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Old News Archive

March 26, 2012

January 22/2008
Just a bit of news! The gallery has finally been updated with some screens so be sure to check those out! On a seperate note, I will be unavailable for the next two weeks, so if you post in the forums, I may not be able to answer until then! I was also going to upload a gameplay video of the first area to photobucket but I didn’t realize that the limit was 100 mb (the video is about 275 mb). I’ll find another place to upload it when I get back and post the link then!

December 21/2007
New site uploaded along with new content! Sections like FAQ and Information have been updated, so be sure to go over them!

The new design is simpler and more compact as well as being easier for me to stay on top of. I’ve done major house-cleaning, so most if not all of the old pictures are gone. The forum will have a lot of missing images until I do some topic pruning before release. I don’t want a lot of clutter lying around, so it’s all up-to-date content from here on.

Another year has gone by FAST (For me, probably not so much for those kept waiting for the OoH final!) 2007 has probably been the most hectic, but also the most exciting with Justin doing the soundtrack, several new personal prospects and also a lot of (previously difficult) features and improvements that I’ve been able to code and implement into OoH.

As for the tougher times, long gone are the days where I could go on 3-day modding sprees and update on a bi-weekly basis. With personal commitments, work and deadlines to meet, I’ve been limited to (more or less) 6 hours a day and weekends (which is good) to solve bugs, make changes and improvements here and there. That still might sound like a lot of time, but it’s not when you’ve got a string of coding bugs to identify and squash. 4 hours flies by like THAT! : ) It’s one of several reasons why the release kept getting pushed back over time, but it’s still no excuse and I sincerely apologize for not meeting the previous commitments for release. Though Out Of Hell is finally nearing a true release, I will not announce a date until it is virtually packed up and ready to be uploaded.

HOWEVER, once you finally do play Out Of Hell, I’m positive you’ll agree how much it’s improved in terms of design, visuals, and depth when compared to the demo version released back in 2005. I regret making such a loyal fanbase wait for so long, but I don’t regret holding back any of the versions before the current build. The versions of Out Of Hell starting from the demo up until just a couple of months ago were atrocious compared to what it is now and the internet would never have forgiven me for waiting all that time. Though some would have found a little enjoyment in it, you would have HATED it if you didn’t like the direction the demo was taking. The potential would have been lost and I would have been kicking myself for not pushing to do what I envisioned.

Now, what were the best highlights for 2007? One of the biggest was the arrival of Justin Lassen. The musical side of things was one aspect I couldn’t even dream of accomplishing. (And believe me, I’ve tried my hand at it!) Every other aspect of building a game I was able to do, or at least, grasp to the point where I could perform the basics (coding), but…music? Man, that’s a whole different animal to me altogether.

He had the talent, the experience and expertise neccessary to create a beautiful and haunting score, the tracks which fit so many of the levels INSTANTLY. Though I had ambient music of my own in place, it was nothing compared to what Justin brought to the table. Imagine the sound of someone pushing a gurney full of old pans down a wooden stairwell, and the gurney had a broken wheel that was dragging a plastic tarp behind it, and this was being done as a flock of dying crows and other flying mammals passed by overhead……

….that would still sound better than what I had!

So what is the OoH soundtrack like then? The style really varies depending on the track, which was fortunate for me as it allowed for some flexibility in the placement since not all of OoH’s environments take place indoors or in the city. Some of it is gothic and angelic, some of it is creepy ambient (If you’ve ever played DOOM for the PSone, you’ll know what I mean) some industrial hell (Similar to the ambient music in the Silent Hill series) The songs are as varied as the environments and one of my favourite additions to Out Of Hell.

So, I hope you like the new layout and I’ll be updating more often as release nears. I do have some good news about some cool prospects and also my involvement in some new projects after OoH, but I’ll save those for when the time comes!

Till the next update, Happy New Year!

Jan.24/2007
I’ve uploaded the new design with updated information and a new set of links! The locations, weapons and download areas aren’t up to speed just yet but I’ll implement those soon. There is a lot to talk about, but I will start with a new, exciting piece of news:

Justin Lassen, a professional composer will be lending his exceptional talents to the project and will be creating the soundtrack to Out Of Hell! I have known Justin for some time and I believe that having such an inspiring and dedicated musician on the project would really help bring Out Of Hell that special something that it needs.

You can check out Justin’s main site here:
http://www.empireofmodernthought.com
http://www.justinlassen.com

You can check out many samples of his work here:
http://www.myspace.com/justinlassen

Visit Justin’s blog here:
http://justinlassen.livejournal.com

Please give Justin a warm welcome in this forum topic!
http://bp6.com/board/viewtopic.php?t=3463

Onto other matters, I need to apologize to everyone who has waited so long and so patiently for the official OoH release. Even after the 4+ years of waiting, I still get supportive and motivational emails and for that, I thank you. For the past while, the project has experienced several ups and downs because of other commitments and issues in my life. I was unable to meet release dates which I was sure (at the time) was realistic and despite being virtually ready some months ago, I just couldn’t make it. My sincerest apologies for the constant delays and missed dates and I can understand everyones frustration. However, please do rest assured that it is very close and is even better than I had hoped. As of this point, I am absolutely happy and satisfied with Out Of Hell in terms of the presentation and gameplay and with a professional soundtrack waiting to be implemented, you can expect this to be something truly memorable. Stay tuned, and don’t forget to drop by the forums for minor updates!

April 27/2006
The great folks over at Mod Database (www.moddb.com) recently interviewed me on Out Of Hell! There were some great questions which led me to discuss the progress, the changes and some of the new features that are present in the final build of the game! You can find it at:

http://features.moddb.com/245/out-of-hell/

You will also find a few exclusive screens accompanying the interview, so be sure to check it out!

I’d also like to take this opportunity to announce the official release date of Out Of Hell. It will be available on June 20, 2006 . I’m glad to say that all of the bugs that plagued the game before have been fixed, and I added a lot more depth to the way the game is played. I’m really excited for everyone to try it out, so barring any unforeseen problems, it’ll be packed up and ready to play at last! What a wait it’s been! 😉

Just a reminder for everyone to check out the forums often, as that’s where I’ll be most active with news and announcements!

August 26/2005
Out Of Hell is nearing release, barring a few more map polishes and tweaks. Things are moving on scheduel, and you can check on screen updates in the forums!

June 7/2005
The Out Of Hell demo is released! Please visit the forums for download locations or download from here if the forums happen to be down!

http://www.fileplanet.com/154287/150000/fileinfo/UT2004—Out-of-Hell-Demo

or you could also try:

http://files.filefront.com/UT2004_Out_of_Hell_Demo/;3871399;;/fileinfo.html

I will also be overhauling the site and the download tab within the week, so the layout will remain as it is for now!

It’s been a hectic couple of days with everything going on with preparations, last-minute tests and uploads but it’s finally here. My sincere thanks to those who conducted themselves in a mature and positive manner on the forums and also for their patience and support. That being said, I’d like to go over what the demo IS and what it ISN’T so that you know what to expect.

Out Of Hell ultimately strives for claustrophobia, overwhelming odds, caution, ammo conservation and avoidance. Please don’t expect any sort of ‘Run and gun’ affair in the demo map provided, as you’ll simply just get torn apart by the zombies. These things are tough, so it’s best to stay away as far as possible!

The demo is not perfect, but an example of the atmospheric and artistic direction I’m trying to take it. There are some collision problems as well as some AI and other bugs. This is still just a demo, and with some constructive feedback, I’ll be able to make it much more user-friendly and fun in the final product! The map provided is also quite open-ended, meaning you can take many different routes to reach your goal, however, I’d like to point out that not all levels will play in the same fashion! Some will play in a much more linear way, but this is a good way to keep it fresh, as opposed to simply having the entire game linear.

I hope you all enjoy the demo and please don’t hesitate to post or send me any critique/feedback on the demo and the direction of the game! And now that the demo is done, I can get back to polishing up the rest of the levels. It’s back into the trenches for me, and I hope you will all stick with me as I ready up the final version of Out Of Hell!

Apr.10/2005
New interview from PlanetUnreal!
http://www.planetunreal.com/features/outofhell_interview/
I’d like to thank Virax of Planetunreal for the opportunity! Be sure to check it out, as it contains some exclusive screens!

Feb.11/2005
The site is still undergoing some changes and the following sections will be down for a short time: Supplies, Equipment, Locations and Hostiles. They’ll be back up shortly so drop by the forums in the meantime!

Feb.8/2005
Got the new site design uploaded! I’m still in the process of getting everything up and running so don’t expect it to be complete just yet. Missing are the Supplies, Equipment and Locations but those will be up very soon.. Also the address has changed from http://www.outofhellgame.com to http://www.outofhell.net so be sure to update your bookmarks!

Jan.8/2005
There’s a new interview available courtesy of http://www.unreal-jeri.com . Thanks a bunch for for the opportunity Orlock! You can check it out here:

http://www.unreal-jeri.com/index.php?file=Sections&op=article&artid=24

Jan.7/2005
Forums are currently down due to some maintenance but will be back up soon. Currently I’m tweaking the maps, looking for bugs and graphical inconsistencies. The map count will also be cut from 12 to perhaps 9 or 10 each, so it will total about 18 – 20 (Since there are 2 paths to choose from) After going through the maps again, certain levels just seemed a little too short, so I joined them with corresponding maps. For instance, there was a level that took place in the woods that led to an industrial storage area, so now instead of having them two seperate maps, they’ve been merged into one. Technically you won’t be getting any less play time, but just to avoid any confusion the actual map count itself is now smaller. OoH is now in it’s final stages of development and I’m very confident that it will truly surprise you in terms of atmosphere and graphical detail. Since I won’t be updating the site with new pictures until the new design is up, visit the forums from time to time as that’s where my main updates are right now.

Oct.20/2004
The trailer is ready for download! Please visit the forums page for a list of available mirrors! I apologize for taking a bit longer on the trailer but I really had my hands full for the past little while. Also, if you haven’t already, check out the magazine feature of Out Of Hell in PCGamerUK in the forums section!

Oct.8/2004
Still working on the trailer at this point so I released a huge screenshot update in the forums section of the site. It contains over 30 in-game screens so why not stop on by and have a look? 🙂 On another note, Out Of Hell has been featured in the October issue of PCGamer UK! It contains some info on Out Of Hell and also a small interview. As soon as I get my hands on one, I’ll scan the page and display it on the site!

Sept.7/2004
Just wanted to let everyone know that I’m going to start work on the official trailer soon which will showcase in-game footage of monsters in action plus various scenes of melee and ranged combat. The game is in playable form now so hopefully we won’t have to wait much longer

Jul.24/2004
Hey there! The new site design is implemented. The complete monster list is also up now so stop on by the ‘Monsters’ section and have a look! I’ll be making small changes here and there on the site for the next couple of days as well

Jul.7/2004
Monsters are temporarily being displayed in the forums. I’ve been extremely busy lately so I haven’t been able to implement the new site format yet, but there will be a proper monster gallery when it’s all up and running. Enjoy!

May.10/2004
Hey everyone! It’s been quite a while, so here’s what I’m currently doing. I’m working on the zombies right now and you can find a sample here: http://www.outofhellgame.com/zsamp.jpg
These are not quite ready for update yet, as you can see they still need A LOT of work. I’m not satisfied with many aspects of it yet, so I’ll continue working on these guys until I have something presentable. However, you will get an idea of what I’m trying for. Hopefully I’ll have these polished up soon so I can do a full update. Till then, drop on by the forums and let me know what you think!

Apr.13/2004
Hey all! Here are some more hospital screens for your viewing pleasure! Also if you haven’t already, please update your bookmarks to http://www.outofhellgame.com !

Apr.6/2004
Forums have now gone online, so why not drop by and say hello? 🙂 I’d like it to be a place where horror fans can discuss Out Of Hell, horror games and movies and such! Also if you haven’t already, drop by the level gallery. The gunstore pictures have been uploaded!

Mar.23/2004
I’ve added the new screens of Grinwood County during the day (afternoon) and also some new pictures of the Sewers. I’ve re-organized the map gallery and have added small bits of information about the levels. I’m now just a few maps away from finishing the mapping portion. Afterwards, the rest of the monsters will be skinned (I modelled them the same time I finished with the weapons) which won’t take long, then some coding which I hope will go smoothly. We’ll also be getting a forum in a few days (courtesy of my good buddy DD over at bp6.com) so stop on by and say hello! 🙂 The gunshop level is nearly finished and will probably be added in a few days.

Feb.19/2004
28 more screens have been uploaded! I completed the rest of the Industrial Zone and added some atmospheric clouds to help convey the mood better. You’ll also find some screens of the completed Meat Plant. I’m quite happy with how it turned out and didn’t take quite as long to complete as the others. Right now I’m only 6 maps away from completing all of Out Of Hell’s grimy locations (including the last level) and that actually brings the map count to about 15, as opposed to the estimated 12 I had before. Expect pictures of the Sewers and the Grinwood Outskirts during daytime in the next update!

Jan.9/2004
Hey everyone! I uploaded 16 brand new screens of the Forest level and some of the Industrial Zone and Trainyards. The complete version of the Forest will have bushes and such that the player will have to hack through in order to advance. Also, please note that the inside of the truck is part of an interactive situation presented to the player. It is NOT a drivable vehicle in case you may be expecting that. The Industrial Zone and Trainyards take place in the early morning, which is why everything has a foggy blue hue to it as opposed to the other darker outdoor environments. There are a lot of levels finished, and I was almost considering splitting the game in two, putting my energy into releasing the first 6 levels in their entirety and then the next sometime afterwards but I’m not sure. Also, this mod may be released for UT2004 as well, since I’ve heard that it will support a proper save feature that Out Of Hell needs. Apparently the next UT2003 patch will also fix the broken save feature in 2k3, so we’ll see how that pans out. I’ll try to have another update at the end of the month.

Dec.9/2003
I uploaded some new screens of the Industrial Bay and Inlet Clearings maps. You may notice a bunch of graininess on some of those pictures. It’ll look like there’s an odd noise effect, but apparently this is the way my videocard handles fog, so you’ll have to forgive that. I also brightened them up a bit, in case certain areas might seem dark. The monsters section will be up as soon as I get more monster content. Enjoy!

Nov.1/2003
I made another picture displaying 2 variations of the bareskinned zombies. These have been cleaned up much more since with more detail and less blur, but this picture will just be an indication of what I’m trying for. Half of the zombie officer skin is done, but I’ve decided to take a little break and head back into level design again. I’ll finish up the rest of the maps and then I’ll head back into skinning. After that, it simply leaves coding and importing and then I should have a playable beta ready (Assuming I don’t just do a full release instead) On another note, the zombie dogs have been re-skinned again with a bit more detail, especially the ‘Sentry’ dog, which I’ve made to look a bit meatier and wetter. Till the next update, check the zombies here: http://outofhellgame.com/test1.jpg

Oct.18/2003
Here’s 2 zombie previews. These are 2 of a few more ‘bare’ zombie models in the game. I’m trying out a new site design so I’ll try getting all the zombies up by that time. Copy and paste this in your browser: http://outofhellgame.com/zh.jpg AND http://outofhellgame.com/zh2.jpg

Sept.23/2003
Uploaded a temporary picture of one of the zombie dogs. There will be a few variations of skins, and I’ll post those in a small update sometime soon. Copy and paste this into your browser address bar: http://outofhellgame.com/tempdog.html AND http://outofhellgame.com/tempdog2.html

Sept.5/2003
It’s been too long since the last update, so I decided to show what I’m working on right now. The screen is missing only 3 more models, so they’ll be done within a week or so. Of course these don’t look like too much right now, (no skins, no smoothing, and these are pretty low poly so that I can have more enemies on the screen at a time to swarm you) but just so you get a rough idea. I also didn’t want people freaking out since I didn’t update. It took a while since these models were made, then remade, then deleted and remade again, then remade some more until they looked half decent with low poly counts. (I usually do this a lot as my techniques go up) The next update will feature all monster models complete with skins (most models will have more than one skin). You’ll have to hang in there, since I HATE unwrapping mapping coordinates and it eats up uber amounts of time!!!! Till then, enjoy! You can check it by clicking here.

Note: It’s also been brought to my attention that Out Of Hell was shown somewhere in a magazine called “Computer Games” (cgonline.com) I’m not sure what issue it is, (perhaps June) but it’s from this year for sure, so if anyone can confirm this, let me know so I can go out and buy the thing! 🙂

Aug.7/2003
New site design uploaded. It’s a little more graphic intensive, but looks much better than before.

Aug.6/2003
The kind folks over at UnrealOps have given me an interview! You can check it by clicking here. The site design will also be updated in a few hours. Hopefully I’ll have a monster update in 8 days. I’ll keep everyone posted.

Jul.17/2003
Almost all the items are up now. Weapons will be covered in the next update, I just didn’t have enough time to get them done. My next order of priority is character models. After the last 4 weapons are done, I’ll start work on them right away, which should be around next week sometime.

Jul.14/2003
Just uploaded some more item screens. I actually underestimated how long it would take to do those, but I’ll try to get them all up and weapons on Wed. More Wharf screens will be uploaded tommorrow since I don’t have any more time today.

I also want to address a rumor that’s been going around about the mod being released tommorrow. This simply is NOT true, since the mod is still at least a few months away if everything goes according to plan. I hate to dissapoint anyone who’se been waiting, but I’m not rushing the mod to make any deadlines. This is simply my way of ensuring that this ends up as a quality game, and not some thrown-together mess of crapulence. 🙂

On another note, my good buddy DD over at bp6.com is working on putting up an Out Of Hell forum!

Jul.12/2003
If you normally check this site, you’ll be happy to know that I’ve got most of the weapons up! I’m still missing 4 weapons, but they’ll be up shortly when I make a full and official update. (This is simply a partial update since I don’t want people freaking out.) I’m not going to alert any of the UT sites just yet. (Not until I’ve uploaded the rest of the weapons/items and those wharf screens.) I apologize for missing that last update, but to keep a long story short, I actually DELETED my entire weapons folder. (A good 2 weeks worth of work) It was a pain, but everything has been recreated (and it actually looks a bit better than before) At the time, the server was also undergoing some maintenance, so the site was also offline for a little while. I’ll be uploading for the next couple of days, so everything should be up and official by Wednesday. Check those screenies!!! 🙂

UPDATE: Just finished tweaking the gallery and weapons page. Navigation is less clunky. Looks clean and I added a ‘back’ button to each of the images.

Missing Weapons: SxS Shotgun, Shovel, Hangun, Chainsaw.

I’ve decided to lower the list of weapons from 16 to 14. I’ve taken out the Magnum and Giant Meat Cleaver. If anyone thinks that these SHOULD stay, let me know. I’ll consider doing them after everything else is done but as for now, I think 14 is a good number to choose from.

The Sledge Hammer was taken out in favor of the machete. The sledge hammer was among the weapons that got deleted and I just didn’t feel like re-doing it. (Too much of a pain to skinmap and texture) so I took it out. Expect the items page to be up later on tonight or early tommorrow, so keep checking back. The full update will be completed on Wed.!!!

If you normally check this site, you’ll be happy to know that I’ve got most of the weapons up! I’m still missing 4 weapons, but they’ll be up shortly when I make a full and official update. (This is simply a partial update since I don’t want people freaking out.) I’m not going to alert any of the UT sites just yet. (Not until I’ve uploaded the rest of the weapons/items and those wharf screens.) I apologize for missing that last update, but to keep a long story short, I actually DELETED my entire weapons folder. (A good 2 weeks worth of work) It was a pain, but everything has been recreated (and it actually looks a bit better than before) At the time, the server was also undergoing some maintenance, so the site was also offline for a little while. I’ll be uploading for the next couple of days, so everything should be up and official by Wednesday. Check those screenies!!! 🙂

Jun.19/2003
It’s almost update time again! There will be an update this weekend with more shots of the wharf (better texturing/better lit) and also weapons! That’s right, if I finish off the last couple skins I’ll be displaying 16 different weapons! If those skins don’t look up to par at update time, I’ll save them. Copy and paste this page to view the axe. (I put it up just now since a couple of people have been worried about progress) Have a look here: http://outofhellgame.com/temp.html

May.10/2003
It’s that time of the month again! I’ve uploaded those screens as promised. (Although it’s a smaller update than usual, I COULD post a billion screenshots of the same levels, but it’s a waste of space.) The Docks are nearly done (It’s been trashed and rebuilt about 5 different times now) and I’m quite happy about the way it looks. There was a certain mood I was going for, and I didn’t really get it until now. (Though it’s still not perfect) The hospital screens are a work in progress, so I’ll be posting some more at the next update.

On another note, a few people have asked “So, how far along IS Out Of Hell? When can we expect a beta?”. I’ll have to tell you a few things before I start. First off, I’m EXTREMELY critical of my own work. I try very hard to accomplish a certain mood for each level, and if it’s not what I set out to do or if it isn’t close enough, I’ll keep going back to re-work it. To be honest, the docks were done about 2 and a half months ago but I kept going back to fix it. It wasn’t until now that I (somewhat) achieved what I was looking for. (It doesn’t even resemble the old version(s)Considering that I have other responsibilies as well, it really puts a damper on how much I can churn out per day. (And trust me, I work on this EVERY day) I believe that a good game takes time to make, so I hope that you understand that I will take as much time as I need to make this an experience for everyone. Meshes/Textures take time to make and maps take time to polish. So when WILL it be done? I’m hoping for a Sept./Oct. release. (A halloween release would be nice) As for a beta, I have no plans to release one. It’s not the longest game in the world, so I’ll just be releasing the full game once it’s done. To recap, basically I’m saying that I hope to make a Sept/Oct release, BUT, if all isn’t what I’d like it to be, I WILL take more time to achieve my goals with Out Of Hell. Weapon models are fully skinned and most NPC’s are as well so the most time consuming things are almost out of the way. Here’s an outline of how I’m hoping it will go in order of priority:

Mapping (Big time consumer)
Weapon/NPC modelling & Skinning (Pretty big time consumer)
Weapon/NPC animations (a pain, but less time consuming)
Importing (Easy)
Coding(?)(Getting things to do what their supposed to)
Placement
HUD Design/Implementation (Easy)
Sounds/Music (Already finished)
Bug Testing (In Progress)

So basically after the mapping is done I’ll be moving faster than a zebra on crack!!! So if all things go as planned, it will be ready soon, but if not, I’ll keep on truckin’.

I’ve ranted long enough, enjoy those screens! 😉

May.5/2003
I’ll be updating with lots of new screens this coming Saturday. Pics will include The Hospital, The Docks, Industrial Area, more of the Meatplant and some re-lit/re-textured Police Station screens. Till then, I hope you like the new site design! 🙂

Apr.16/2003
Shivan from The Mutation has posted the interview: http://dynamic4.gamespy.com/~themutation/interviews/oohint.php

Apr.9/2003
Hey everyone! I’ve updated with a bunch more screens and they’re super dark and grimey, the way Out Of Hell is meant to be! I took a whole bunch of screens from some of the other levels as well, but I’ll save those for another day. (Can’t reveal too much at one time 😉 Also you’ll find a couple new sketches I’ve done in the gallery section. They’re kind of blurry, but that’s only because I couldn’t hold the camera still. 😉 I’m nearing the end of the mapping phase, so you can expect to see some skinned demon/zombie/dog models within the next few updates. Weapons are already modelled and skinned (minus a shovel) and I might post those soon. Also wanted to mention that Shivan from ‘The Mutation’ has been interviewing me so I’ll post that when it’s available, although you’ll most like hear it from him first. I’d like to apologize for missing that last update, but I had to deal with too many things that came up. Not sure when the next update will be, but hopefully I’ll get around to making one in 4-6 weeks. Till then, enjoy! 🙂

Mar.8/2003
Just wanted to let everyone know that I didn’t forget about the update, but there are some fixes being applied to the server so I’ll be waiting until that’s done. Shouldn’t be long, maybe a day or two.

Feb.27/2003
Hey everyone! I’ve finally moved my things to the new host. No banners and it’s faster than a zebra on crack! Many thanks go over to my kind buddy at http://www.bp6.com. (It’s a tech site, so head on over and join the forums!) I’m happy to announce that I’ll be releasing some screens of the town next week. (Anytime from Sat. to Wed.) Also, if anyone out there has a link to any tutorials or knows specifically how to add some sort of a save feature to the game, please let me know! I’ll be able to figure it out eventually, but this will save a lot of time. 🙂

Feb.15/2003
Out Of Hell has found a new (and bannerless) home at http://www.bp6.com! I’ll be making the move in a few days
(I’m swamped with stuff to do right now) It’s run by an old buddy of mine, so give the site a click! There will be a nice update in two weeks, and perhaps I may show a couple shots of the zombie models.

Feb.8/2003
Hey everyone, just uploaded some more screens to the site. The update wasn’t as big as I had wanted it to be (At least 3 shots of the sewers and 3 of the back alleys were to be shown) but a certain little thing happened and I won’t be displaying them until the next update. I’ve uploaded a concept drawing to make up for it. (It’s actually going to be in-game art. The cut-scenes will be hand drawn and not rendered by the engine. How you ask? I’ve already done it with scrolling text and it looks quite good. OLD SCHOOL 16-BIT RPG STYLE! 😉 You’ll just have to wait and see.) There will be another update in 3-4 weeks. Enjoy the screens!

Note: If you are a mapper, for THE LOVE OF ALL THAT IS HOLY, MAKE BACKUP COPIES OF YOUR TEXTURE AND MESH PACKS!!!!! ALWAYS!!!! 😉

Feb.4/2003
Hey all, just a small note. Some great looking pics are coming your way this Saturday. I’ll have some more of the Police Station displayed and that will most likely be the last of the screens I’ll post of that level. (At least until I get some enemies into the game, then I’ll post in-game screens) I’ll be introducing the Alleys, Sewers & Service Tunnels as well. I’ll also re-organize the gallery and make the thumnbnails a little bigger.

Jan.25/2003
Uploaded a bunch of new screens for everyone. I apologize for keeping you all waiting but I wanted to spend a little longer with the lighting and textures. (Grimy textures all the way baby!) I have about 15 more screens of the sewers, service tunnels under the police station, and also city hall and the wharf that I could upload, but I’m going to release a little at a time. (Also some of them aren’t worthy of your time yet, a little more polishing needs to be done) I’m making pretty good time with these maps and after they are done, I’ll start the re-modelling of the characters and weapons. (If you visited this site when it was first announced for UT, you may remember the weapons and enemy screens. They will all be re-done for UT2k3.) I’m also planning on releasing an in-game demo (movie format) soon to show off the rain effect (it looks quite realistic, especially when it’s coming down in front of a light corona) so keep your fingers crossed. Some more screens might be released in the next 2-4 weeks, so till then, enjoy my pics! 🙂

Jan.5/2003
Just updating the status on the next screen batch. Sorry for not uploading them sooner but the holidays were upon us and well, you know how it is. 😉 I just want to clean up some of the levels, touch up the textures again before uploading the screens. I don’t want to set a date in case I miss it, but it will be soon.

Dec.17/2002
Hey all, just another small news bit. The old site seemed a bit too bulky, so I whipped up another design. It’s a bit easier to navigate and a little easier for me to update. I’ll be releasing the next batch of screens in 2 days. Expect pics of the revamped “Inlet” level (It actually takes place in the woods leading down to the inlet) and it’s “Hell” version, as well as pics of the Wharf. In the meantime I’ll try and find a host. Those pop-ups are getting friggin’ annoying. 😉

Nov.23/2002
I won’t be uploading any new screens until next week. I’d rather have a moderate or large update of screens instead of just a small one with only 2 or 3 new screens. I’ve also redone the trees in the game. Wasn’t too happy with the way the current ones looked so I’ve created some new ones that are a bit more complex. Overall they shade much better in-game and some have leaves so it will look a bit more realistic. Also, if any of you know how to add a light around the player (Making the player a light source) please let me know! It was simple to do in UnrealED v.2.0, but I can’t find it this time around. 🙂

Nov.11/2002
Smallish update for you all. Textures were revamped. Those are the final touch-ups for this level. Expect new screens of the wharf next week. Hope you like these!

Nov.5/2002
It’s been a while since I updated any progress on Out Of Hell. I had stopped production a couple of months back in wait of UT2003. I went out and bought it just a couple days after release and began mapping again. I’d just like to mention that everything you see now has been rebuilt from scratch except some of the textures (Re-using my old texture pack) As you can see from the screenshots, there is quite a lot in view, and Ive suffered no frame loss yet whatsoever. A lot of the visual bugs that I used to encounter don’t seem to be showing up now so I can spend more time working and less time bug tracking. I will try updating as often as I can. At this point I have a final storyline, character sketches, map sketches etc. I won’t be posting them up as of yet, but just keep coming back to see whats been put up. I hope to have this scary romp through hell into your hands within 6 months. Till then, enjoy the screens!

Jul.10/2002
Just a little news bit. Still waiting for the greatly anticipated Unreal 2 amd Unreal Tournament 2003. As of now the storyline has been refined, new plot twists have been added and a broader character base has been introduced. Maps are being redrawn and some are being re-designed. As soon as I have some more material I’ll add it to the site.

Apr.3/2002
Some good news and some bad news. I’ve decided to bring this mod out for Unreal 2 as opposed to Unreal Tournament. There’s a few technical reasons that I’d rather not rant about, but I think the U2 engine would better suit this game. Also, I would much rather be one of the first mods for a new game engine, than one of the last mods for an older engine. Aside from all that, I will begin revising my map sketches, re-sketching out the maps that I DID do for UT, and focus primarily on modelling/ animating/ skinning the enemy and weapon models. I apologize to everyone who was interested in this UT mod, but you can look forward to having the wits scared out of you with the Unreal 2 engine! 🙂

Apr.1/2002
I got those new screens uploaded so check them out in the screenshots area. I was going to post them yesterday but had some troubles saving the page. Hope you like them!

Mar.27/2002
Sorry for the lack of updates but I have a small news bit. The ‘Hell’ versions of the church and trainstop have been done. Also the woods have been expanded. Screenshots will be posted on Sunday!

Mar.12/2002
Hey everyone! I’ve been cleaning up some of the old maps and have started on a new one. Not enough material for a proper update so expect one soon, perhaps next week!

Mar.4/2002
– Site officially goes online!

Hey there everyone! Thanks for visiting the ‘Out Of Hell’ site. This mod has been in the works for the past 4.5 months and I really hope to bring you a frightening experience in Out Of Hell! I’ve been trying to make the levels as moody and as scary as possible. I’ve re-done the levels over a few times and I am constantly revamping and updating the textures. I will be updating at the end of every week so make sure you come by often! Please enjoy the site!
Thanks go out to Mike Rusby of Pearman, Matterminator, Grimreaper of AI, DavidM, Willis, Tuco of R4 for your quick replies, help and tips! This sense of community really helps keep you inspired. 🙂

-Chicken+Ribs Combo

January 22/2008
Just a bit of news! The gallery has finally been updated with some screens so be sure to check those out! On a seperate note, I will be unavailable for the next two weeks, so if you post in the forums, I may not be able to answer until then! I was also going to upload a gameplay video of the first area to photobucket but I didn’t realize that the limit was 100 mb (the video is about 275 mb). I’ll find another place to upload it when I get back and post the link then!

December 21/2007
New site uploaded along with new content! Sections like FAQ and Information have been updated, so be sure to go over them!

The new design is simpler and more compact as well as being easier for me to stay on top of. I’ve done major house-cleaning, so most if not all of the old pictures are gone. The forum will have a lot of missing images until I do some topic pruning before release. I don’t want a lot of clutter lying around, so it’s all up-to-date content from here on.

Another year has gone by FAST (For me, probably not so much for those kept waiting for the OoH final!) 2007 has probably been the most hectic, but also the most exciting with Justin doing the soundtrack, several new personal prospects and also a lot of (previously difficult) features and improvements that I’ve been able to code and implement into OoH.

As for the tougher times, long gone are the days where I could go on 3-day modding sprees and update on a bi-weekly basis. With personal commitments, work and deadlines to meet, I’ve been limited to (more or less) 6 hours a day and weekends (which is good) to solve bugs, make changes and improvements here and there. That still might sound like a lot of time, but it’s not when you’ve got a string of coding bugs to identify and squash. 4 hours flies by like THAT! : ) It’s one of several reasons why the release kept getting pushed back over time, but it’s still no excuse and I sincerely apologize for not meeting the previous commitments for release. Though Out Of Hell is finally nearing a true release, I will not announce a date until it is virtually packed up and ready to be uploaded.

HOWEVER, once you finally do play Out Of Hell, I’m positive you’ll agree how much it’s improved in terms of design, visuals, and depth when compared to the demo version released back in 2005. I regret making such a loyal fanbase wait for so long, but I don’t regret holding back any of the versions before the current build. The versions of Out Of Hell starting from the demo up until just a couple of months ago were atrocious compared to what it is now and the internet would never have forgiven me for waiting all that time. Though some would have found a little enjoyment in it, you would have HATED it if you didn’t like the direction the demo was taking. The potential would have been lost and I would have been kicking myself for not pushing to do what I envisioned.

Now, what were the best highlights for 2007? One of the biggest was the arrival of Justin Lassen. The musical side of things was one aspect I couldn’t even dream of accomplishing. (And believe me, I’ve tried my hand at it!) Every other aspect of building a game I was able to do, or at least, grasp to the point where I could perform the basics (coding), but…music? Man, that’s a whole different animal to me altogether.

He had the talent, the experience and expertise neccessary to create a beautiful and haunting score, the tracks which fit so many of the levels INSTANTLY. Though I had ambient music of my own in place, it was nothing compared to what Justin brought to the table. Imagine the sound of someone pushing a gurney full of old pans down a wooden stairwell, and the gurney had a broken wheel that was dragging a plastic tarp behind it, and this was being done as a flock of dying crows and other flying mammals passed by overhead……

….that would still sound better than what I had!

So what is the OoH soundtrack like then? The style really varies depending on the track, which was fortunate for me as it allowed for some flexibility in the placement since not all of OoH’s environments take place indoors or in the city. Some of it is gothic and angelic, some of it is creepy ambient (If you’ve ever played DOOM for the PSone, you’ll know what I mean) some industrial hell (Similar to the ambient music in the Silent Hill series) The songs are as varied as the environments and one of my favourite additions to Out Of Hell.

So, I hope you like the new layout and I’ll be updating more often as release nears. I do have some good news about some cool prospects and also my involvement in some new projects after OoH, but I’ll save those for when the time comes!

Till the next update, Happy New Year!

Jan.24/2007
I’ve uploaded the new design with updated information and a new set of links! The locations, weapons and download areas aren’t up to speed just yet but I’ll implement those soon. There is a lot to talk about, but I will start with a new, exciting piece of news:

Justin Lassen, a professional composer will be lending his exceptional talents to the project and will be creating the soundtrack to Out Of Hell! I have known Justin for some time and I believe that having such an inspiring and dedicated musician on the project would really help bring Out Of Hell that special something that it needs.

You can check out Justin’s main site here:
http://www.empireofmodernthought.com
http://www.justinlassen.com

You can check out many samples of his work here:
http://www.myspace.com/justinlassen

Visit Justin’s blog here:
http://justinlassen.livejournal.com

Please give Justin a warm welcome in this forum topic!
http://bp6.com/board/viewtopic.php?t=3463

Onto other matters, I need to apologize to everyone who has waited so long and so patiently for the official OoH release. Even after the 4+ years of waiting, I still get supportive and motivational emails and for that, I thank you. For the past while, the project has experienced several ups and downs because of other commitments and issues in my life. I was unable to meet release dates which I was sure (at the time) was realistic and despite being virtually ready some months ago, I just couldn’t make it. My sincerest apologies for the constant delays and missed dates and I can understand everyones frustration. However, please do rest assured that it is very close and is even better than I had hoped. As of this point, I am absolutely happy and satisfied with Out Of Hell in terms of the presentation and gameplay and with a professional soundtrack waiting to be implemented, you can expect this to be something truly memorable. Stay tuned, and don’t forget to drop by the forums for minor updates!

April 27/2006
The great folks over at Mod Database (www.moddb.com) recently interviewed me on Out Of Hell! There were some great questions which led me to discuss the progress, the changes and some of the new features that are present in the final build of the game! You can find it at:

http://features.moddb.com/245/out-of-hell/

You will also find a few exclusive screens accompanying the interview, so be sure to check it out!

I’d also like to take this opportunity to announce the official release date of Out Of Hell. It will be available on June 20, 2006 . I’m glad to say that all of the bugs that plagued the game before have been fixed, and I added a lot more depth to the way the game is played. I’m really excited for everyone to try it out, so barring any unforeseen problems, it’ll be packed up and ready to play at last! What a wait it’s been! 😉

Just a reminder for everyone to check out the forums often, as that’s where I’ll be most active with news and announcements!

August 26/2005
Out Of Hell is nearing release, barring a few more map polishes and tweaks. Things are moving on scheduel, and you can check on screen updates in the forums!

June 7/2005
The Out Of Hell demo is released! Please visit the forums for download locations or download from here if the forums happen to be down!

http://www.fileplanet.com/154287/150000/fileinfo/UT2004—Out-of-Hell-Demo

or you could also try:

http://files.filefront.com/UT2004_Out_of_Hell_Demo/;3871399;;/fileinfo.html

I will also be overhauling the site and the download tab within the week, so the layout will remain as it is for now!

It’s been a hectic couple of days with everything going on with preparations, last-minute tests and uploads but it’s finally here. My sincere thanks to those who conducted themselves in a mature and positive manner on the forums and also for their patience and support. That being said, I’d like to go over what the demo IS and what it ISN’T so that you know what to expect.

Out Of Hell ultimately strives for claustrophobia, overwhelming odds, caution, ammo conservation and avoidance. Please don’t expect any sort of ‘Run and gun’ affair in the demo map provided, as you’ll simply just get torn apart by the zombies. These things are tough, so it’s best to stay away as far as possible!

The demo is not perfect, but an example of the atmospheric and artistic direction I’m trying to take it. There are some collision problems as well as some AI and other bugs. This is still just a demo, and with some constructive feedback, I’ll be able to make it much more user-friendly and fun in the final product! The map provided is also quite open-ended, meaning you can take many different routes to reach your goal, however, I’d like to point out that not all levels will play in the same fashion! Some will play in a much more linear way, but this is a good way to keep it fresh, as opposed to simply having the entire game linear.

I hope you all enjoy the demo and please don’t hesitate to post or send me any critique/feedback on the demo and the direction of the game! And now that the demo is done, I can get back to polishing up the rest of the levels. It’s back into the trenches for me, and I hope you will all stick with me as I ready up the final version of Out Of Hell!

Apr.10/2005
New interview from PlanetUnreal!
http://www.planetunreal.com/features/outofhell_interview/
I’d like to thank Virax of Planetunreal for the opportunity! Be sure to check it out, as it contains some exclusive screens!

Feb.11/2005
The site is still undergoing some changes and the following sections will be down for a short time: Supplies, Equipment, Locations and Hostiles. They’ll be back up shortly so drop by the forums in the meantime!

Feb.8/2005
Got the new site design uploaded! I’m still in the process of getting everything up and running so don’t expect it to be complete just yet. Missing are the Supplies, Equipment and Locations but those will be up very soon.. Also the address has changed from http://www.outofhellgame.com to http://www.outofhell.net so be sure to update your bookmarks!

Jan.8/2005
There’s a new interview available courtesy of http://www.unreal-jeri.com . Thanks a bunch for for the opportunity Orlock! You can check it out here:

http://www.unreal-jeri.com/index.php?file=Sections&op=article&artid=24

Jan.7/2005
Forums are currently down due to some maintenance but will be back up soon. Currently I’m tweaking the maps, looking for bugs and graphical inconsistencies. The map count will also be cut from 12 to perhaps 9 or 10 each, so it will total about 18 – 20 (Since there are 2 paths to choose from) After going through the maps again, certain levels just seemed a little too short, so I joined them with corresponding maps. For instance, there was a level that took place in the woods that led to an industrial storage area, so now instead of having them two seperate maps, they’ve been merged into one. Technically you won’t be getting any less play time, but just to avoid any confusion the actual map count itself is now smaller. OoH is now in it’s final stages of development and I’m very confident that it will truly surprise you in terms of atmosphere and graphical detail. Since I won’t be updating the site with new pictures until the new design is up, visit the forums from time to time as that’s where my main updates are right now.

Oct.20/2004
The trailer is ready for download! Please visit the forums page for a list of available mirrors! I apologize for taking a bit longer on the trailer but I really had my hands full for the past little while. Also, if you haven’t already, check out the magazine feature of Out Of Hell in PCGamerUK in the forums section!

Oct.8/2004
Still working on the trailer at this point so I released a huge screenshot update in the forums section of the site. It contains over 30 in-game screens so why not stop on by and have a look? 🙂 On another note, Out Of Hell has been featured in the October issue of PCGamer UK! It contains some info on Out Of Hell and also a small interview. As soon as I get my hands on one, I’ll scan the page and display it on the site!

Sept.7/2004
Just wanted to let everyone know that I’m going to start work on the official trailer soon which will showcase in-game footage of monsters in action plus various scenes of melee and ranged combat. The game is in playable form now so hopefully we won’t have to wait much longer

Jul.24/2004
Hey there! The new site design is implemented. The complete monster list is also up now so stop on by the ‘Monsters’ section and have a look! I’ll be making small changes here and there on the site for the next couple of days as well

Jul.7/2004
Monsters are temporarily being displayed in the forums. I’ve been extremely busy lately so I haven’t been able to implement the new site format yet, but there will be a proper monster gallery when it’s all up and running. Enjoy!

May.10/2004
Hey everyone! It’s been quite a while, so here’s what I’m currently doing. I’m working on the zombies right now and you can find a sample here: http://www.outofhellgame.com/zsamp.jpg
These are not quite ready for update yet, as you can see they still need A LOT of work. I’m not satisfied with many aspects of it yet, so I’ll continue working on these guys until I have something presentable. However, you will get an idea of what I’m trying for. Hopefully I’ll have these polished up soon so I can do a full update. Till then, drop on by the forums and let me know what you think!

Apr.13/2004
Hey all! Here are some more hospital screens for your viewing pleasure! Also if you haven’t already, please update your bookmarks to http://www.outofhellgame.com !

Apr.6/2004
Forums have now gone online, so why not drop by and say hello? 🙂 I’d like it to be a place where horror fans can discuss Out Of Hell, horror games and movies and such! Also if you haven’t already, drop by the level gallery. The gunstore pictures have been uploaded!

Mar.23/2004
I’ve added the new screens of Grinwood County during the day (afternoon) and also some new pictures of the Sewers. I’ve re-organized the map gallery and have added small bits of information about the levels. I’m now just a few maps away from finishing the mapping portion. Afterwards, the rest of the monsters will be skinned (I modelled them the same time I finished with the weapons) which won’t take long, then some coding which I hope will go smoothly. We’ll also be getting a forum in a few days (courtesy of my good buddy DD over at bp6.com) so stop on by and say hello! 🙂 The gunshop level is nearly finished and will probably be added in a few days.

Feb.19/2004
28 more screens have been uploaded! I completed the rest of the Industrial Zone and added some atmospheric clouds to help convey the mood better. You’ll also find some screens of the completed Meat Plant. I’m quite happy with how it turned out and didn’t take quite as long to complete as the others. Right now I’m only 6 maps away from completing all of Out Of Hell’s grimy locations (including the last level) and that actually brings the map count to about 15, as opposed to the estimated 12 I had before. Expect pictures of the Sewers and the Grinwood Outskirts during daytime in the next update!

Jan.9/2004
Hey everyone! I uploaded 16 brand new screens of the Forest level and some of the Industrial Zone and Trainyards. The complete version of the Forest will have bushes and such that the player will have to hack through in order to advance. Also, please note that the inside of the truck is part of an interactive situation presented to the player. It is NOT a drivable vehicle in case you may be expecting that. The Industrial Zone and Trainyards take place in the early morning, which is why everything has a foggy blue hue to it as opposed to the other darker outdoor environments. There are a lot of levels finished, and I was almost considering splitting the game in two, putting my energy into releasing the first 6 levels in their entirety and then the next sometime afterwards but I’m not sure. Also, this mod may be released for UT2004 as well, since I’ve heard that it will support a proper save feature that Out Of Hell needs. Apparently the next UT2003 patch will also fix the broken save feature in 2k3, so we’ll see how that pans out. I’ll try to have another update at the end of the month.

Dec.9/2003
I uploaded some new screens of the Industrial Bay and Inlet Clearings maps. You may notice a bunch of graininess on some of those pictures. It’ll look like there’s an odd noise effect, but apparently this is the way my videocard handles fog, so you’ll have to forgive that. I also brightened them up a bit, in case certain areas might seem dark. The monsters section will be up as soon as I get more monster content. Enjoy!

Nov.1/2003
I made another picture displaying 2 variations of the bareskinned zombies. These have been cleaned up much more since with more detail and less blur, but this picture will just be an indication of what I’m trying for. Half of the zombie officer skin is done, but I’ve decided to take a little break and head back into level design again. I’ll finish up the rest of the maps and then I’ll head back into skinning. After that, it simply leaves coding and importing and then I should have a playable beta ready (Assuming I don’t just do a full release instead) On another note, the zombie dogs have been re-skinned again with a bit more detail, especially the ‘Sentry’ dog, which I’ve made to look a bit meatier and wetter. Till the next update, check the zombies here: http://outofhellgame.com/test1.jpg

Oct.18/2003
Here’s 2 zombie previews. These are 2 of a few more ‘bare’ zombie models in the game. I’m trying out a new site design so I’ll try getting all the zombies up by that time. Copy and paste this in your browser: http://outofhellgame.com/zh.jpg AND http://outofhellgame.com/zh2.jpg

Sept.23/2003
Uploaded a temporary picture of one of the zombie dogs. There will be a few variations of skins, and I’ll post those in a small update sometime soon. Copy and paste this into your browser address bar: http://outofhellgame.com/tempdog.html AND http://outofhellgame.com/tempdog2.html

Sept.5/2003
It’s been too long since the last update, so I decided to show what I’m working on right now. The screen is missing only 3 more models, so they’ll be done within a week or so. Of course these don’t look like too much right now, (no skins, no smoothing, and these are pretty low poly so that I can have more enemies on the screen at a time to swarm you) but just so you get a rough idea. I also didn’t want people freaking out since I didn’t update. It took a while since these models were made, then remade, then deleted and remade again, then remade some more until they looked half decent with low poly counts. (I usually do this a lot as my techniques go up) The next update will feature all monster models complete with skins (most models will have more than one skin). You’ll have to hang in there, since I HATE unwrapping mapping coordinates and it eats up uber amounts of time!!!! Till then, enjoy! You can check it by clicking here.

Note: It’s also been brought to my attention that Out Of Hell was shown somewhere in a magazine called “Computer Games” (cgonline.com) I’m not sure what issue it is, (perhaps June) but it’s from this year for sure, so if anyone can confirm this, let me know so I can go out and buy the thing! 🙂

Aug.7/2003
New site design uploaded. It’s a little more graphic intensive, but looks much better than before.

Aug.6/2003
The kind folks over at UnrealOps have given me an interview! You can check it by clicking here. The site design will also be updated in a few hours. Hopefully I’ll have a monster update in 8 days. I’ll keep everyone posted.

Jul.17/2003
Almost all the items are up now. Weapons will be covered in the next update, I just didn’t have enough time to get them done. My next order of priority is character models. After the last 4 weapons are done, I’ll start work on them right away, which should be around next week sometime.

Jul.14/2003
Just uploaded some more item screens. I actually underestimated how long it would take to do those, but I’ll try to get them all up and weapons on Wed. More Wharf screens will be uploaded tommorrow since I don’t have any more time today.

I also want to address a rumor that’s been going around about the mod being released tommorrow. This simply is NOT true, since the mod is still at least a few months away if everything goes according to plan. I hate to dissapoint anyone who’se been waiting, but I’m not rushing the mod to make any deadlines. This is simply my way of ensuring that this ends up as a quality game, and not some thrown-together mess of crapulence. 🙂

On another note, my good buddy DD over at bp6.com is working on putting up an Out Of Hell forum!

Jul.12/2003
If you normally check this site, you’ll be happy to know that I’ve got most of the weapons up! I’m still missing 4 weapons, but they’ll be up shortly when I make a full and official update. (This is simply a partial update since I don’t want people freaking out.) I’m not going to alert any of the UT sites just yet. (Not until I’ve uploaded the rest of the weapons/items and those wharf screens.) I apologize for missing that last update, but to keep a long story short, I actually DELETED my entire weapons folder. (A good 2 weeks worth of work) It was a pain, but everything has been recreated (and it actually looks a bit better than before) At the time, the server was also undergoing some maintenance, so the site was also offline for a little while. I’ll be uploading for the next couple of days, so everything should be up and official by Wednesday. Check those screenies!!! 🙂

UPDATE: Just finished tweaking the gallery and weapons page. Navigation is less clunky. Looks clean and I added a ‘back’ button to each of the images.

Missing Weapons: SxS Shotgun, Shovel, Hangun, Chainsaw.

I’ve decided to lower the list of weapons from 16 to 14. I’ve taken out the Magnum and Giant Meat Cleaver. If anyone thinks that these SHOULD stay, let me know. I’ll consider doing them after everything else is done but as for now, I think 14 is a good number to choose from.

The Sledge Hammer was taken out in favor of the machete. The sledge hammer was among the weapons that got deleted and I just didn’t feel like re-doing it. (Too much of a pain to skinmap and texture) so I took it out. Expect the items page to be up later on tonight or early tommorrow, so keep checking back. The full update will be completed on Wed.!!!

If you normally check this site, you’ll be happy to know that I’ve got most of the weapons up! I’m still missing 4 weapons, but they’ll be up shortly when I make a full and official update. (This is simply a partial update since I don’t want people freaking out.) I’m not going to alert any of the UT sites just yet. (Not until I’ve uploaded the rest of the weapons/items and those wharf screens.) I apologize for missing that last update, but to keep a long story short, I actually DELETED my entire weapons folder. (A good 2 weeks worth of work) It was a pain, but everything has been recreated (and it actually looks a bit better than before) At the time, the server was also undergoing some maintenance, so the site was also offline for a little while. I’ll be uploading for the next couple of days, so everything should be up and official by Wednesday. Check those screenies!!! 🙂

Jun.19/2003
It’s almost update time again! There will be an update this weekend with more shots of the wharf (better texturing/better lit) and also weapons! That’s right, if I finish off the last couple skins I’ll be displaying 16 different weapons! If those skins don’t look up to par at update time, I’ll save them. Copy and paste this page to view the axe. (I put it up just now since a couple of people have been worried about progress) Have a look here: http://outofhellgame.com/temp.html

May.10/2003
It’s that time of the month again! I’ve uploaded those screens as promised. (Although it’s a smaller update than usual, I COULD post a billion screenshots of the same levels, but it’s a waste of space.) The Docks are nearly done (It’s been trashed and rebuilt about 5 different times now) and I’m quite happy about the way it looks. There was a certain mood I was going for, and I didn’t really get it until now. (Though it’s still not perfect) The hospital screens are a work in progress, so I’ll be posting some more at the next update.

On another note, a few people have asked “So, how far along IS Out Of Hell? When can we expect a beta?”. I’ll have to tell you a few things before I start. First off, I’m EXTREMELY critical of my own work. I try very hard to accomplish a certain mood for each level, and if it’s not what I set out to do or if it isn’t close enough, I’ll keep going back to re-work it. To be honest, the docks were done about 2 and a half months ago but I kept going back to fix it. It wasn’t until now that I (somewhat) achieved what I was looking for. (It doesn’t even resemble the old version(s)Considering that I have other responsibilies as well, it really puts a damper on how much I can churn out per day. (And trust me, I work on this EVERY day) I believe that a good game takes time to make, so I hope that you understand that I will take as much time as I need to make this an experience for everyone. Meshes/Textures take time to make and maps take time to polish. So when WILL it be done? I’m hoping for a Sept./Oct. release. (A halloween release would be nice) As for a beta, I have no plans to release one. It’s not the longest game in the world, so I’ll just be releasing the full game once it’s done. To recap, basically I’m saying that I hope to make a Sept/Oct release, BUT, if all isn’t what I’d like it to be, I WILL take more time to achieve my goals with Out Of Hell. Weapon models are fully skinned and most NPC’s are as well so the most time consuming things are almost out of the way. Here’s an outline of how I’m hoping it will go in order of priority:

Mapping (Big time consumer)
Weapon/NPC modelling & Skinning (Pretty big time consumer)
Weapon/NPC animations (a pain, but less time consuming)
Importing (Easy)
Coding(?)(Getting things to do what their supposed to)
Placement
HUD Design/Implementation (Easy)
Sounds/Music (Already finished)
Bug Testing (In Progress)

So basically after the mapping is done I’ll be moving faster than a zebra on crack!!! So if all things go as planned, it will be ready soon, but if not, I’ll keep on truckin’.

I’ve ranted long enough, enjoy those screens! 😉

May.5/2003
I’ll be updating with lots of new screens this coming Saturday. Pics will include The Hospital, The Docks, Industrial Area, more of the Meatplant and some re-lit/re-textured Police Station screens. Till then, I hope you like the new site design! 🙂

Apr.16/2003
Shivan from The Mutation has posted the interview: http://dynamic4.gamespy.com/~themutation/interviews/oohint.php

Apr.9/2003
Hey everyone! I’ve updated with a bunch more screens and they’re super dark and grimey, the way Out Of Hell is meant to be! I took a whole bunch of screens from some of the other levels as well, but I’ll save those for another day. (Can’t reveal too much at one time 😉 Also you’ll find a couple new sketches I’ve done in the gallery section. They’re kind of blurry, but that’s only because I couldn’t hold the camera still. 😉 I’m nearing the end of the mapping phase, so you can expect to see some skinned demon/zombie/dog models within the next few updates. Weapons are already modelled and skinned (minus a shovel) and I might post those soon. Also wanted to mention that Shivan from ‘The Mutation’ has been interviewing me so I’ll post that when it’s available, although you’ll most like hear it from him first. I’d like to apologize for missing that last update, but I had to deal with too many things that came up. Not sure when the next update will be, but hopefully I’ll get around to making one in 4-6 weeks. Till then, enjoy! 🙂

Mar.8/2003
Just wanted to let everyone know that I didn’t forget about the update, but there are some fixes being applied to the server so I’ll be waiting until that’s done. Shouldn’t be long, maybe a day or two.

Feb.27/2003
Hey everyone! I’ve finally moved my things to the new host. No banners and it’s faster than a zebra on crack! Many thanks go over to my kind buddy at http://www.bp6.com. (It’s a tech site, so head on over and join the forums!) I’m happy to announce that I’ll be releasing some screens of the town next week. (Anytime from Sat. to Wed.) Also, if anyone out there has a link to any tutorials or knows specifically how to add some sort of a save feature to the game, please let me know! I’ll be able to figure it out eventually, but this will save a lot of time. 🙂

Feb.15/2003
Out Of Hell has found a new (and bannerless) home at http://www.bp6.com! I’ll be making the move in a few days
(I’m swamped with stuff to do right now) It’s run by an old buddy of mine, so give the site a click! There will be a nice update in two weeks, and perhaps I may show a couple shots of the zombie models.

Feb.8/2003
Hey everyone, just uploaded some more screens to the site. The update wasn’t as big as I had wanted it to be (At least 3 shots of the sewers and 3 of the back alleys were to be shown) but a certain little thing happened and I won’t be displaying them until the next update. I’ve uploaded a concept drawing to make up for it. (It’s actually going to be in-game art. The cut-scenes will be hand drawn and not rendered by the engine. How you ask? I’ve already done it with scrolling text and it looks quite good. OLD SCHOOL 16-BIT RPG STYLE! 😉 You’ll just have to wait and see.) There will be another update in 3-4 weeks. Enjoy the screens!

Note: If you are a mapper, for THE LOVE OF ALL THAT IS HOLY, MAKE BACKUP COPIES OF YOUR TEXTURE AND MESH PACKS!!!!! ALWAYS!!!! 😉

Feb.4/2003
Hey all, just a small note. Some great looking pics are coming your way this Saturday. I’ll have some more of the Police Station displayed and that will most likely be the last of the screens I’ll post of that level. (At least until I get some enemies into the game, then I’ll post in-game screens) I’ll be introducing the Alleys, Sewers & Service Tunnels as well. I’ll also re-organize the gallery and make the thumnbnails a little bigger.

Jan.25/2003
Uploaded a bunch of new screens for everyone. I apologize for keeping you all waiting but I wanted to spend a little longer with the lighting and textures. (Grimy textures all the way baby!) I have about 15 more screens of the sewers, service tunnels under the police station, and also city hall and the wharf that I could upload, but I’m going to release a little at a time. (Also some of them aren’t worthy of your time yet, a little more polishing needs to be done) I’m making pretty good time with these maps and after they are done, I’ll start the re-modelling of the characters and weapons. (If you visited this site when it was first announced for UT, you may remember the weapons and enemy screens. They will all be re-done for UT2k3.) I’m also planning on releasing an in-game demo (movie format) soon to show off the rain effect (it looks quite realistic, especially when it’s coming down in front of a light corona) so keep your fingers crossed. Some more screens might be released in the next 2-4 weeks, so till then, enjoy my pics! 🙂

Jan.5/2003
Just updating the status on the next screen batch. Sorry for not uploading them sooner but the holidays were upon us and well, you know how it is. 😉 I just want to clean up some of the levels, touch up the textures again before uploading the screens. I don’t want to set a date in case I miss it, but it will be soon.

Dec.17/2002
Hey all, just another small news bit. The old site seemed a bit too bulky, so I whipped up another design. It’s a bit easier to navigate and a little easier for me to update. I’ll be releasing the next batch of screens in 2 days. Expect pics of the revamped “Inlet” level (It actually takes place in the woods leading down to the inlet) and it’s “Hell” version, as well as pics of the Wharf. In the meantime I’ll try and find a host. Those pop-ups are getting friggin’ annoying. 😉

Nov.23/2002
I won’t be uploading any new screens until next week. I’d rather have a moderate or large update of screens instead of just a small one with only 2 or 3 new screens. I’ve also redone the trees in the game. Wasn’t too happy with the way the current ones looked so I’ve created some new ones that are a bit more complex. Overall they shade much better in-game and some have leaves so it will look a bit more realistic. Also, if any of you know how to add a light around the player (Making the player a light source) please let me know! It was simple to do in UnrealED v.2.0, but I can’t find it this time around. 🙂

Nov.11/2002
Smallish update for you all. Textures were revamped. Those are the final touch-ups for this level. Expect new screens of the wharf next week. Hope you like these!

Nov.5/2002
It’s been a while since I updated any progress on Out Of Hell. I had stopped production a couple of months back in wait of UT2003. I went out and bought it just a couple days after release and began mapping again. I’d just like to mention that everything you see now has been rebuilt from scratch except some of the textures (Re-using my old texture pack) As you can see from the screenshots, there is quite a lot in view, and Ive suffered no frame loss yet whatsoever. A lot of the visual bugs that I used to encounter don’t seem to be showing up now so I can spend more time working and less time bug tracking. I will try updating as often as I can. At this point I have a final storyline, character sketches, map sketches etc. I won’t be posting them up as of yet, but just keep coming back to see whats been put up. I hope to have this scary romp through hell into your hands within 6 months. Till then, enjoy the screens!

Jul.10/2002
Just a little news bit. Still waiting for the greatly anticipated Unreal 2 amd Unreal Tournament 2003. As of now the storyline has been refined, new plot twists have been added and a broader character base has been introduced. Maps are being redrawn and some are being re-designed. As soon as I have some more material I’ll add it to the site.

Apr.3/2002
Some good news and some bad news. I’ve decided to bring this mod out for Unreal 2 as opposed to Unreal Tournament. There’s a few technical reasons that I’d rather not rant about, but I think the U2 engine would better suit this game. Also, I would much rather be one of the first mods for a new game engine, than one of the last mods for an older engine. Aside from all that, I will begin revising my map sketches, re-sketching out the maps that I DID do for UT, and focus primarily on modelling/ animating/ skinning the enemy and weapon models. I apologize to everyone who was interested in this UT mod, but you can look forward to having the wits scared out of you with the Unreal 2 engine! 🙂

Apr.1/2002
I got those new screens uploaded so check them out in the screenshots area. I was going to post them yesterday but had some troubles saving the page. Hope you like them!

Mar.27/2002
Sorry for the lack of updates but I have a small news bit. The ‘Hell’ versions of the church and trainstop have been done. Also the woods have been expanded. Screenshots will be posted on Sunday!

Mar.12/2002
Hey everyone! I’ve been cleaning up some of the old maps and have started on a new one. Not enough material for a proper update so expect one soon, perhaps next week!

Mar.4/2002
– Site officially goes online!

Hey there everyone! Thanks for visiting the ‘Out Of Hell’ site. This mod has been in the works for the past 4.5 months and I really hope to bring you a frightening experience in Out Of Hell! I’ve been trying to make the levels as moody and as scary as possible. I’ve re-done the levels over a few times and I am constantly revamping and updating the textures. I will be updating at the end of every week so make sure you come by often! Please enjoy the site!
Thanks go out to Mike Rusby of Pearman, Matterminator, Grimreaper of AI, DavidM, Willis, Tuco of R4 for your quick replies, help and tips! This sense of community really helps keep you inspired. 🙂

-Chicken+Ribs Combo

 

 

 

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