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Iron Fist Interview
Iron Fist Interview


GF: First off tell us a little bit about your mod?

RD: It’s about war. Team play respawning madness. Realistic madness I must say. Surviving and killing is the goal in the game mode planned for our first release: raid. Two PMC’s (private military companies) mainly consisting of ex-special forces soldiers take on each other with the heaviest equipment available, in various battle zones. As the title on our site sums it up quite nicely: The way of the modern day warrior.

GF: What exciting unique features does your mod have that no other mod has?

RD: We stick more with the tried and tested features, and focus on expanding the quality of these features over anything that is out there. That’s not to say we have no unique features. We do:)

GF: One of the weapons in the game is the “GE XM214 Minigun”. Now how in the hell do you expect people to try and save hostages with that? = )

RD: Just mow em down. They’ll be saved.

GF: You also have some “Hibben Throwing knives”. That combined with a 56k modem that also comes packaged with lag and packet loss. Will these be any use for the people with piss poor connection rates? = )

RD: The throwing knifes will be cut. I don’t think there will be a lag problem anymore than with your favorite mod. Unless you have Counter-strike running in the background.

GF: In total how many weapons will you have in the first release?

RD: We have cut some of the weapons on our site from the planning (quality-cut) and added some new ones. There will be enough:) The focus is more on balancing and giving each weapon its use, than having 10 sub-uzi’s.

GF: What will some of the mission objectives be in the game?

RD: Game mode raid is the only game mode planned for our first release. The objective is to kill as many as possible, and survive as long as possible. Of course, surviving and killing always works best playing as a team. We’ve included some features to make it more attractive for players to roam the battle zone in smaller packs (sub-squads) of around 3 / 4 people (your friends:)). This combined with realistic weapons, damage, accuracy, and great locations (jungles) should be enough to keep you away from your current favorite mod:)

GF: How much recoil are you going to put on the “GE XM214 Minigun” and will it come with instructions? = )

RD: Once you pull the trigger on the minigun, it will implode your kidneys. You lose 90% health ensuring the weapon will not be overused. I don’t think anybody will read instructions while playing online.

GF: Where did you get your research for these weapons?

RD: The Internet of course. Wolf (other co-leader) bought some books too (for modeling/skinning/animating purposes also).

GF: Have you and your team worked on any projects previous to this one?

RD: Not as this team. Some of MIF (mission: iron fist) team have worked on other mods. Blackjack has done work for various other mods. Wolf you may remember from winning the Planet Half-life mapping contest not so long ago. Me you wont know.

GF: What’s the reaction that you have got from the mod so far?

RD: The reaction from the mod. Well since we are the mod, I would say the reactions to myself have been like a mirror. The reactions from the public have been generally good (although not many have heard from us), apart from the usual counter-strike slugger that haunts every mod.

GF: How realistic will this mod be or are you not thinking about realism too much?

RD: Realism is a tool to use for making the game fun. If you stick with the rules of real life, you will have some basic elements that should make a mod fun. However, there is a line to draw when you want a good flowing game, with respawning. Note that this will not be like a frantic Half-life Death match experience. More like real life. No slowly bleeding to death, no ripped arteries if you eat too much and no concussion if you bump into a wall. You will however implode using the speed cheat. Any person moving that fast will implode.

GF: Why haven’t mod developers thought of having four teams in a game rather than your average two?

RD: Having four teams in a game could work if you have the time and skill to solve the problems that this brings. For starters the maps would need a good layout that also enforces team play. This means spawn areas for all four teams. What if only 2 teams connect? Would the map still play good? Having 4 teams also means smaller numbers of ppl per team, which means more running around and smaller battles, less team play, enemies from all sides and more confusion. As you can guess, I’m a mapper, and 4 teams doesn’t fit in our mod. It can work though, but figuring that out takes too much time we like to spend on other things.

GF: What’s the development time on this mod and how far off are we from the first release?

RD: It’s been in development for a while. I’m not exactly sure how far we are from a first release, but the good news is that we have everybody right now to finish this mod. And this team will finish it:)

GF: Like many Half-Life Mods will you be porting to the TF2 engine when the game finally comes out?

RD: Not sure yet.

GF: Can we expect to see big updates after the first release with more weapons, maps and other features included into the game?

RD: I’m afraid so.

GF: In your own opinion what do think the future of CS will be now the big updates have stopped rolling in and we can now see more and more excellent mods coming out?

RD: I think counter-strike will be like a snowball in a very long winter. The other excellent mods that come out will be butterflies in the summer.

Thanks for doing this Interview with us and we wish you the best of luck for the future.


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Posted by LNorton at October 19, 2002 04:56 PM

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