ?

Monster_deltaforce - Your backup squad.  Armed with an array of US issue weaponry such as ARs, Shotguns, Battle Rifles, Sniper Rifles, SMGs... whatever fits a scenario.

Monster_boss2 - this is Barney from HOE1.  Armed with an M24, he is hostile to the player.  Based on the HAssassin code, so that he can jump around ledges.  However he will move slowly, the battle with him will be a little bit like the battle with "The End" in MGS3.

Monster_boss3 - the "Scarecrow".  He darts about quickly, stopping only to attack the player with his pitchfork, or to summon bats.  The bats he summons use the monster_bat code.

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Re: First Evil / Heart of Evil 2 Assets
« Reply #3 on: February 20, 2016, 09:46:29 AM »
Part of the mod was going to be set in India, with the player battling Indian gangsters. Why? Because the setting was neat and one not really explored in games.

Alex

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Re: First Evil / Heart of Evil 2 Assets
« Reply #4 on: February 20, 2016, 09:51:34 AM »
A tonne of design doc info: even words have weight ;P

Trilkin wrote up a lot of documentation too, but I'll leave it to him to post that (or not)

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Preface to 'First Evil'.
During Heart of Evil, Barney becomes seperated from the player in the final episode [the SOG capture scene].  Barney does not reappear in HOE.
The fate of Sarge is also left unclear at the end of HOE, along with all the monsters which still seem to be rampaging through the jungle.

The story:
The game is set in the present day, 2008.  Ron 'Jambo' Freeman, son of Percy Freeman is a soldier serving in a Black Ops unit attached to the US Army.  He is ordered up to base by his C/O, Colonel Troutface.  Troutface debriefs Freeman on one Fieldmarshall 'Sarge' Killgore, who went missing during the Vietnam war.
Recently Killgore has been spotted by CIA Agents out in Vietnam, who tracked and monitored him, they find that Killgore has somehow attached himself to the Vietnamese Government; they also find that he makes reference to an 'emerging entity' which is seeking out military and financial support.  In return for aid, this unknown 'organisation' will grant great political power, and provided it can prosper, it will be able to reciprocate military aid.
NATO does not want Communism to return from the brink!  No sireeeeeee!  So Freeman is being sent out as a representative of the US Foreign Office to make a better deal with this 'organisation', NATO wants this unknown entity on its side.

The first port of call will be "Cock O'Cola", a capitalist organisation which on the surface just appears to be one exploiting cheap labour.  It is however working closely with the Communist Government, funding them, etc.  There may be more behind the scenes of "Cock O'Cola" than a friendly Irish Leprechaun logo :P

Chapter 1: Undercover
The player goes out to the "Cock O'Cola" factory in Vietnam, and uncovers [something yet to be decided].  Things go a bit Max Payne, and gun battles ensue (Glocks, MP5s, Pump-action shotties).  The player returns from this mission with the data they have obtained to a Safe House.
Command interprets the data, and tells the player to continue to a 'ghost' city [ie unpopulated], which was deserted during the 1960s.  No one ever moved back there, wildlife seemed to take it over, but this data seems to show a link between "Cock O'Cola" and the Ghost City.

Chapter 2: Jungle incusrion
The player returns to a US Navy carrier, who organise a HALO drop for the player... the player lands in a dense jungle, but not without notice... shortly after landing, Vietnamese army patrols make their way around the jungle.  The player can use their silenced M14-SOCOM to dispatch these enemies.  The jungle layout will be similar to that seen in Metal Gear Solid 3 - some freedom of movement, but also some linearity to provide a clear path for progression.
During their way through the jungle, players will encounted small Army Bases/Outposts.
Eventually the player finds the aforementioned Ghost City.  The Vietnamese Army has a major presence in the city.  Level design here will switch to a similar style to that of Goldeneye or Black.

Chapter 3: Urban Warfare
The player finds their objective point in the Ghost City, but just as they are getting the info they need, Fieldmarshall 'Sarge' Killgore captures the player.  The player is thrown into an underground bunker, which has had the ladder removed.  Sarge shouts down 'you can find the thing you were looking for down there, finding it will be the last thing you do [etc]'.  The hatch to the bunker is locked shut.

Chapter 4: THE BUNKER
The player quickly moves to pick up a revolver left on the ground next to a corpse.  There are only 6 bullets in the gun, and no more... at first this bunker appears to be no special one, just quite deserted.  The player finds an elevator, since there seems to be no other other way out.  The elevator breaks though, and falls down its shaft... when the elevator doors open, the player is confronted with an army of zombies: the only way to survive is to dodge the monsters using the non-linear path ways.  Eventually the player finds some molotov cocktails and a UMP45, which will come in handy against the monsters.
The Bunker section of the game will be thematically similar to Half Life, however it will contain a lot of monsters from the previous HOE:EE.

Chapter 5: Contact
Tom was suggesting that players could in some way cause / be the cause of the evil in the Bunker, like in Doom3 Resurrection of Evil.  They could find the skull of Percy Freeman, which somehow awakens monsters?  Or ar the monsters already under Sarge's command, doing his bidding?
Anyway the entity which Sarge has been dealing with is down in the bunker, it is an HP Lovecraft type monstrosity, the player goes and makes a deal with them [then what?].

Chapter 6: Exfiltration
The player leaves the Bunker [what accompanies the player, if anything?] and returns to the urban environment, to head out of the city and return to the Jungle for extraction.  Along the way, the player encounters Barney Bjarneysson of HOE...  Barney has been living out in the Jungle for 40 years, and is now one tough motherfucker.  Armed with an M21, Barney bids Freeman do battle with him: "it is not my choice.. I am compelled to do this...".  Barney seems to be insane, but he knows that Freeman, having dealt with the Entity needs to be stopped.
The player defeats Barney.  Barney can either die, or we can go down the comedy route [my preference], where Barney decides "Why a few bullets didn't ever hurt anyone!  Lets be BEST FRIENDS FOREVAR!"

After that I haven't really thought of anything.  If Barney lives, he could offer sniper support to the player in remaining levels [though I don't know what the remaining levels would be].


NPCs/Monsters
NPCs in this expansion would remain largely the same as in HOE, all the SPX variations would appear.
New monsters:
Modern 'NVA Soldier', equipped with Kevlar, Riot Gear (etc), they would look like a cross between our current soldiers, and the ones seen in FEAR.  These soldiers would be equipped with FN SCARs, MP7s, M82 Barrets, USAS shotguns...
Gangster style baddies in the 'Cock O'Cola' factory, who wield MP5s, Shotguns and Glocks.  Probably could use models from The Specialists for these guys :)
Tanks & APCs.  These would be actual monsters!  They would be kind of like any other mobile monster, just slow, and equipped with heavy machine guns.  Monsters could spawn from the APC (like they can from Ospreys/Hueys)

NPCs who reappear from HOE would be made to look a lot older: Barney would have grey hair and a short beard; Sarge would just look really old (we could even give him a zimmer frame.  LOL a zimmer frame with machine guns for the tubes! :P)



Weapons in this would all be modern.  I've already collected a good assortment of modern weapons, I have chosen ones which aren't so common in games (apart from the MP5/Glock)
Weapons could be:
FN SCAR, 5.56 assault rifle (the model & anims I have for this are awesome) http://en.wikipedia.org/wiki/FN_SCAR
AK5, used by some of Killgore's troops.  http://en.wikipedia.org/wiki/AK5
M14-EBR/SOCOM.  The modern modified M14, which has been returning to use in the US Army.  It has a retractable stock, RIS grip, Holosight, and optional silencer (I have anims for the silencer too ;D)  http://fragcdo.com/2007/10/16/kart-m14-ebr-enhanced-battle-rifle/
M82 Barret.  A high power sniper rifle.

MP5 smg, just appears in the 'Cock O'Cola' factory.
MP7 smg.  Recurrs through the game, cos its awesome!
UMP45, just appears in the Bunker chapter.  I want to use the UMP because it has a low ROF, and a small clip size, therefore adding to tension when fighting monsters.

USAS shotgun
Pump action shotgun
Double Barrelled shotgun (only appears in the Bunker chapter)

Glock
H&K 1911 (main sidearm in the game)
Revolver pistol (bunker chapter)

MGL - multiple grenade launcher -  This weapon hasn't really appeared in games, it has 6 grenades loaded in it, and is semi-automatic = awesome :D  It would be great for use against HIND helicopters, Tanks, Powerful Monsters.
HE Grenades
Molotov Cocktails (bunker chapter only.  It would be awesome if these could set enemies on fire, like in ArrangeMent)  I have a model with animations for these already too!
« Last Edit: February 20, 2016, 09:53:13 AM by Alex »

Alex

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Re: First Evil / Heart of Evil 2 Assets
« Reply #5 on: February 20, 2016, 10:00:22 AM »
Here are some fucking sweet animations by Cliffy.

If you use them for stuff... yeah please credit him. I can't remember where the FAL or G36 models are from originally (hopefully someone can fill that in), the MGL is a bad old model I made in Milkshape (lol), and I think the M16 is Toadie's work.
« Last Edit: February 20, 2016, 10:02:28 AM by Alex »

Alex

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Re: First Evil / Heart of Evil 2 Assets
« Reply #6 on: February 20, 2016, 10:07:07 AM »
These are some faked up HL2 arms and hands that should have been released ages ago... but for whatever reason weren't.
Also some HL2 styled sounds I made, we were aiming to make this totally legit by going the original route - not that anyone ever seems to care about that shit.

Toadie made some awesome animations with them, but releasing those is his call.
« Last Edit: February 20, 2016, 10:08:46 AM by Alex »

Alex

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Re: First Evil / Heart of Evil 2 Assets
« Reply #7 on: February 20, 2016, 10:14:22 AM »
The hands were also hacked onto a variety of models by our lesser known burdman, Diamond. It goes without saying that he did a pro job of hacking them on to things.

Alex

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Re: First Evil / Heart of Evil 2 Assets
« Reply #8 on: February 20, 2016, 10:24:41 AM »
Lastly, here's a PPSH hack Diamond did for HOE. It was going to be in the game but we had to cut it out due to the mod having way too much stuff being precached.

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Re: First Evil / Heart of Evil 2 Assets
« Reply #9 on: February 20, 2016, 08:15:15 PM »
Thanks for posting this Alex, I think there is a bit more hidden away in there, but certainly a great start, hopefully we can get Toadie's clearance for the remaining stuff you mentioned.

Hope you don't mind but I moved this into the Declassified area, seemed appropriate.

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Re: First Evil / Heart of Evil 2 Assets
« Reply #10 on: March 04, 2016, 01:20:55 PM »
Some stuff to add here, toadies USP match animations plus some sounds that Alex uploaded.