Hypovolemia is a total conversion mod for alien swarm.
Hypovolemia 0.1 Alpha has been released.
http://hypovolemia-mod.net/?page=files
Hyp August News Update
http://www.moddb.com/mods/hypovolemi...-update-852012
Weapons:
We have over thirty weapons ready for our first release. Please visit our wiki page for a complete list of all weapons.
The weaponry handles similar to counter-strike ( hitlocations, movement spread, bullet drop, recoil, wall penetration etc ) while the gameplay requires intense strafing commonly found in games such quake 3.
There will be many more weapons added in the future releases.
Gore:
One of our main goals is to achieve the brutality found in the "brutal doom" mod. We have a incapacitation system which requires you to be ruthless and execute disabled ( incapacitated ) enemies with extreme prejudice. However, note that people don't always become disabled i.e .338 bullet to the head is instant death.
There is a gibbing system at the moment ( entire body obliteration ) but many improvements will come in the future releases such as exploding heads and limb dismemberment. From our play tests we have determined that Hyp will truly bring out the worst in people since there is many cruel ways to desecrate bodies while the other players must watch from their death cams. In the future release we plan to add the ability to pickup disabled/dead bodies and be able to carry and throw them. This will allow for awesome executions such as throwing people under elevators and then calling it down, the possibilities are endless!
Gameplay Modes:
On the first release we are heavily focusing on the gameplay modes DEATHMATCH, TEAM DEATMATCH, ELIMINATION and INSTA-GIB with railguns.
The second release will focus on COOP and SCENARIO gameplay. For COOP there will be a small campaign ( and additional content in later releases ) which will involve killing zombies in the revelation of Hyp's story. SCENARIO will be a unique team-based objective-oriented gameplay mode. The spawning will be in waves similar to Day of Defeat and there will be money system for buying equipment. Each map will have several "nano assemblers" spread out which act as buyzones. Every nano assembler will have a limited quantity and supply of items it can produce and each station will provide different equipment. In example you will have access to prototype weapons ( railguns / microwave / laser / DU flechette launchers / particle shields ) if the nano assembler is inside a science lab area.
Robust Fading System:
Line of sight is calculated to determine whether or not each area of the map should be revealed per client.
Also crouching near tables and counters will fade them transparent allowing you to pickup whatever is hidden under them.
Skill Based Scoring:
Our scoring system is very deliberate in rewarding players that are more skilled.
One kill is worth 10 points. Each player spawns with x10 multipliers and gains +1 multiplier per kill. Your multiplier count gets reset if you die.
In Example:
10 x10 = 100 ( starting kill )
10 x11 = 110
10 x12 = 120
10 x13 = 130 and so on.
Also crippling somebody is worth 5 points and executing them another 5.
Overall this rewards players with better kill death ratios.
Global Ranking:
There's a unique ranking system that tracks stats per steam id and rewards you for being a skilled player.
The ranking system is unique and designed to avoid "grinding" we reenforce this with the addition of "RSP" aka rank skill points which will calculates the difference between the ranks of two players and award points accordingly. You get more points for killing players ranked higher than you, less points for killing players ranking lower than you.
Future? There will be individual stat pages for each player per steam id and you will be able to view your stats for each weapon.
Spawn Protection:
Each spawn point has a radius and if an enemy is inside this radius the game will not spawn you there. This prevents spawn killing like commonly found in games such as COD or Quake Live.
Weight System:
You can carry as many weapons and items as you want! As long as they don't hit your 20kg weight limit. If you carry over 15kg your character will run slower. Heavier weapons have "encumbrance" which means that if you flick your mouse really fast it will take longer to zero in on this weapon than something that is lightweight.
Since our weight system uses decimals so we can measure grams. We plan to weigh the ammo ( magazines and cartridges separately ). You're probably thinking "well things like 5.56x45mm and 9x19mm cartridges are probably not heavy and wont make a drastic difference". While that's true.. carrying 40mm grenades or several fully loaded magazines with 7.62×51mm or couple of heavy radioactive railgun slugs or rpg7 rockets is gonna make a big difference and will play into your consideration when forming your loadout. Basically no matter what gun you're firing you will see at least your weight decreasing in grams.
Kill Stats:
For those of you that play Counter-Strike: Source you will feel right at home.
By dropping the console after getting a kill or being killed you will be able to see how many hits and damage you did/received.
Also note that our health system has 2 decimal places which makes the weapon damage more precise and allows for ridiculous things such as 13.37hp possible.
Weapon handling:
There is no auto reloads in Hyp, you must handle these weapons like a man. We have a chambering system which requires you to press the F key to cock your weapons. Rifles such as the AKM will require you to press and hold the F key to pull the and release the bolt carrier. Shotguns have pumping, sniper rifles have operating of the rotating bolt, double barrel shotguns and grenade launchers such as the m32 or m79 will have break-action ( F to open/close R to load fresh 40x46mm grenades ).
Drivable Multi-Passenger Vehicles:
The humvee vehicle has 4 seats and one 1 gunner position. You can fire your weapon from inside the vehicle and use the Z and X key to change your position in the vehicle.
M2 Browning heavy machine gun for the gunner position.
In the future we will have alternate weapons for the humvee such as a huge mounted railgun.
We already have some base code for a tank vehicle, so we might end up having a tank in the future.
Original Soundtrack:
Hypovolemia has excellent heavy metal music that is written and produced by Brandon "bXmusic" McKagan.
Have a listen to the Hyp theme song http://www.moddb.com/mods/hypovolemi...mia-theme-song
It has a very ominous sound to it which is a little bit inspired by the theme from 28 Days Later.
Another song: http://www.moddb.com/mods/hypovolemi...ypovolemia-ost
If you enjoy this type of music feel free to download the rest of the Hypovolemia soundtracks http://hypovolemia-mod.net/downloads/HypovolemiaOST.zip
Future plans:
- A second "Scientist" class ( might rename that later ) but players playing the scientist class will have a combat biosuit which will make them immune to biological agents. Scientists will be main users of biological weapons, ( and prototype weapons ) they will have anthrax bombs, VX nerve gas canisters and CR gas grenades ( to list a few ).
The soldier class will have to purchase gas masks from the nano assembler to get basic protection from CR gas.
- Unique leveling system that doesn't unbalance the game and doesn't require grinding.
- Modular Inventory system
You will be able to attach magazine pouches / grenade pouches to your MOLLE to increase inventory space.
Last two things are somewhat inspired by the games System Shock 2, Deus Ex 1 and Stalker.
There are many more finished features I haven't mentioned in this thread but I'm saving that for another time.
I have a lot of plans for this project and it will take multiple releases for it to be fully realized. S
Support us by following on moddb and upvoting our Steam green light !!

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