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About : Age of Chivalry
- Mods & Resources by the AoC Modding Community.
Age of Chivalry is a total conversion for Half-Life 2
currently being developed by Team Chivalry. We are a close
group of friends who are dedicated to creating a fun story
driven multiplayer experience set in a fantasy world in the
medieval ages. We are creating a fast paced and fun first
person melee combat system that will take the player to a
new level of immersion. The players will be able to take
part in sieges, town raids and open war in a story driven
game. Our goal is to let the players write the history of
the game as the teams battle it out over a sequence of user
controlled map cycles depending on the victor. We want to
take the overall experience to a new level of fun.
Multiplayer combat set in the Middle Ages with a
highly detailed world and unique style of gameplay being
developed by our team called “Story Driven Multiplayer.” We
will feature a unique first person melee combat system and a
wide array of weapons, armor.
Terrains of all kinds will be explored in Age of Chivalry
including snow covered mountains, rolling hills, deep rich
forests and many more. Music and sound will play a huge
role in hopes of taking the battles to a new level of
movie-like realism and excitement.
Age of Chivalry will feature several types of
gameplay including the following:
1. Story Driven Multiplayer – Our unique way of
allowing the players to continue writing the story depending
on the outcome of the battles. You can siege the shore and
push them back into the deep forests of their lands. If
your strength is great enough you may write history and
destroy their lands and lay siege to their town’s castle to
completely destroy your enemy through a sequence of map
cycles leading you through the epic storyline.
2. Last Team Standing – Choose from several open war
maps or town raids and battle it out until the last man of
either team is standing. You only get one life so use it
wisely to lead your team to victory!
3. Last Man Standing – complete chaos: kill
everything in sight, even the peasants and farm animals if
you wish!
4. Team Deathmatch – The most basic way to play the
game by picking any map from the storyline and battle it out
for kill score.
We will serve u with preset classes that is worked
out by the team, for best use of weapons and armour combined
and to be able to make the game as balanced as possible.
1. Archer 3. Footmen 5. Knight
Archer, Footmen and
Knight is the base set of classes for the 2 teams, for
each class there will be 3 main weaponchoices that will make
each class very unique in the matter of movement and damage
etc. Even armour will differer for the separate main
weaponchoices. So each team do have 9 very different classes
to choose from.
Siege
Engines of all sorts, Catapults, Trebuchet, Batteringram and
more.....
Above list is not gonna reflect the ready game, this
is a list of weapons the team would like to see ingame. Some
may go away and some may be added along the road.
When will Age of Chivalry be released?
- When we think we have enough content to make the gameplay
justice.
Will there be a singleplayer version? - Currently there is no plans for a singleplayer
version, but if the game is a success who knows!
Is there gonna be a monthly fee to play? - No Age of Chivalry is a totally free
modification for the game Half-Life 2. So in order to play
the game you need Half-Life 2 installed. At least the first
version of the game will be totally free. If the game gets
very popular we may have to get paid in some way to be able
to support the game in a longer time.
What type of computer will i need to run the game? - Any PC that can run Half-Life 2 will be able to
run Age of Chivalry, although to play the game with all
visual effects on the computer would have to be equiped with
a high standard graphics card.
I would like to help out in making this game, who
do i contact? - Send us an email on
[email protected] or use the email form on the
contact page.
Will there be massive battles like in the medieval
ages? - No, you will not see thousands of players
fighting at the same time, but there will be thousands of
deaths during a game as players die rather easy and spawn
again fast. How many different players at the same time on a
server is really up to the person running the server. But
our maps will be designed to play with 16 vs. 16 players or
less. A server running a 64 player server will see the maps
really crowded. Source engine supports up to 250 players on
a single server, but that is not likely to be seen. Age of
Chivalry is a game designed around a smaller amount of
players on the team working together to achieve the goals.
Is there gonna be monsters that you can kill? - No there will be no monsters, but there will be
non-player-characters also known as NPC´s. They will come in
the form of Humans and Animals, and you will be able to
interact with them in different ways.
What views will i be able to play in? - Only First person view is available to the
player. We do not want thirdperson view as that destroys the
immersion of playing.
Voiceovers, voice taunting? - There will be a voice communication system
where you can use a menu to say things including taunts.
Horses?
- Although we would like to inlcude horses, its not easily
done in a multiplayer game. This is a feature we have saved
for last, but we do at some point wanna include it so we can
have first person tournaments.
Will the game have
bots?
- We have no plans on including playable bots, but we do
have bots already working ingame for testing purpose. So its
possible to add bots, but we do not intend to make them
fullblown opponents.
Will AoC feature HDR
lightning, Bloom or other effects?
- as the mod is based on Valves Halflife 2 Deathmatch code,
and that has not been updated with the HDR effects. It is
not included at this point, if the HL2DM sourcecode is
updated with it, we will most likely feature it. We have a
Bloom shader working ingame, and its very easy to use it if
players wants to use that while playing for a higher
experience. Its not clear at this point if Bloom will be a
standard shader that we deliever the game with or if it will
stay a feature players can turn on. We are also
experimenting with alot of other shaders, alot of theese
will be used for damage effects and other visual stuff.
Will i be able to
make usermaps for AoC?
- Yes we will release the game with a set of tutorials on
howto use all the new entitys, also including at least one
of the created maps in its mapsource format.
Usermade Campaigns?
Can i create my own story?
- Any server operator will be able to create their own
campaigns by setting up new maps in the campaign config. So
it will be very easy for a server to add in usermade maps or
just make a tw
Credits
The 18 member
strong team and the roles they play:
Drakir
Real name: Rikard Lindgren
Age: 37
Role within team: Co-Founder,
Leveldesign andWeb-Design.
Personal info: Mapping is and has been my
hobby
since Doom came out about 10 years ago. I still love
every minute of it and its getting more fun every year
as new engines arrive.
Chasingthesun_jeff
Real name: Jeff Simmons
Age:
24
Role within team: Co-Founder,
Music Composer,
Vocal Artist
Personal info: I am a Contract orchestral composer
for games and media "Chasing the sun Productions"
I have a huge love for games and the old ages of the
sword! I am a martial artist as well trained the
art
of Ninjutsu and expert in use of the sword.
Longshanks
Real name: Scott
Chipman
Age: 23
Role within team: Co-Founder, Lead
Coding, 2D Art and Leveldesign
Personal info:
Been modding games since Doom,
have always loved creating new art for games and
will continue to do so in the future.
Justin_Paplus
Real name: Yan Le Gall
Age: 35
Role within team: 3D Models, Skins
and Animation
Personal info: I'm
Working in the game industry!
I always dreamed to work on a fantasy title but it
never happened, so that's why im here now
Marquis
Real name:
Mark Haly
Age: 39
Role within
team: 3D Modeling and Skins
Personal info: If I had a
pound for each of the
unfinished half life mods I've worked on, I'd have
5 pounds...
Wiz
Real name:
Alexandr Kurilin
Age: 20
Role within team:
Coding,
Gamedesign
Personal info: Double
degree student of computer
science and mathematics at university
of Illinois U-C,
aspiring game developer / designer.
Neil Blade
Real name:
Richard Yang
Age: 19
Role within team:
Concept Art, 3D Modelingand Animations
Personal info: from Australia, in to
anything that
has armour on it.
Vladak
Real name:
Vladimir Krupa
Age: 24
Role within
team: Leveldesign
Personal info: Student
of civil engineering and
architecture. Interested in medieval. Some of my
friends do about historical fencing so I look forward
to medieval batles on PC.
Spartan
Real name: James Mayes
Age: 18
Role within
team: Leveldesign
Personal info: Student, artist, and writer.
Hey what can I say? I love video games.
TaldtheDead
Real name:
Rory May Age: 24 Role within team: Animator Personal info: Just graduated college (Media Arts and
Animation) work in a Blacksmith shop
Gnolfo
Real name:
Matt
Age: 24
Role within
team: Coding
Personal info: Programmer
Rasulis
Real name: Sean Maddox
Age: 21
Role within team: Writer
Personal info: Working part
time to pay for my full time schooling. I'm currently working on a
bachelors in english with an emphasis in creative writing. Game,
music, and writing fanatic. Prefer FPS and RTS games. Some
influences: Lewis Carroll, Joseph Conrad, Orson Card, Hunter S.
Thompson, Chuck Palahniuk, and others.
MercX
Real name: Nathan Spence
Age: 16
Role within team: Leveldesign
Personal info: Geek,
mapper, gamer, Karate kid, and musician. My path lies in game
design, with AoC as a sharp and shiny start!
Roland
Real name: Roland Berez
Age: ?
Role within team: Sound-FX
Personal info: Enjoy the silence... or i
havent done
any personal info yet...
oNEO
Real name: Evan Zly
Age: 19
Role within team: Leveldesign
Personal info:
Ask Me~
Cerin
Real name: Shelby Smith
Age: 16
Role within team: Programmer
Personal info:
II'm
a big fan of games and quite good at them. I also play guitar and
I'm a fan of heavy metal.
LostChocolateLab
Real name: Damian Kastbauer
Age: ?
Role within team: Sound FX Wizard
Personal info: Raised on a steady stream
of noise
and ready give a little back. Inactive due to full time work as a
game sounddesigner.
Screwball
Real name: John Doe
Age: Untold
Role within
team: 3D Modeling, Texturing
Personal info: Inactive modeller