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> pinboard
     
contact | our irc-channel: de.quakenet.org | #recalltohell
team | still searching for mapper, coders and artists. apply here!
> Random Impressions:
 
 

last update: 09.12.07 | by: legion_x

 
Mod DB Top 100

 

 
 

misc | Sign of life
09|12|2007

    To forestall all rumors about RtH: No, the mod is not dead and it’s not going to die! However, there will be some changes in structure as well as content. We will cover those in separate news sometime within the next couple of days. What hasn’t changed is our dedication: We are still working diligently and relentlessly on your shocking journey of horror and from now on we will more often present explosive material and informative insights about RtH once again.

    Despite the work on our project, some members are using their surplus creativity and motivation to also produce some of their own works. And these are no less interesting, as our mapper Elusive has already impressively demonstrated multiple times with "Cold Steel" and his Quake4 Deathmatch-Map "el1dm2".

    Now we want to present you two more projects, which surely deserve to find their way onto your hard drive:

    With DBZ2 Tower Zizz plans a Doom³ Singleplayer-Map of a somewhat different kind. An eerie mixture of organics and metal rise into the sky like a giant tower. You have to explore it and clear it of fearsome beasts as befits first-person shooter. The map is complete, the enemies are already lurking and the items are set – so you may soon start your journey.

     

    The current project of our mapper Psyschokiller turns out a little more extensive. Based on the innovative and popular shooter Prey, the no less innovative little campaign “Soul Gems” emerges under his brush.

     

    You may once more slip into the role of the chosen, Tommy, to hold yourself against alien powers, which rise up out of the darkness yet again – to cast shadows on his fate, as well as that of the Cherokees and the whole universe.

    "One day the time shall be come, where the dark forces arise and the world's fate will remain in the hands of a choosen one, one who proved that the Aniwaya Spirit is burning brightly inside him..."

    The following screenshots will give you a few impressions of the holy terrestrial Cherokee-Trails and of the characteristic technically organical ambience inside of the imposing alien ship.

       

    With these treats we hope we will be able to sweeten your waiting time for Recall to Hell a little! Those who don’t want to wait that long may lend a hand right away - as an artist. As always we will glady accept applications by animators, modellers and programmers .

> Job Forum | apply via mail | Submit Comment






team | Weapon is searching for holder
01|17|2007

    Team Gridlock is currently in need of reinforcements for "Recall to Hell":

    > We need a Coleader for our entire mod-team. Coordination, allocation and supervision of creative tasks, organization and motivation of our members, as well as planning of mod, story and design-documents within a dedicated team are the tasks at hand. Become a part of Recall to Hell with your own ideas! Enthusiasm, an ample time-frame and a certain level of experience as modder or preferably mod-leader are compulsive requirements. You should by familiar with the organization, structure and workflow of such a project, so that you will able to lend us your independent support.

    Furthermore we are currently searching for weapon-modellers. An entire heap concepts and drafts is waiting to be converted into 3D and to get fully integrated into the game. For example this one you see on the right side. If you're interested to give it a lowpoly- and highpoly shape as well as a fitting texture, let us know.


    > We are also still searching for someone, who is willing to code our various tasks of implementation and interesting ideas. Only like this we will be able to step away from the main-programm and, for example, add completely new patterns of behavior to the enemies.

    Applications may be passed in by Email or even better directly in our Job-Forum. Of course different applications go the same way. The basic requirements are a certain amount of time and a good attitude to work, as well interest in the mod, attendance of regular meetings and constant reports about the current status.

> Job Forum | apply via mail | Submit Comment





media | Come alive …
12|10|2006

    Vote in the Mod of the Year Awards

    Moddd.com annually nominates the best modifications. If you like our presentation and, of course, our mod itself, vote for Recall to Hell with a single click on the right logo. Thank you!

    We have once more collected all the facts and features around Recall to Hell and put them in a nutshell on a presentation-site. Together with the impressive images of our gallery, you can use this to once again fully inform yourself about our mod, its story, enemies, weapons, other features and our motives: Presentation-Site
    Something is stirring between our brushes. During the last 2 months the team has gotten 4 eerie creatures and 3 corresponding weapons into the mod, complete with texture, animations and code. So this time we can gladly give you an account of our in-game experiences:

    _ _
    Legion_x: „In addition to some well known weapons Recall to Hell will also feature a large number of unusual but effective mining tools. I find the Riveter particularly impressive in the game. It fires small but extremely hard steel-rivets. I carefully move through the tunnels accompanied by a buzzing sound. I can literally nail smaller enemies directly to the next wall with it. Bigger adversaries are painfully covered by a steel-rain, which is cynically complemented by the dull weapon sounds.”

    _ _
    Elusive: „It’s quite a fascinating experience to see the creatures which were created in time-consuming work come to life and to be able to face them with a loaded weapon. Especially the dark beast is one of the nastiest creatures in my opinion, because it has the ability to extinguish all electrical light in the vicinity, leaving me in ghastly darkness. Now I have to rely on my hearing, since it is essential to locate and destroy the monster. The only chance lies with the relative slowness of the creature, which leaves me with the necessary time to find out in which of the countless dark corners of the Rth-Universe it might be hiding and from which direction it might attack… And even in the moment of maximal concentration I have to watch out, in order not to be struck by one of the scorching electric attacks the Darkbeast is able to send out. Because the unexpected shock I will feel, which will make me flinch in my chair, is but the faintest of the consequences of such a devastating attack…”

    _ _
    Legion_x: „We are currently making very good progress and are working quick and efficient in the most fields by now. Previously we often had some minor problems with the Doom³Engine and its peculiarities, which have cost us a lot of time, nerves and even some motivated members. However, by now a much smaller but therefore better harmonized and more reliable core-team has formed out of the initially almost unmanageable 35 modders. Of course that shouldn’t obscure the fact that we are still in need of some talented and motivated people, especially in the fields of mapping and coding, in order to keep the workflow as satisfactory.”

> Screenshot-Section | vote for us at Moddb.com | Presentation-SIte | Job Forum | apply via mail | Submit Comment





team | Searching for Voice Actors
10|10|2006

    We have finally reached a point where we want to convert our extensive written story into cinematics in vision and sound. Of course for the latter one we will need your help. We need motivated voice actors to lend the various characters their voices.
    Do you have a distinctive and firm voice?! Are you in possession of a very good micro or some other recording equipment?! Are you motivated and available at our call during the coming months?! Then apply as voice actor for Recall to Hell! Although the majority of the characters will be male, we also need some female voices.

    Please send your application via Email or post in our Job-Forum.

    Maybe we can lure you better with those few renders showing some of our new models at a very early state:

    _ _
    The Ceiling Creeper on the left have been modelled by Psyschokiller. The both cute pets on the right were made by our amazing new member Psyschoart. Although being partially touched via zBrush, all three creatures still need tons of details to be added.

> Job Forum | apply via mail | Submit Comment







contact |
Invitation for all Doom³ Mods
08|08|2006

    We would like to invite all current Doom³ modifications [DarkMod, SapphireScar, Facing Hell, Dungeon Doom, and all others] to a little pilot project:

    Over the course of the past months every modteam has developed special strong points and expertise in certain areas, but they might not be as experienced or simply understaffed in others. Furthermore, some problems might occur in handling the rather sensitive and nitpicky Doom³ engine. For instance, it took us quite a while of experimentation to satisfactorily integrate models with movement and individual behaviour into our maps. We think it possible, that you might be facing similar or different problems, which might already have been solved by other teams. It means a loss of precious time if each modteam has to reinvite the wheel for itself and try around on their own for months.

    We would like to offer a place, in which exclusively active Doom³ modders will meet and discuss among themselves, give tips and maybe lend a hand here and there. Each one brings in his strengths and in the end, everyone will benfit from it. We want to point out, that each modification will persist uniquely and independently with all their individual traits and innovative ideas. But we think it’s important that all the active modifications on Doom³ support and assist each other in such a way.

    For this purpose, we have created a small forum – from Doom³ modders for modders. Away from the public, it’s also possible to discuss some more or less closed concerns, support or sometimes directly lend a hand with some tasks. Like this all teams can move a little closer together and help each other – for less time consuming experimentation, more efficient work, direct tips and support and a faster mod release.

    So we would like to invite all members and modders of Doom³ modifications to this small support forum:

    For getting access just please drop a short line here in this thread, telling at which modification you're currently working.
    Thank you for your participation!

> Get access to the mutual support forum







media |
And yet they move…
06|19|2006

    The way was long and tiring until, at last, we saw the first twitches of our creations. This twitching has now become complete animation sets, which we will not keep to ourselves. Together with some new localities the whole team has gone to great lengths to spur on the progress.

    Mod DB Top 100
    Some interesting and impressive details about it, you can get here within the
    > exclusive interview on moddb.com



    But don't just read my words, take a look for yourselves:

    _ _
    Our mapper, Zizz, has been working pretty hard to make our Jupiter facility as uncomfortable and eerie as possible for your mind to accept. An old high-security prison complex constructed on a meteorite above Jupiter itself has yet to be explored, with fluctuations in gravity and cosmic anomalies to keep you occupied. New cybernetic lifeforms, made of blood and steel, are being created here. Created by assimilation of the steel structures and biological tissue of its former inmates in a maelstrom of uncontrolled, accelerating evolution.


    _ _
    These creatures, deemed Flesh-Crawlers, are blind but have a very different mode of sight: they can sense electricity. Every unfamiliar source of electricity grabs their attention. Any new moving source is met with frightening aggression. You'd better deactivate any tool or weapon that uses electricity. Even those with digital GUIs or the emanations of a flashlight can make you an easy prey.


    Our pickaxe, being nonelectric, is completely safe. You'll find it deep within the mining tunnels and may use it as a weapon without hesitation. Three other weapons are also close to completion. Among them the Nailgun, which you can use to rain down rivets upon your enemies with tremendous speed. Next, the Oxidation Grenades, can disintegrate metallic enemies in seconds. The third is the Environmental Gun, which absorbs the particles of the environment, amplifies their characteristics, and puts them back out. So it becomes a flamethrower in hot areas, and a sort of Icegun in cold areas.







    _ _
    Meanwhile, our leadmapper Elusive has constructed a huge undersea base, diving passages and water-reflections included. This whole abandoned facility consists of over 60000 brushes and about 70% custom textures. Moreover it has got its own unique soundset, thanks to Dreyseth for that.


    _ _
    Each location has its own unique look and distinct characteristics. Starting with the texture sets over different styles of architecture, up to exclusive GUI-themes for each planet. The screenshots above are showing some huge storage-depot.


    _ _
    The Dark Beast skillfully uses its abilities to extinguish all electrical machinery, creating a large area of total darkness around itself. Even your battery-powered flashlight can't withstand the effect. The only thing you are left to rely on are meager magnesium flares and those heavy footsteps, echoing through the dark, growing closer by the second...


    _ _

    _ _
    Psyschokiller presents his solid piece of work with the oppressive Moon level, full of mine tunnels deep beneath the surface. Valuable ores are mined here by the PTMI and processed on-site, until they are transported to Earth. Through the various caves and mining tools, the mine generates a distinctive atmosphere, with swirling fog, dark shafts, and dim lamps contributing to your feelings of unease.



    These are Shadows. They have no fixed form and are always lingering in deep darkness. They will show their dreadful visage only when they are directly in front of you, grotesquely crawling towards you with terrible scratching noises, attacking from the ground or ceiling.








    Extending the basic Doom3 engine by a couple of effects, our Coders Spuzz, Junkguy and Satan have created a unique look for RtH, suitable for a modern game. For example the atmospheric play of light and shadows is emphasized by simulated HDR and subtle LensFlare effects. Water surfaces cast realistic reflections on walls and ceilings. Details are highlighted by an exclusive version of Junkguy's Parallax Mapping. But special attention should be paid to our RtH-Bloom-Sharpening Shader, which adds a nice soft Bloom effect to the environment, but at the same time sharpens the overall display, including textures and objects. The mixture of both looks quite nice in-game and improves the whole optical experience by a level.

    Of course we are also still in search of animators, modelers, coders [who are able to get our fully modelled, animated and textured monsters/weapons ingame] and shader artists [for nice water-, rain-, fog- and multiple weapon effects]. So in the following months we will be able to mod at least as efficiently as up to now. If you are interested, please post in the forum as usual.

> Screenshot-Section | Concept-Section | Model-Section | Interview-Section | Job Forum | apply via mail | Submit Comment






media |
Cold and hot news...
02|01|2006


    Ice cold steel and dark corridors - that's how our leadmapper Elusive's side project of the same name presents itself: "Cold Steel". You may look forward to solid brushwork, well placed weapons, as well as a whole army of nasty Strogg, who arm themselves in neat cutscenes to show you what they've got. Finally our members Mantikor, Dreyseth and Waran helped completing the singleplayer map with custom-textures, -models and -sounds. You can grab
    Cold Steel here and start in your digital crusade against the Strogg right away:

    > download "Cold Steel" in our media-misc-section


    And of course here are some of the expected visual impressions of the Quake4-Map "Cold Steel". Feel free to enjoy:

    _ _

    In contrast to this we have also have some really hot news for you today: After various stages of experimenting we finally to integrate our first enemy models, so in the next news you'll likely be able to meet face to face with your first adversaries.

> media-misc-section | Submit Comment






mod |
Unstoppable
01|08|2006

    As you probably know a considerable part of our story will be about time and space, as well as its manipulation/shifting. Of course this won't be limited just to the events, but also have effects on some of the things you are eventually going to face:
    You may look forward to dark figures, which approach jerkily, with almost sonic speed. Fast reflexes and nerves of steel are essential. Others have the ability to pass through all kinds of material. This counts walls, doors and floors through which they will quietly move in behind you. So better not feel too safe when you are simply standing with your back to a wall. They will always find you and reach you everywhere - unstoppable. Of course you will be able to make use of the anomalies here and there as well. For example with granades, which can tear everything (animate or not) in the vincinity from its feet with their powerful gravity, draw it in mercilessly and later even suck it out of the map completely. But in order to mod just as unstoppable in the upcoming months we still need energetic assistance:


    >
    To move our models into the engine faster and more efficiently, we would need a general technical supervisor for checking on the Modelling/Animations. Knowledge and expertise, especially about compatibility of models with the engine, as well as that of the modelling-programs among themselves, is a requirement.
    > Furthermore we are still searching for lowpoly modellers / texturers, who scale down our detailed models to useable ones and help with the weapon design. Then there is a need for texturers, who coat the resulting models with Diffuse-, Normal- and Specmaps and give them color and profile.
    > Also, talented people, who have knowledge about particle systems and their creation are needed for the next steps, as well as scripters for cinematics.

    Please send your application via Email or post in our Job-Forum.

> Job Forum | apply via mail | Submit Comment







media | Greetings from Jupiter
12|17|2005

    Since our creatures currently still find it a little difficult to enter the game, this kinf of image-shots will unfortunately be delayed a little. As consolation we would like to offer some Christmassy news from icy Jupiter - presented by our mapper Zizz assisted by our new texturer fletcher.

    On the right you see some jupiter-concept made by our painter chrike.









    An enormous dark prison compound is waiting for you there. It is located on a meteorite directly over the gas giant and has some ominous but also impressive events in store for you.

    _ _



    Not as dark but just as action packed is Elusive's current quake4-multiplayermap. For a change our leadmapper has created a spacious Deathmatch and Teamdeathmatch map for 4-6 players, in which you will be able to properly show your Christmas charity. Reasonably placed weapons [Rocketlauncher in large areas, Shotgun in narrow passages] and a good balance between details and performance will make it all the much easier for you.

    _

    Grab his latest quake4 files in our media-misc-section. Some honest feedback would be appreciated - give your comments here.

> Screenshot-Section | Concept-Section | media-misc-section | Submit Comment







media | New old impressions
11|29|2005

    Currently we are adding to our maps from an ever expanding pool of our own textures, in order to preserve our personal touch. Also the first of our enemies get access to the maps and will be tested with their animations and textures the next days.

    _ _

    Furthermore we are still searching for:
    > experienced
    animators, who will know how to import our models into the Doom engine
    >
    GUI-Designers, who will work with our many innovative GUI's and menus and
    >
    Cinematic artists, who will implement our story in dynamic film sequences
    If you are interested, please post in the forum or just write a mail!
> Screenshot-Section | Job Forum | apply via mail | Submit Comment








media | Birth of a monster
11|21|2005

    _


    _






    Another RtH veteran has emerged from a concept and will show you the true meaning of fear. Here is a beautiful progress line, starting from Hellscafes concepts up to the finished but not yet textured model made by richarduk. Of course our painter Chrike couldn't just sit back and immediately produced some atmospherically colored samples for the upcoming texturing. Here a little outline of the birth of a new monster...
> Concept-Section | Model-Section | Submit Comment







media | Aftershock
11|06|2005
    No tremor can shake us, be it as strong as it might, we remain shock- and waver-proof with our reliable Doom³ engine. Want proof of loyalty?! Here you go:

    _ _

    Our concepter Chrike has really taken to his drawing board this time and prepared some quite lovely artworks which we are not going to keep from you. Especially proud we're of the concept showing the famous "blauhörnchen" aka "larry the birdman", planned by id but now realised by us. They will serve us as pattern for texturing, but first we want to hear your opinion:

    _ _
> Screenshot-Section | Concept-Section | Model-Section | media-misc-section | Submit Comment







mod |
Our newsletter is back!
10|13|2005

    Our informative newsletter is back! In a slightly different form than usual - niftier and more informative than ever before. As a subscriber for Recall to Hell numerous brand-new and, above all, exlusive goodies are waiting for you within the next weeks. Be the first to read the current news, look forward to small exclusive gimmicks and always be on top of things. You want to subscribe to the newsletter? Nothing could be simpler - just register in our forum and you will regularly get something into your mailbox

    However, now that you are here, you might as well take a look around. Because the contents of the Recall to Hell site have been updated considerably. Especially in the sections "progress" and "team" you can now get the newest facts about Recall to Hell.

    You like our work?! You are already looking forward to the release?! Want to keep up the support of Recall to Hell as a fan community?! Then this is your chance to back us up with a little donation - Paypal is the magic word.

    Futhermore we are looking for capable Mapper, Coder, Texture Mapper and Animators, HUD-designer for our visual systems as well as avid Shader-Artists for our weapon-, environment- and other Particle-effects, as recruits for the team.

    If you got the time and the motivation than hurry and submit an application.
    Please send your application via Email or post in our Job-Forum.

> Job Forum | apply via mail






media | Huge multimedia birthday presentation
09|27|2005

    "Recall to Hell : Ascent of blood and steel" celebrates its birthday. Exactly one year ago we found our origin in the lively depths of the forum on Doom 3 maps. Speakers of German and those who are interested might want to read our very first thread here. And here you can risk a look at our first published mapshots - everyone started as a noobie.

    By now we are somewhat known beyond the borders of Doom3Maps as well, even in Wikipedia ;o). Of course most of the credit goes to you, the community, the fansites and our motivated members. Enough reason, especially on such an occasion, for a big thank you in form of a substantial attack on your visual nerves by multimedia content.


    So here comes a short outline of our working progress and some visual insights:

    We promised you huge atmospheric and, above all, innovative locations beyond the typical Doom3 look. In representation of this fresh look we want to use this chance to show you some more screenshots of our maps. New entrant Ivan and leadmapper Elusive contributed a few particularly impressive examples:

    _ _

    _ _



    Our new Concept artist Chrike is working right now on the graphics for the loading screen of each level. Here is an example for the two gigantic PTMI-Drill Platform midst a large black ocean on the Uranus moon Mirinda.








    Detailed concepts and descriptions are the framework of most of our maps. This is quite evident in a very atmospheric conversion of the planned PTMI mine worker quarters several miles under the surface of the moon by Psychokiller:

    _ _



    And Jupiter is being mapped innovatively as well. On a large belt of meteorites directly over the planet a high security tract has been build by the PTMI. Our mapper Zizz shows us some almost megalomaniac proportions with his constructions on the huge walkable surface of the meteorite. Just the bridge on the first screen alone consists of about 9000 brushes [as big as some doom3 maps in the whole]

    _



    We have promised you
    innovative and modern weapons, which won't break new ground only in looks, but in handling as well. For example the Riveter modelled by Jack Frost, which is going to shot steel rivets. Area wide orgies of destruction, on the other hand, can be celebrated using our Oxydation Grenades together with the matching thrower. And of course there are going to be some pick axes underground as short-range weapon for purists.

    _



    Naturally we also have the right
    enemies for such weapons. Crueller as well as more innovative and sneaky than in Doom. Fear the Genetic Rats in narrow passageways, which will silently ambush you in groups. Just as devious are the Genetic Dr ones, which are able to even penetrate pipes, walls and ceilings. But of course the highlight is the Genetic Mastermind modelled by Blitz. Our tex turer Vile has attended to her and given her a truly gruesome feel. And with her size [1.5 times as big as the Cyberdemon] she is in no way inferior to her look…






    _ _

    Futuristic controllable vehicles are on our feature list and so we don't want to deprive you of a small visual motor pool. Mantikor has already tackled some concepts for a extraterrestric Buggy with pencil and paper. A similar wheeler is the Communication Vehicle modelled by RichardUK, which will come in no less than two versions. Finally we also want to present you Jack's detailed space ship concepts:

    _ _



    The water physics are now fully implemented. Thus the water shader will be influenced by the size, surface and mass of moving objects. For example corpses will float above or under the water surface according to their appointed mass. The sounds for bubbling, swimming and diving are being created. Even the respective complex water reflections on walls and ceilings have been realized by our shading artist Junkguy.

    High-res tex tures for maps and characters are currently eagerly worked upon.






    And finally another concept screen, which presents our compact HUD-system. We want to realize our complete system based on circular forms, starting with the weapon/ammunition and health gauge over more complex inventory screens and personal displays. That's why we still need a GUI-designer/coder who wants to work with this interesting HUD-subject.


    Of course we are also still in search of mappers, tex turers, animators, coders and shader artists, so in the following months we will be able to mod at least as efficiently as up to now. If you are interested, please post in the forum as usual.

> Screenshot-Section | Concept-Section | Model-Section | Job Forum | apply via mail | Submit Comment






media | reca|| to he|| - ready for download
07|15|2005

    Now and here you can grab Reca|| to He||. At least as a start only a whiff of of our project for all confirmed RtH fans: Our mod member Manhunter got a real visual delicacy ready for you. From now on you can trim your Cellphones graphicly to the upcomming "Ascent of Flesh and Steel". You can find the exclusive Reca|| to He||-Template in our new media-misc-section.
    Requirements are a cellphone of this type:
    sony ericson t630 or t628!

    Maybe there are more to come in the future for other Cellphone models - just stop by at our site every now and then to look for updates.


> media-misc-section | Submit Comment

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