About The Game
The Dawn of a New WarOrion is a total conversion utilizing Valve Software’s Orange Box engine. Orion immerses the player in an intense online experience with dynamic combat and a vast array of new features. Featuring fast-paced tactical gameplay on futuristic battlefields, Orion brings the fun into gameplay.
Learn More >>

Forum maintenance
0 Comment(s) Posted on 21/01/10 by Praz
Just a small heads up - we are currently doing some secret developer magic behind curtains. We are working on the forums and they will be disabled until later tonight. Check back to see what's up!

15,000 Downloads in just 1-Month!
0 Comment(s) Posted on 14/01/10 by Praz
We are poking our heads out from under development for a brief moment to say Thank You to our larger-than-expected community! 15,000 of you! You guys are awesome!
We want to let you know the patch IS heavily under way, the server crash HAS been fixed as of yesterday and we are doing last minute map fixes and game tweaks before we release. You can expect the release next week. It will feature a whole slew of new changes and an additional 4 levels:
CTF_MYST
CTF_SHADOW
CTF_SNOWDRIFT
*CTF_GEODE (updated & optimized)
*CTF_INCURSION (updated & optimized)
*CTF_REACTOR_XL (updated & optimized)
*CTF_CATCHMENT (updated * optimized)
* = the map has already been released through Beta 1.0.
Tomorrow we will be posting a larger article showing off the new levels, talking about the rest of the changes more in-depth, as well as pictures and videos!
We have some other big announcements that are cooking up behind development doors - we will some of these with you in the next couple of weeks!
See you guys tomorrow!

Orion - History of the Game (10 years)
1 Comment(s) Posted on 07/01/10 by Praz
So first off... Happy New Year to all and a belated Happy Birthday to myself! (Birthday = January 1st). We know, we know. You want the patch. We are working on it and getting it ready for a release next week hopefully. It will contain a TON of new content, ranging from 4-5 new levels to over 30 fixes and tweaks.
We are also extremely excited to be part of ModDB's Top100 for the Mod of the Year award! If you have played Orion and want it to take home the pot of gold, please, do the following:
01. Visit this page:
http://www.moddb.com/events/2009-mod-of-the-year-awards/top100
02. Under the first category (Best Released), look to the right side and select 'Half-Life 2'.
03. Scroll down about halfway and VOTE for Orion!
So I've been wanting to do this sort of documentfor a while. I've actually probably tried a few times. However, this is going to be a very intense thread with lots and lots of content.
Make sure your broadband is placed on a cooling device, for this will get crazy.
In this thread, I will be starting off with where the idea of the game came from, the first prototype of it. After that we will move on to the evolution of the game, how it got to the Source engine, the re-design period, and more!
So lets start it off with....
INCOMING (GOLDSRC ENGINE) - AUGUST 25TH, 2000
Incoming was originally started on the Half-Life 1 (GoldSRC) engine. The initial idea was heavily inspired when I first saw the Halo trailer at MacWorld in July of 1998. Nobody knew of Halo at this time, this was before it was on Xbox, before Microsoft, before everything.The trailer changed my life. It was the trailer that made me start getting my hands dirty in game development. So yes, Incoming was heavily inspired and shared relations with Halo. I had personally emailed Bungie at the time and we had permissions to use the likenesses of the Warthog and Spartan armor among other small things.
I asked myself a few questions after seeing this trailer. Things like "What did I really like about this?" "What is it missing" and most importantly, "What would I change?". This last question would forever create an inverted blackhole within me. Instead of sucking all ideas and creativity in. It would fluctuate straight out my mind and through my fingers and onto a digital canvas. Over many years, many designs, and countless hours of work, 3 complete rebuilds of the game, and a forever patience.
This is the story of Orion.
INCOMING PROTOTYPE BUILD
This was the very first idea of the game. It was created and developed by me at the ages of 12 and 13. We started some work on the Half-Life 1 engine. It had features like jetpacks, lots of items, no player classes, vehicles ( both drivable and flyable ), dinosaurs and more!Here are some images of an earlier prototype of Incoming ( which later becomes Orion over time and years of work ) on the Half-Life 1 engine:

INCOMING LEVEL DESIGN
We had a lot of the same 'types' of levels that are still featured in Orion to this day. Ranging from Outposts located in the desert, jungles, forests, snow trenched canyons and more!We also were working with a pretty talented level designer back then, he went by the name 3D_Mike. You may recognize his name as he has done some Source level editing as well.
We actually did a pretty good job of re-creating outdoor levels on GoldSRC ( for both the engine and it's time )

INCOMING DRIVABLE & FLYABLE VEHICLE DEMONSTRATION
Incoming featured a much larger array of vehicles. For it's time ( and on the engine ) - it was quite impressive. We featured both drivable and flyable vehicles. We had the intentions of also adding aquatic vehicles as well.We were one of the very first games on this engine to make use of vehicles in Multiplayer. However, Counter-Strike got it out first ( props to them though, we'll touch on that in a bit though ).
We had Drivable Vehicles with multiple passengers as well as Flyable Vehicles with multiple passengers.

THE WEAPONS OF 'INCOMING'
Originally, Incoming ( and later Incoming: Source ) were much more 'modern' games in terms of weapons. This was originally to sort of relish on the popularity of our friends over at Counter-Strike. Why do I say friends? Well, for those that don't know, the two main developers for the original Counter-Strike were Gooseman and Cliffe ( aka Mihn Le and Jesse Cliffe if my hazy memory recalls correctly ) - Cliffe was the guy that originally put in the good word and got Incoming hosted at PlanetHalfLife.com at the time.Anyways, all of the weapons were modern day, so: M4a1's, Mp5's, etc. Here is a collection image of some weapons from the original Incoming:

THE PORT TO THE SOURCE ENGINE
We were making great headway on the GoldSRC engine. We've created and implemented some pretty fancy features on such an old engine. However, when we were roughly 40%-50% complete on development, Valve Software, the creator of both the GoldSRC engine as well as the Half-Life series had announced and shortly released there new and improved Source engine.This was a rough time back then, unsure of what to do. However, in the end, we had decided to take the time to port to the Source engine. This had all occurred in 2004-2005. We re-branded the game name Incoming Source.
We had kept a lot of the references previously used for Incoming on the GoldSRC engine. This also meant the use of Halo-related content and inspirations. Keep in mind though, now that it was 2004 / 2005, both Halo 1 and Halo 2 had been released. Halo had achieved quite a large amount of fame and an even more intense fan-base. By this time, we had received a lot of flack and hate for looking like a 'Halo' game. Even though we had Bungies permission, this meant nothing if the actual communities and potential players didn't like the idea.
Here are some images to show you what changed in the port from GoldSRC to the Source Engine ( Episode 1 Engine / Orange Box Engine ):

INCOMING SOURCE - EXPERIMENTAL / DEVELOPMENT TESTING PHASE
Incoming Source had become more of an experimental project. By that I mean we did A LOT of level design work, created a lot of ideas, worked with a lot of game modes, weren't really sure what weapons we wanted. It was sort of a "Develop as you go approach" - which, to new developers, is a HORRIBLE approach - avoid it at all costs. However, it did allow us to really experiment, mess with, and understand the Source engine. Here are some renders from some random testing phases:
However, it had helped us in the long run, as it became a crazy game with tons of features and while yes, it was infact all over the place, it had opened up a whole new vortex of ideas and creativity.
INCOMING SOURCE
For a long time, this didn't stop us. We had continued to develop as is. We kept the inclusion of Halo content.... perhaps out of me being stubborn or 'wanting to be true to my roots of why I got started in the first place'. We had again gotten to about 40-50% in development. Things had gone great. We had already made some roots and had accomplished quite a bit on the newer Source engine. Ranging from drivable vehicles and multiple passengers.
THE LEVELS OF INCOMING SOURCE
As previously stated - we had whipped up A LOT of levels while working on the Incoming Source prototype. A lot of the ideas would eventually carry over to Orion ( you will probably notice a very early version of ctf_incursion if you look hard enough, as well as prototypes of ctf_quagmire ). We thought it would be sort of neat to go back in time and revisit some of these locations:Oasis
Catchment
Scale
Nanko
Vast
Outpost
Bare (Incursion)
Quagmire
and more!


THE WEAPONS OF 'INCOMING SOURCE'
As with it's predecessor, Incoming Source featured an array of modern day firearms. We of course made use of the Source engines new technologies and upgraded poly count limits and completely re-did the weapons. However, it was just not really creative and we were sticking to an old design perhaps a little too hard. However, we had pumped out quite a bit of new content which you can feast on below:
THE CHANGE OF HEART
So over time and many community news releases, media releases and what have you... a lot of back lash was still coming our way due to the Halo related content and Incoming Source not really being a game of it's own. There was this one publishing in a UK PC gaming magazine that really sort of did it for me:
There was occasionally some denial towards Halo content, but it was always obvious. I think the denial came from, yes, even though there were a hefty amount of references, we still were putting in TONS of work.. and I guess it was just sort of a defense to how much work we were attributing or to at least get awareness that we were doing other things as well.
This was easily the hardest part of development for me personally. Among the halo back lash, personal "real life" problems among other things I had vanished. For the next year and a half, quietly, I re-designed the entire game of Orion. This year and a half re-design would be the best thing that had ever happened to this game.
THE 1 AND 1/2 YEAR REDESIGN PHASE
I really don't know how to begin typing this portion. I don't know what aspect to start on and which one to end on. I have a very powerful feeling that this might end up a very long segment...When I say everything was re-designed.. I literally mean everything. We had gone back to the drawing boards and touched everything from plant life, to architecture types, to structure design, aesthetics, nature formation, character designs, weapons designs, vehicle designs, item designs, removed stuff from the game design, added stuff, everything!
So I think a good place to begin with will be Orion itself. In previous prototypes of the game, Orion wasn't really defined. Nobody could tell if they were looking at an Earth map or a new planet map. It looked like a mess. We fixed this in the redesign.
We really went back and touched and focused on the art style. Sure, it's Sci-Fi, so you can only go so far. But we really expanded and at the same time brought everything together in a way it made sense (design wise).
Lets start of with the Orion architecture and structure designs. We had revised these areas and drew out an ungodly amount of drawings and designs. Starting with a deeper study of the interior designs for structures. We then focused on flushing out just as much attention on the recreation of the exterior of buildings. This would later be a factor in helping distinguish Earth levels from Orion levels.
We are currently working on the world prop aspect of the game. Not only are we lacking in this department, but we have plenty of designs for equipment and world objects for the Orion universe. We've developed designs ranging from toilets to armories.
Here is a glimpse at just a few pieces of concepts that we created during this time:

Not only that but we had established a new design to both Orion and Earth ( mostly the City of Cera ). We had developed plant life, re-imagined an infant earth and basically are trying to make it as beautiful as possible. Here is just some of the plant life that is being used in Orion:

Created by Subdimension Studios
THE WEAPONS OF 'ORION'
During the previous year and a half we had re-designed every weapon in Orion. We had scrapped the game entirely of 'modern weapons' which was what we were riding on for all the years before. We re-designed the human weaponry to still maintain a ballistic behavior, however, the designs actually fit into the time period now. We re-designed every weapon, ranging from pistols, shotguns, smgs, sniper rifles, flame throwers, everything. We also took advantage of this by redesigning a lot of alien weapons and weapon functionality.Here are a random collection of concepts created for Orion. You can find alot of weapons already being used in game here as well as get a preview of what's to come!

Below is the insane amount of content we have pushed out so far, with plans to only expand in the future!

THE CHARACTERS OF 'ORION'
Rest assured the re-design phase did not cease after weapons. No no. We went back to the drawing board and slapped the characters up there. We went through... I don't even want to think about how many.. character designs. We had finalized it down to 10 (5 for human, 5 for alien).Below is sort of a visual process of how everything came to be:

THE LEVEL DESIGN OF 'ORION'
The game-mode originally featured in Incoming Source was called Vital. This game mode was a large, open-ended, dynamic and interactive game-mode. We on the developer side sort of had a design of the mode we had in mind down on paper:Vital Facts:
01. Each team has one COMMAND CENTER. Inside are various rooms such as: command centers, armories, vehicle garages, storage, spawn rooms, server rooms, generator rooms, etc. The base is encompassed in a large energy shield. The owning team can go in and out, however, enemies and their gun fire cannot penetrate.02. Each team had at-least one OUTPOST. This was a significantly smaller structure, about the size of team bases on the current CTF maps. Inside were ammo dispesners, health and shield chargers, as well as an additional spawn room. There was also a shield control system located here. This shield control system links back to the main base.
03. Each team had the same objectives:
a.) Gain entry to enemy Outpost via Hacking with the O.S.O.R kit
b.) Disable the Shield Control System with the O.S.O.R Kit
c.) Gain access to the enemy Command Center.
d.) Locate the generator room and blow the shit out of them.
e.) The alarm will sound and last for 15 seconds.
e.) Make sure they blow up! The enemy team can prevent the explosion in these last 15 seconds if they disable the power to the generator with the O.S.O.R Kit.
We originally brought it back in development when we started making Orion. We started desigining a whole slew of levels to make use of Vital:

However, this game-mode was extremely complex. Not only that, but the game-mode was so open ended (with what you could do with the entities), you could change the objectives and make your own game modes with it with the SDK!
We wanted something more focused with Orion. What did we want with the first release? We wanted the players to experience how the weapons handle, what they feel like when shot, how the player is allowed to move, how the jetpack feels, how far can you get with it, how much damage do the weapons do, etc. This was all made simpler by making Capture the Flag the first included game-mode. Why? Most gamers are extremely familiar with CTF, it's not a hard game to pick up, and it can become very competitive. Not only this, it was old school, and we are proud of our retro vibe with Orion, as we worked very hard to bring that feeling back.
ORION - THE PROTOTYPE
We then started cranking away. Things were dropped, things were added, things were finalized. After about a year of hard work we had finally released Orion Beta 1.0 to the public on December 4th, 2009. We started work on this build in early January of 2009.We were finally very satisfied with how the game was. This was the prototype we decided to go full-speed ahead with. Sure, some main features like Dinosaurs and Vehicles are not to be seen YET, but they are going to be added. The weapon combat alone is so much better that we can now give the same attention to both dinosaurs and vehicles.
Here is some screen grabs from Orion's prototype:

THE FUTURE
As you already know, we have the new patch on its way. Besides that, we have quite a few megaton announcements coming your way in the next month or so.Stay tuned.

Human Classes Revealed!
0 Comment(s) Posted on 23/12/09 by Praz
ASSAULT CLASS

The Assault class is the most versatile class for the situations you are likely to encounter. Being the only class featuring the Jetpack, the Assault class is extremely agile. Add to this his assault rifle, sub-machine gun and other quick-repeating weapons, the Assault class is best described as death from above.
For sticky situations, the Assault class carries 4 Frag grenades, which are guaranteed to get the job done.
PERKS:
Jetpacks / FRAG Grenade / Night VisionWEAPONRY:
FNC-30 Assault Rifle / RNC-44 SMG / CV-10 Pistol

SUPPORT CLASS

The Support class is the survivor of the group, able to take more punishment before going down and dishing it out in turn. Equipped with both the TREK-79 long-range suppressive machine gun and the armor-piercing rounds of his TREK-12 combat shotgun, the Support will faithfully live up to his name with cover fire. If that's not enough, the Support class also boasts the ability to heal other teammates on the battlefield.
When the chips are down and you find yourself outnumbered, the Support has one last trick up his sleeve, the Shockwave grenade. Whilst not very damaging when compared to the Frag grenade of the Assault class, the Shockwave has the added effect of sending foes flying back.
PERKS:
Medic Ability / Shockwave Grenade / < vision not specified at this time >WEAPONRY:
TREK-79 LMG / TREK-12 Combat Shotgun / M-40 Magnum

SNIPER CLASS

The Sniper is the traditional lone wolf. Able to conduct operations undetected from behind the scenes, you usually won't know he's got you in his sights until it's already too late.
Equipped with a sniper rifle, the sniper is able to dispatch enemies in a single shot to the head. When a sniper is discovered they have the additional ability of being able to literally disappear.
The cloaking device is the key to the Sniper's recon and stealthy operations, allowing him to get to the next sniper tower safely, or sneak right under the enemy's nose and bring down his security systems without ever showing himself.
If a Sniper finds himself in a bind, he carries a compliment of Light Grenades, which he can throw to cause a bright flash of light and sound, momentarily disorienting his opponent allowing him to either finish them off with his silenced SMG or make good his escape.
PERKS:
Cloak Device / Light Grenade / Thermal VisionWEAPONRY:
TREK TRG-22 Sniper Rifle / MX-4 Silenced SMG / CV-10 Pistol ( silenced )

TECH CLASS

Skilled in all things mechanical and electrical, the Tech class is often the key to solving many problems.
The Tech is adept at holding positions with his Portable Turret, or spearheading a breakthrough with his EMP grenades. EMP grenades are perhaps the most versatile grenades available. Although they do no damage to living creatures, they can play havoc on all things electrical. A well placed EMP grenade will shutdown keypads, enemy vehicles, turrets, and scramble infantry HUD and weapon scopes temporarily.
He also has access to the most high tech equipment on the battlefield, including the OSOR Mark 2 prototype. With this device, the Tech can interact faster with computer systems, disable enemy equipment, and breakthrough security systems that the standard OSOR kit just cannot handle.
The Portable Turret is the Tech's main damage dealing tool, which canbe deployed anywhere on the battlefield and either left to it's own devices or interfaced directly to deal with any enemies foolish enough to encroach upon your line of sight.
Equipped with the Energy Rifle, he can more than hold his own against more combative classes should the need arise.
PERKS:
Portable Turret/ EMP Grenade / X-RAY Vision.WEAPONRY:
RNC-M9 Energy Rifle / TREK-12 Combat Shotgun / CV-10 Pistol ( silenced ).

DEMO CLASS

Demo class is a lot like Support class. But instead of healing people and laying down cover fire, they are laying down flame and burning people. Equipped with a lot of flame technology, the Demo Class will also be a great threat to the Dinosaurs (coming with Beta 3.0 as well). They can use their Flame Thrower to keep oncoming dinosaurs at bay or even throw a napalm grenade to block off dinosaur predators. Dinosaurs are afraid of heat sources and fire, so use this to your advantage with the Demo class!
PERKS:
Remote Detonator & Explosives / NAPALM Grenade / < vision not specified at this time >.WEAPONRY:
Flame Thrower / Sub-Machine Gun / CV-10 Pistol ( silenced ).

We are still working out specific details for both the Demo and Tech class. Most of the balancing will be when all the weapons are put in-game. However, the idea as of now is to do the following ( in terms of Customizable Class Load-outs in Beta 3.0 ):
Customisable Load-outs: (circa Beta 3.0)
To survive an ever changing war across multiple fronts and several theaters, it is important to equip yourself appropriately for whatever lies ahead.Players will be able to choose weapons from a list of several for each class, to best meet their style of play and the situation at the time. example:
Demo Class:
Primary Slot #1:Rocket launchers, Grenade launchers, Flamethrowers.
Primary Slot #2:
Shotguns, SMGs.
For balance reasons, only one higher tier weapon (such as the flamethrower) can be taken at a time.
However, you may carry two lower tier weapons instead if you wish, such as a shotgun and an SMG.
Overtime we will introduce more options for load-out customisation.
Here is a preview to both the Grenade Launcher and the Rocket Launcher (human):

Also make sure to vote for us in the ModDB Mod Of The Year Event! Click the image below:
And keep on the lookout for the Revealing of the Altair classes next week!
Until next time! Keep fragging and happy holidays!

City of Cera
0 Comment(s) Posted on 21/12/09 by Praz
Before we get started with this update I just want to say we are still hammering away at the hotfix for the servers as well as the rest of the changes coming with Patch 2.0. So stay tuned. We are hoping to release on Friday ( Christmas ), but this year I am going pretty out of my way for a family party on Christmas Eve.. so this may ( and probably will ) be pushed back to the following Monday. We'll keep you guys posted about this as the week goes on.
We want to start talking about a very important element of the game. The last human city that remains on Earth, the key city that remains standing while the story of Orion takes place. It is called the City of Cera. It is a huge walled city located off the coast of Africa.

City of Cera
This city was formed by the three world powers of the time. Earth had previously been divided into three distinct factions, which the territories were primarily North America,, Europe and most of the Mediterranean, and East Asia.
Due to an extreme limited amount of resources, and out of near complete desperation, the three powers had formed an agreement and created the last great city on Earth. They re-located all major corporations and military and science facilities within the structure and invited all smaller corporations to move as well. Those that didn't eventually died due to starvation or cannibalism.

Cera Lab Facilities / Artificial Parks
The Government had built appropriately large skyscrapers that would single-handedly house the poor. This area of Cera was simply called the slums. They were just stacks and stacks of apartments built up all the way into the sky. The Government had done this in order to easily ration and distribute supplies and food.

Cera Home Stations (Slums) / Indoor art of the Slums / Home Stations
However, this had inevitably had unforeseen consequences. One of the largest rebel groups in the history of war had formed within the walls of Cera. These rebel groups were not necessarily bad people, just people bombing government buildings in order to obtain food to feed a dying family.

Cera Rebel Soldier / 7 Year Civil War
These outbreaks later lead into war as well as the Carrier and Phoenix projects that the Military had started developing. They started pumping out new technology and suits. The citizens of Cera were originally outraged by this, thinking the finances were strictly to win against the Rebels. The Civil War had lasted for 7 years.
Fast forward 7 years. We find out why the Military started developing these pieces of Armor. They had discovered a planet. They had code-named it Orion. The state of the planet was on par with an infant Earth. It even housed creatures we had previously believed to be extinct.

First Sightings on Orion / Prehistoric Life
Over time and many years of research the Government started unleashing a huge propaganda event. It basically stated that if we go to Orion, if we are successful, then there is hope. There is hope that the human race won't go extinct and from here the Government had the next 11 years in peace on Earth.

Government Propaganda
The government sends out the first batch of Scientists, Engineers and Marines. The goal was to start building foundations and communications center to start aligning with Earth and to start building a new beginning. After 2 years of building a large portion of citizens on Orion started seeing blue streaks fill the entire sky. 48 hours the Altair landed. For the next 20 years and 42 days there was war.

The War begins
I want to thank all of our artists that helped make this news post a read worthy one due to all the fine art that helps explain the elaborate back story about the game. This thanks goes out to our long time artist, Blindshooter, our brand new talented artists who we call c0ffee kid, as well as a pat on my own back.
Another thing, I want to welcome back Amogan ( Ben ). He was our Lead Programmer for quite some time in the past and he has more time available and is coming back to assist with Orion. He will be working alongside our other programmers, Jack and Chris. Also, I want you onlookers to be aware! We are seeking more programmers. If you are interested, please contact us! ( email: david@prassel.com )
One last thing I want to touch on. Earlier this week it was brought to my attention that we featured some tree models from Resistance and Liberation. This was not intentional and we do apologize to the developers at RnL.
I accidentally included some Dino D-Day files as well. I had moved over the dinosaur files to see how they did some of there animations in order to get an idea for some dinosaur tests we will be doing soon. They understand this and are aware, as we actually have been in contacts previously to sort of ‘collaborate' on Dinosaur related content and code. However, these files are being removed from the new full install, and were only there by accident of me not removing them before creating the public install file.
We've also noticed a resolution file from Situation Outbreak that was uploaded as a ‘personal fix' by one of our Beta Testers, ‘MitchellSheetz'. We have contacted Situation Outbreak and they are aware of this and have given us permission to use this custom .res file. We will of course be removing Situation Outbreaks title from our .res menu, but a great big thanks for them allowing this!
We have contacted all of these developers and have handled all situations on good terms. We apologize to our fans and want to make you aware of the true authors of these pieces of content
These are being removed in our next public update. They will not be featured in the new Full Install and this news post officially announces the removal of the content as well as the level ctf_quagmire. This is for performance related reasons and we are rebuilding the entire level from scratch and hoping to include it in Beta 2 ( otherwise Beta 3 ). Everyone that is currently suffering FPS loss on this map, rest assured, this is being addressed as well!
We also heavily encourage all of you fans to vote for us on ModDB's Mod Of The Year nominations!
Please visit this web page and nominate your vote for Orion here:
http://www.moddb.com/mods/orion1
Until next time!

Patch 2.0 Details / Podcast 17 / Marcus Zuhr / Beta 2 Details
0 Comment(s) Posted on 17/12/09 by Praz
Oh hello!
So we have launched the first Public Beta ( version 1.0 ) of Orion this past week. We’ve had some amazing compliments from fans even at such an early stage. This honestly surprised me as Beta 1.0 is extremely bare bones compared to what we have coming ( especially Beta 3.0! ).
It was a pretty successful launch – I think we’re at around the 7,000 download mark (including 4,000 from FilePlanet and over 1,000 from ModDB) – so not too shabby!

However, there is one extreme bug that I am sure everyone is aware of. The Server Crash bug. This bug is a little nasty %@$#@. You may be wondering why if you browse servers in Orion you don’t see many filled. It is due to this bug that eventually shuts down the server and either splits up the players or makes them rage-quit. We are addressing this as soon as we can!
I also want to address a few other important things in this article. Mostly game related. So I’ve set up a nice Q & A session!
01. What game(s) do I need in order to play Orion?
You need to own at least ONE of the following games in order to play Orion for FREE:
Half-Life 2
Half-Life 2: Episode 1
Half-Life 2: Episode 2
Half-Life 2: Deathmatch
Team Fortress 2
Left 4 Dead
Left 4 Dead 2
Portal
Counter-Strike Source
Day of Defeat: Source
The Orange Box
If you own ANY of the above, you will be able to play Orion for free! All that Orion requires is the Source SDK Base – Orange Box which comes with any of the above games.
02. I don’t see any servers in the Find Servers browser?
This is a bug – which I am pretty sure is Steam related. For the time being, just un-check the ‘Show Map List’ option on the bottom of the Find Servers Browser – and you should be able to see 40 or so Orion Game Servers.
03. What the $(@*# is the O.S.O.R Kit?
The O.S.O.R Kit will eventually have three (3) functions. As of now, however, it only has one. Most maps ( all, eventually ) have keypad game mechanics. For instance, on ctf_incursion ( the desert level ) each team has a Spawn Building and a Flag Building. You’ll notice a keypad by the door on the Flag building.If this is your team’s flag building you can Open and Close the door as you please ( although, please note, there is a 5-second delay to prevent annoying spammers – as the door can actually slam down and kill people – and yes, it’s awesome! ). However, if the other team hacks your keypad ( using the O.S.O.R by holding down Mouse1 and hitting ‘USE’ afterwards ) you won’t be able to Open and Close it until you Restore the Keypad the same way ( holding down Mouse1 on it ). It adds a new dimension to CTF and also helps emphasize teamplay.
04. Some weapons feel odd or underpowered. Why?
We are continually working on the weapon variables. Although for this first release, I personally believe they did there job. However, that job is not finished.For example: The shotgun is currently UNDERPOWERED ( aka nerfed ).
The SMG’s ( both ) are too inaccurate while in iron-sight mode.
The Sniper Rifle is too inaccurate while in scoped-mode.
The LMG is too powerful.
and a few more.
Please rest easily when I say this is all being addressed in Patch 2.0!
05. I was in a server and I heard something about Dinosaurs… what the $@#@??
It’s not as crazy as you may think! There are reasons for it. We’ve developed quite a huge back story for Orion ( 200 years worth ).Long story short ( as best as I can… )

Before the Earth was formed, when it was still in it’s infant stage ( millions of years ago ). A piece of rock ( meteor ) was on a direct course to strike Earth. Before striking it had collided with another space rock and was split into two distinct pieces. One striking Earth directly and the other missing and continuing passed Earth. It later struck a planet that we now know as Orion.
This rock contained the chain that would ignite evolution. In fact, there were the same exact forms of evolution on both planets. However, on Orion, the Dinosaurs were never wiped out from any natural disasters ( Ice Age / Volcano / Meteor Strikes – whatever you may believe ) allowing them to remain on top of the food chain. There was even early beginnings of human-like creatures on Orion which were wiped out by the Dinosaurs.
We’ll be covering this more in the future; however, I wanted people to understand why Dinosaurs were here.
It’s sort of a parallel universe.. or a “what if this happened” type-scenario.
06. How many betas do you plan on releasing?
We have 4 betas planned. Each beta has 2 patches planned. The reason for this is we plan to fix nearly everything in the first patch and whatever we forget we can add in the second patch ( sort of a safety net ).Beta 1 was released this past week. Patch 1 was considered the patch that upgraded the FilePlanet Closed beta into the Public Beta ( over 50 changes, 3 new maps, and more! ). Patch 2 is scheduled for a release next week ( tentative ).

07. What is Beta 2 going to bring to the table?
Beta 2 is pretty neat. It will be adding two new game modes:-Deathmatch
-Team Deathmatch
As well as adding all the Alien weapons! This includes:
-Cell Pistol
-Plasma Shotgun
-Plasma SMG
-Plasma Rifle
-Plasma LMG
-Cell Sniper Rifle
Beta 2 will also include the actual jetpack models and jetpack particle effects as well as a fully working OSOR kit.
Support class will have it’s special Perk added – Medic ability!
We are also adding 3-5 new levels (mostly snow levels for sort of a holiday present ) and more!
08. Deathmatch? Why not something original?
True. But we are going old school with the Deathmatch. By this I mean NO PLAYER CLASSES. Everyone starts with a jetpack and a default starting weapon ( the pistol – although the server host will be able to change the ‘Default Starting Weapon’ ).There will be weapon pick-ups located all over the map as well as Power-Ups. We will be introducing a few new levels with vertical-gameplay in mind for the jetpacks.
Beta 3 will be offering some VERY original stuff.

_______________________________________________________________________
PATCH 2.0
We have gone back and read a lot of community feed back this last week as well as had a bunch of things we already had in mind to fix. We’ve created quite an extensive list of changes expected for Patch 2.0. We are hoping to release this late next week ( probably Friday ). However, we are trying our best to get the Server Crash Fix out even sooner! If we don’t, please bare with us – it’ll be addressed soon!
We have done A LOT of optimizing in this patch. And we are going to be doing even more. So far, for this patch ( in terms of optimization) we have done things such as created 5 sets of LOD for player models. Before this patch, only the Alien player model had a set of LOD’s.

What is an LOD? It’s basically different sets of levels of detail for models. To sum it up, before Patch 2.0 none of the humans had LOD’s. The human player models are 5,000 polys ( Assault ) and 8,000 polys ( Support ). Let’s say you had a game of 20 players, 10 human, 10 alien. This means no matter where you were on the map, you were rendering anywhere between 50,000 polys – 80,000 polys for human models alone. That was both insane and mentally criminal of us. We apologize. However, we have fixed it and each model now has 5 sets of LOD’s. So if you are across the map from a player model in Patch 2.0, instead of being 5,000 polys that player model will be 500 polys! This will help A LOT!
Patch 2.0 Changelog:
OPTMIZATION / PERFORMANCE:
01. Remove server crash bug.
02. Add LOD’s to Player Model: Human Assault.
03. Add LOD’s to Player Model: Human Support.
04. Remove physics from weapons upon weapon drop / or remove them entirely.
05. Add prediction to the Teammate Indicator GUI so they don’t “jitter”.
06. Remove the bug: After using a grenade, your “Last Weapon” keybind will lose it’s functionality until you change to a different weapon.
07. Remove the need for the player to ‘check’ the “Show Map List” option under the Find Servers browser in order to see all game servers.
08. Add keyboard functionality to both the Team Selection Menu and Class Selection Menu.
09. Remove the “Drop Weapon” keybind from the Options menu.
10. Remove the “Prone” keybind from the Options menu.
11. Increase the speed of the animations for the grenade ( so it throws quicker when you press the ‘G’ key ).
GAME RELATED:
01. Add shield regeneration.
02. Slightly reduce the Jetpack refill time ( to prevent abuse ).
03. Remove the ability to use the “Last Weapon” keybind to get the flag back after capturing it.
04. Remove the ability to toggle Iron-Sights with the O.S.O.R Kit.
05. Add game code to recognize the flag carrier player when switching teams.
06. Add game code to recognize the flag carrier player when quitting the game.
07. Add armories ( ala TF2 Lockers ).
08. Modify Jetpacks – add slight ‘stop’ ( screen shake ) upon landing with the Jetpack.
09. Keep the selected fire-mode you had after respawning.
10. Modify Cloak: Allow the player to shoot and have the cloak auto-disable.
ART / VGUI RELATED:
01. Remove the Damage Shader ( screen fills with red ) – Replace it with the Directional Indicators.
02. Make the Scope GUI more transparent.
03. Add kill / death icons.
WEAPON RELATED:
01. Modify Grenade: Add “cook” feature as well as reduce the delay on the explosive timer.
02. Add sprint + reload animations for all guns.
03. Remove the secondary attack for the Flag weapon. Have only one attack and have it deal a 1-hit kill.
04. Modify Shotgun: Increase damage – keep the fade damage distance the same.
05. Modify Sniper Rifle: Remove the crosshair from the non-scoped view. Increase accuracy when zoomed.
06. Modify Light Machine Gun: Slightly reduce damage variables.
07. Increase FPS of the pistol ( cv-10 ) weapon animation via the .qc file.
AUDIO RELATED:
01. Incorporate Orion’s Official Theme Song for the Game Menu – Created by Marcus Zuhr.
02. Add a placeholder sound pack for deaths, etc.
03. Add ‘menu’ sounds for the new Class & Team Selection GUI.
MAP RELATED:
01. Modify Geode: Change the lighting back to normal ( darker settings ) – use / place more crystals for lighting and glow effects.
02. Modify Catchment: Add props and add a keypad function for the map.
03. Modify Quagmire: Remove from the current build ( temporary reasons – rebuilding from the ground up to increase performance for the players ).
04. Add level: ctf_shadow.
05. Add level: ctf_myst.
Marcus Zuhr and the Music of Orion

We are also going to be including Orion’s Official Theme song in Patch 2.0. Created by Marcus Zuhr, this track piece really captures the mood of Orion. Learn more about Marcus Zuhr here:
http://marcuszuhr.com
We will be doing a small little Q & A with Marcus next week about how he got started in music, other music he has created, what is in the future of Orion for him and more!
Podcast 17 & Orion – Transmission #63

We are also going to be on Podcast 17 this Sunday! We are joining up with William ( of Podcast 17 ), Glenn ( of Half-Life 2.net ), and Bluewolf72! We will be talking about the release of Orion, the week after release, what’s coming and more! So tune in!
Orion is seeking new talent!
That is right! With the first release out of the way we are now ready to start re-organzing our internal systems. This includes re-organizing the website, the forums, updating the SVN servers, FTP servers, DropBox servers, as well as getting new talent on board and ready to go with us!We are currently seeking the following positions:
Level Designers
We are looking for passionate and experienced Level Designers.
You need to be familiar with the fundamentals of using Hammer including the use of
displacements, area portals, func_details, etc where appropriate.
Although experienced mappers are desired, it's a case of quality of quantity, so
fewer maps of better quality are preferable to many maps churned out quickly and
with little thought to gameplay, balance or aesthetics.
Experience in mapping (or playing, with an eye for gameplay balance) retro FPS games
such as Tribes or Unreal Tournament is a plus.
Be willing to work as part of a diverse team, supplying and receiving
feedback/critique as appropriate from/at other team members.
3D Artists
We are looking for active 3D Artists in order to help us create more props to help us complete the overall visual aspect of our levels! We want to flesh everything out and have plenty of concept art to work off of! ( Sample(s) required! )
2D Artists
We are looking for 2D Artists to help aid our 3D Artists for models as well as create fresh new level textures so we can paint over areas of our map. Looking for Artists who can create art for:
Indoor / Outdoor / Mechanical / Organic and more! ( Sample(s) required! )
Animators ( Character & Weapon )
We are adding a ton of new weapons to Orion over the course of the 4 betas. We need to currently animate some already made weapons ( both human and alien ) as well as animate models that will be finished shortly. We also need to begin the process of creating 100% custom character animations that will be included in Beta 3.0.
Technical Artists ( Compiling / .qc work / Rigging )
We are actively seeking someone extremely comfortable in the Source engine. Someone that will be capable of compiling models, doing some .qc work as well as rigging props and smaller models.
Programmers
We are looking for 2 programmers to work alongside our current lead programmers, Chris and Jack. Chris is currently the lead programmer for Game Mechanics and Jack is the lead Visual Programmer ( shaders, proxies, and more ). We are looking for experienced programmers familiar with the Source SDK and (preferably) previous experience working with SVN, Dropbox, and FTP.
We will be doing a lot of news articles this upcoming week as well as getting Patch 2.0 organized, tested, and hopefully distributed late next week!
Also make sure to sign up on the Official Orion Forums! Get access to exclusive content, post your feedback on the game ( which we respond and listen to!) and talk to the developers over at:
http://www.orion-project.net/forum/ucp.php?mode=register
( Select the option on the Left “Before December 1996”)
Stay tuned and keep playing!

Orion Beta 1.0 Released!
0 Comment(s) Posted on 13/12/09 by Praz
That is right! The Public version of Orion Beta 1.0 is officially released! After a week of Closed Beta testing through IGN & FilePlanet - we have made over 50 game changes ranging from performance, to weapons, optimizations and more! This release also adds 3 new levels to the mix!

So we have set up a few ways to obtain the file.
Orion Beta 1.0 - FULL INSTALL ( 1.28GB )
FilePlanet
Linuxwarz #1
Linuxwarz #2
MegaUpload
Mirror 05: ( AtomicGamer )
ModDB
StrategyInfromer
Torrent (Games Update)
Orion Beta 1.0 - FilePlanet UPGRADE Patch ( 105MB ):
FilePlanet
Linuxwarz #1
Linuxwarz #1
MegaUpload#1
StrategyInformer#1
We will be adding more mirrors all day today.
Also, here is the Game Server break down for now:
London #01: 78.129.174.164:27015
London #02: 78.129.174.172:27015
London #03: 78.129.174.173:27015
Chicago #01: 72.51.60.134:27015
Chicago #02: 72.51.60.136:27015
Chicago #03: 72.51.60.137:27015
Chicago #04:
Chicago #05: 72.51.60.149:27015
Chicago #06: 72.51.60.96:27015
Dallas #01: 66.150.221.66:27015
Dallas #02: 66.150.221.63:27016
Dallas #03: 66.150.221.64:27016
Dallas #04: 66.150.221.65:27016
Dallas #05: 66.150.221.66:27016
Dallas #06: 66.150.221.63:27018
Dallas #07:
Dallas #08: 66.150.221.65:27018
Dallas #09: 66.150.221.63:27019
Dallas #10: 66.150.221.66:27018
Dallas #11: 66.150.221.36:27015
Dallas #12:
Dallas #13: 66.150.221.41:27015
Dallas #14: 66.150.221.43:27015
Dallas #15: 66.150.221.45:27015
Dallas #16: 66.150.221.56:27015
Dallas #17: 66.150.221.34:27016
Dallas #18: 66.150.221.35:27016
Washington, D.C. #01: 208.43.97.179:27015
Washington, D.C. #02: 208.43.97.180:27015
Washington, D.C. #03: 208.43.97.181:27015
Colorado #01: 208.42.233.240:27015 / shinigami.linuxwarz.com (Development Team Server) (Choke)
Please keep in mind, the servers are still being updated by Trinity Games - so your patience is greatly appreciated!

Orion - Release Party / Beta 1.0 in 12 hours!
0 Comment(s) Posted on 12/12/09 by Praz
Hello everyone!
Just posting another update informing everyone of the Orion Public Beta 1.0 release event tomorrow!
After a week of Closed Beta testing courtesy of FilePlanet, we have went back to the core and made over 50 changes to the game. This ranges from optimization and increase in framerates for those experience a low performance ( yes! all fixed now! ), as well as fixing all iron sights, adding some new GUI, updated all weapon variables, reduced the overpoweredness of the Shotgun, Sniper Rifle, and Light Machine gun and plenty more!
Not only that, we have added 3 new levels! ( We were hoping to add 5 but two of them ( ctf_myst & ctf_shadow ) need extra time due to some problems last minute. Expect to see these fantastic maps ( being developed by Dimension Studios) in Patch 2.0 expected in the last week of THIS month!
Please make sure to attend our release party tomorrow! We will be having it in two locations. One will be IRC and the other on our SteamGroup Chat. These will be taking place at the same time so just join whichever launch party setup you prefer ( IRC or SteamGroup Chat ). If you are not currently a fan of Orion in SteamGroups, you may become one here:
http://steamcommunity.com/groups/orion
IRC LAUNCH PARTY DETAILS:
Times:
Pacific: 8am
Central: 10am
Eastern: 11am
London: 4pm
Server: irc.gamesurge.net
Channel: #orion-project
STEAMGROUP CHAT PARTY DETIALS:
TImes:
Pacific: 8am
Central: 10am
Eastern: 11am
London: 4pm
Group: http://steamcommunity.com/groups/orion
And just to make sure you all know. These are the following Release times for Orion Beta 1.0:
Pacific: 9am
Central: 11am
Eastern: 12pm
London: 5pm
As of now we have about 7 or so mirrors. So if you are able to mirror it after it goes live ( or if you even want to do it sooner - just email me at david@prassel.com ) please do so, as we would greatly appreciate it.
We'll see you in a few hours!

Orion - Beta 1.0 Delay REDUCED!
0 Comment(s) Posted on 11/12/09 by Praz
Hey guys!
Change of plans - We are actually slightly reducing the delay of the Pulbic Beta 1 release! We are actually going to be releasing this upcoming Sunday (instead of the previously announced Monday).
We are going to be kicking off the release at around 11am US Central Time ( GMT+6 ). We'll be having a Launch / Release party via SteamGroup Chat as well as IRC. I will personally be attending both. The details are the following:
STEAM GROUP CHAT LAUNCH PARTY:
How do you join the group? Go here:
http://steamcommunity.com/groups/orion
Then around 10:00am US Central Time we'll be posting Steam Announcements as well as inviting Group Members to the chat.
IRC RELEASE LAUNCH PARTY:
Server information:
Server: irc.gamesurce.net
Channel: #orion-project
PATCH 1.0 CHANGELOG:
GAME PERFORMANCE / BUGS:
01. Remove bug: Server Crash / Lock-up.
02. Increase range-of-damage for Melee Attacks.
03. Make the Flag a 1-hit-kill.
04. Remove secondary firemodes for Shotgun and Sniper Rifle.
05. Remove the delay on 3-burst for the FNC-30
06. Change the Respawn System. Remove the waves and make it a default timer (default is 5 seconds).
07. Add VGUI for keypads (disable / restore, etc).
08. Add more death icons.
09. Remove Dynamic Scope overhead stuff (creating lots of FPS problems).
10. Remove Bullet Push feature on guns (where it launches the player).
11. Optimized textures in: materials/quagamire.
12. Optimized textures in: materials/scale.
13. Optimized textures in: materials/glacier.
14. Fix Health Dispensers: If you are Support class you cannot get health unless you are under 100hp.
15. Enable Flag Reset (after 60 seconds idle - somehow it got broken).
16. Enable Objective VGUI (got broken - probably due to the pre-game stuff we did with the flag entities)
17. Added Menu Option: Missing binds from the Options -> Keyboard portion.
18. Decrease (slightly) Player Speed: Running Speed (leave sprint the same). (they are currently the same speed).
19. Add Multiplayer Menu Option: Toggle Iron & Scope / Hold Iron & Scope.
20. Add Multiplayer Menu Option: 1st-Person Death Cam (default) / 3rd-Person Death cam.
ART / VGUI RELATED:
01. Incorporate new VGUI: Team Selection Menu.
02. Incorporate new VGUI: Class Selection Menu.
03. Incorporate new VGUI: Carrier Win Logo.
04. Incorporate new VGUI: Altair Win Logo.
05. Remove Shader: Damage Blur (red scren) (Replace it with directional damage indicators instead).
WEAPON RELATED:
01. Update weapon: Shotgun (15 ft. spread cut-off (50%damage renders) / (25 ft. cut-off (25% damage renders).
02. Update weapon: RNC-44 (fix / use original iron animations & origins & fix spread damages)
03. Update weapon: MX-4 (fix / use original iron animations & origins & fix spread damages).
04. Update weapon: CV-10 Pistol (fix / use original iron animations & origins).
05. Update weapon: M-40 Magnum (fix / use original iron animations & origins).
06. Update weapon: Sniper Rifle (non-scope is now less accurate / modified damages).
07. Update weapon: FNC-30 (reduce recoil / remove delay between 3-burst shots).
08. Update weapon: Light Machine Gun (reduce damage / slightly reduce accuracy).
09. Update weapon: CTF Flag (increase speed of melee animation).
LEVEL DESIGN RELATED:
Add level: ctf_catchment_b9c
Add level: ctf_shadow.
Add level: ctf_quagmire.
Add level: ctf_myst_b3
Add level: ctf_reactor_xl
Modify level: ctf_incursion: Optimized Fog & Smoke / Re-do lighting and fog-fade distance / Optimize.
Modify level: ctf_geode: Optimize the middle / Increase the brighntess.
Modify level: ctf_quagmire: Modify keypad functionality (streamline it).
We will be releasing more details shortly (as well as videos and previews) - so stay tuned!

Beta 1 Delayed - Launching Monday!
0 Comment(s) Posted on 10/12/09 by Praz
We apologize for this announcement. However, due to the slight delay on the FilePlanet Closed Beta as well as playing too much Orion with the new players, we have to announce a slight delay.
The real reasons are just getting a bit of extra time to prepare. The code is nearly ready, the maps have been optimized and are being sent in (may require some last minute touches and optimizations) but we still need to set up a few mirrors for the downloads among other forms of rigorous game testing.
We also want to take a moment and thank anyone and everyone who signed up on FilePlanet to grab there hands on the Closed Beta. We accumulated 2,000 downloads in a matter of 48 hours. Keep in mind, the file size is 1.25GB and can take anywhere from 1 hour to 4 hours to download (connecting depending) as well as only having 4 servers available from FilePlanet with its download queues and wait lines allowing only 4 people to download at once! We thank you and salute you for your patience!
After we release the Public Beta 1.0 this Monday (over 30 changes, 4 new maps, old maps optimized and changed), we will be taking the following week slowly and focusing on some other things such as:
-Breathing.
-Setting up new servers ( SVN / Dropbox / FTP )
-Hiring new talent ( 3D Artists / 2D Artists / Programmers / Level Designers / Animators - Apply now!)
-Re-organizing the website ( New Media / Team Page / and more ).
-Re-organizing the forums.
-Cleaning up the build.
-Preparing Beta 2.0 for you guys.
-And more!
We will be making some more news article posts after the Beta 1.0 release containing things like concepts of future content, announcing competitions ( Level Design Competition will be first - so continue putting that Orion SDK to work! ) as well as answering the questions from the fans ( and even haters perhaps! ).
We apologize for the delay - but rest assured, it'll be completely worth it.

Beta 1 Launches Friday - New patch and maps on the way!
0 Comment(s) Posted on 08/12/09 by Praz
So we just launched our Closed Beta through FilePlanet yesterday. So far we've conducted quite a few playtests and have gathered quite a bit of information from the new players.
We have also experienced a handful of bugs which we are already addressing through the Public Beta.
I've been asked a lot of questions recently, such as:
"Is the FilePlanet Closed Beta the same build as the Public Beta 1 coming out on Friday?"
The answer is NO. Far from it. We are changing quite a bit of things by Friday.
Not only our we tweaking performance and gameplay, we'll be adding new content for the first public beta.
This includes 4 new levels:
CTF_SHADOW:
CTF_MYST:
CTF_CATCHMENT:
CTF_QUAGMIRE:
So that'll bring us up to 7 levels on release day.
PUBLIC BETA 1.0 CHANGELOG:
http://www.orion-project.net/forum/viewtopic.php?f=6&t=358
I've also been asked quite a few questions in-game recently regarding the lack of content or what's to come.
We have 4 scheduled Betas:
BETA 1.0
Release Date: December 11th, 2009.
Comes out THIS Friday. Features the core of the game (weapon functionality, player movement). It comes with 7 levels and one game mode ( Capture The Flag ). It only features HUMAN weapons. Also features things like Radio Commands, Melee Attacks, Firemode changing, and more!
BETA 2.0:
Release Date: January 1st, 2009 (tentative).
This will introduce all of the Alien weapons. On top of this we'll be adding two smaller game modes ( Team Deathmatch & Deathmatch ) in order to help you wait for Beta 3 (the big beta!). 4 new levels are being released with Beta 2 - all of them are winter themed for the holidays!
Some details about Deathmatch and Team Deathmatch: There are NO classes. Everyone starts with a 'default starting' weapon (up to the server host, otherwise its the pistol). Weapons will be scattered around the level just like the good 'ol days. Oh yeah, everyone also has a jetpack. We will shortly introduce specific Deathmatch maps for this when they are completed.
BETA 3.0:
Release Date: May 7, 2009 (tentative).
This is the big big beta. Featuring two new player classes ( Tech & Demo ), 10 new weapons, removal of all HL2 content, drivable vehicles, dinosaurs, 1 new game mode, 7 new maps!
(This will be an awesome beta!)
BETA 4.0:
Release Date: Fall 2010
No details have been announced. We know what we are adding in it, we just aren't talking about it yet.
Also, we will be announcing a Orion Public Beta 1.0 Release Party event tomorrow afternoon. It will either be on IRC or SteamGroup Chat. If you have a preference, you better hop on our forums and let us know!
And shortly after the release of Public Beta 1.0 we will be announcing a Level Design Competition - so start messing around with that SDK!
And if you haven't already tried out the Pre-Beta 1 FilePlanet Closed beta, just go here to get your copy:
http://www.fileplanet.com/207979/200000/fileinfo/Half-Life-2---Orion:-Source-Mod-Beta-Client-
See you in-game soon!

Slight Delay - Patch 1 being released on Monday
0 Comment(s) Posted on 10/12/09 by Praz
Let the tomato throwing begin!
Due to the slight delay on the Closed Beta through FilePlanet we ave to slightly delay the Public Beta release.
We are currently finishing up and tidying up the code and getting all the levels recompiled and prepared.
I also personally needed some more time to set up mirrors for the download as well!
Anyways, it'll be well worth the wait! We've fixed over 30 things, optimized the already-released 3 levels and are adding 4 brand new levels!
After we release the Public beta we will be sort of take a moment to breathe for the week after and focus more on smaller things such as:
-Re-organizing the Forums.
-Hiring new talent ( 3D Artists / 2D Artists / Level Designers / Programmers / Animators - Apply!)
-Setting up new internal SVN / FTP / Dropbox servers to make things more streamlined and efficient.
-Re-organizing and updating the website ( Media / Dev Team page / Backdoor programs and features ).
-Setting up an Official Youtube Channel for Orion.
-Getting Beta 2.0 prepared for you guys.
-And more!
We will also be making several other news articles showing off some concepts of future stuff, details about upcoming betas, answering public questions and more!
We apologize for the slight delay - but we assure you, it'll be well worth the wait.

Orion is LIVE at FilePlanet!
0 Comment(s) Posted on 07/12/09 by Praz
I am proud to announce the Orion Closed Beta has JUST gone live! GO GET IT!
Download the 'Orion FilePlanet Closed Beta 1':


File Planet Beta Launches Today!
0 Comment(s) Posted on 07/12/09 by Praz
ORION - FILEPLANET CLOSED BETA BEGINS NOW!
Hello everyone!

So the Closed Beta is due to begin today. Not quite sure as to what time yet, it's up to them. However, it's currently looking like the afternoon. The servers are all up and we're just waiting for the Download to go live!
PROBLEM #1:
We want to make everyone aware that the VGUI Objectives are not appearing in the FilePlanet beta. These WILL be addressed by this Friday (the Public Beta). However, the maps are very symmetrical and it should be relatively easy to figure out where the enemy flag is (if you can find your flag you'll know where there flag is).
However, Quagmire has somewhat of a different set up that is still undergoing some development. But you'll notice force fields around your flag and the enemies flag:

In order to disable the enemy force field, all you need to do is get to this area on the map and "Hack" the keypad using the O.S.O.R Kit (slot 4).

PROBLEM #2:
Also there are some important issues we must discuss. We've noticed that the Options / Keyboard menu is missing a few binds. So please use these to enable them manually via the Developer Console:
Step 1: Go to Options -> Keyboard.
Step 2: Clicked 'Advanced'.
Step 3: Go back to the game. Hit the ( ~ ) key (next to the "1" key).
Step 4: Type the following commands to obtain the desired effects:
bind g +grenade1 / Throw Grenade.
bind t +hudoverlay / View Objectives (temporarily broken).
bind 6 +cloak / Enable Cloak (Sniper Class only).
bind b +dropflag / Drop the flag as the Flag Carrier.
PROBLEM #3:
If you are going to host a server for Orion, please edit your server.cfg file located in Orion/cfg/server.cfg to say sv_gravity "600" (instead of "300") for the Jetpacks to act properly.
Also, if you would like to play with the developers, we have a server for you. We'll be making our private test server a public beta test server for this week and possibly next week. Most of the devs and official testers will probably be in here. The server information is below:
LZ LinuxWarz Gaming Server - Orion Beta 1
IP: shinigami.linuxwarz.com ( connect shinigami.linuxwarz.com )
Port: 27015
Admins: Praz / Linuxwarz / TingPing / Ezekel
Stay tuned for the FilePlanet download! They've already updated the main site ( www.fileplanet.com ) saying Coming Soon! We'll post details as soon as we know!
See you guys soon!

3-Day Delay / SDK Released / HalfLife2.net Interview!
0 Comment(s) Posted on 03/12/09 by Praz
We are sad to announce a slight delay in the Closed Beta event with FilePlanet. Due to some extremely inconvenient circumstances that arose in the last two days involving the flags and grenades (currently being fixed right now), we have to announce a three (3) day delay of the Orion Closed Beta.
It will now be launching on
Monday, December 7th, 2009.
However, everything else is ready. We are honestly just waiting on two files (server.dll & client.dll). So we do have some good news as well.
We are releasing the Orion Developer SDK - Release 1 early! This is a compilation of assets and references of Orion. Level Designers can get there hands on it and start messing around and making community Orion maps! We will be announcing a Level Design Competition shortly after the Public release of the game.
The Release 1 of the SDK includes a handful of level textures, world objects, vehicles, trees, our detail objects and foliage, as well as .vmf references to show how we went about and created things for our levels.
These references include:
A.) Capture the Flag demonstration ( entities and more ).
B.) Door functionality.
C.) Keypad functionality.
D.) Structure design.
We will be constantly updating the Orion SDK just like we will the actual Beta. We will be adding plenty of more content (not all of it was included as we need to re-organize a handful of it). Release 2 of the SDK is currently scheduled to release around Christmas of THIS year!
Download the 'Orion Developer SDK':

Again, we apologize for the slight delay.. but if you are a level designer - go enjoy yourselves!

We also want to thank HalfLife2.net for recently attending a few private playtests of Orion. They have written a hands on preview of the game located here:
http://www.halflife2.net/2009/12/02/orion-mod-hands-on/
I also personally sat down for a 1 on 1 interview with Glenn. You can read about Orion, its roots, and the future and what is coming your way in 2010!
http://www.halflife2.net/2009/12/02/orion-interview/
Also enjoy some Beta 1 Media - being featured with FilePlanet and the HalfLife2.net interview:
Sincerely,
The Orion Development Team.

Orion - Closed Beta Announcement and Release Dates announced!
0 Comment(s) Posted on 25/11/09 by Praz
ORION - RELEASE DATE ANNOUNCED / FILEPLANET CLOSED BETA
November 24, 2009
We are proud to be making this announcement. We have finalized the public beta and are working on the last few changes and making great progress. We are extremely excited to get this out to you guys and cannot wait to start fragging. This has been a long time coming... many versions of the game, having to rebuild the game more than once, and plenty of other obstacles. But we did it. We are here.
The following is the Release Schedule:
Friday, December 4th, 2009.
PART A.) FILEPLANET CLOSED BETA
We will be launching a private beta, available to ALL registered members of FilePlanet (free registration) located here:
REGISTER AT FILEPLANET
The closed beta will take place from December 4th - December 11th (1 week exclusive) on FilePlanet. We are doing this in order to conduct larger-scaled tests and server activity. We'll do the last of the small touch ups and modifications to the game during this week and we'll release it to the public on the following Friday, December 11th, 2009.
PART B.) ORION MAPPER SDK FILES

We will be launching the Orion SDK to EVERYONE on December 4th, 2009. This SDK includes audio (ambiences, items, and more), models, materials, shaders, particles, as well as example maps to show how the level designers on Orion made a few things (as well as for reference and tips).
Friday, December 11th, 2009

The official first beta of Orion gets released on the home web site as well as a majority of the servers. We'll be releasing both Windows builds as well as Linux builds for server hosts.
We have also went ahead and created a brand new compilation of game play segments from our recent Private Beta Test that we just conducted with the folks from HalfLife2.net The test took place on November 22nd, 2009. Enjoy! (I also pulled off a sick headshot in it!)
Videos & Audio - Orion Mod for Half-Life 2 - Mod DB
Friday, December 25th, 2009 - 1 (of 3) Content Updates - Released (WINTER UPDATE)
Shortly after the first release of Orion we plan to release the first of three planned Content Updates. These updates are typically significant and usually as large of a release as the first beta will be.
The first Content Update is planned to have the following:
>> TWO (2) GAME-MODES: DEATHMATCH & TEAM DEATHMATCH
We will be going old school with the Deathmatch in Orion. There will be no player classes and everyone starts with a default weapon (can be modified by server hosts, however its the pistol). Everyone has a jetpack by default and weapons are scattered around the map in a retro-deathmatch style.>>5 NEW MAPS:
We will be releasing five (5) new levels with the Winter Update. 4 of them are winter-themed (for some holiday awesomeness) and will be for Capture the Flag. The fifth level is called ctf_opposing _bridges which was designed by Daniel Doerksen and developed for Orion by Joe Janet.We are attempting to include two new DM levels as well as making reincarnations of some current levels for the Deathmatch and Team-Deathmatch game modes.
>>ALL ALIEN WEAPONS ADDED:
You hopefully are already aware, but if not, we are releasing the first beta of Orion with only human weapons.However, don't worry! only a few weeks after the first release we will be including all of the alien weaponry and swapping out the placeholder human counterparts.
For more information regarding the Spring 2010 Update (2 of 3) and the Fall 2010 Update (3 of 3) stay tuned to our website:
www.orion-project.net
If you are interested in getting into the beta even sooner, then register on our forums over at:
http://www.orion-project.net/forum/ucp.php?mode=register&sid=26199b81d4864d3c68002a1ca5fc062a

Orion - New Gameplay footage!
0 Comment(s) Posted on 11/11/09 by Praz
Due to our tight schedule all the way up until public release... we haven't been able to make a proper gameplay trailer the way I had originally wanted.
However, we decided to do a few more gameplay montages for the fans - 4 and a half more minutes of NEW gameplay. This was taken from footage recorded today, November 10th, 2009.
This was another 3 v 3 match (so not many, yet still amazingly fun!). This also showcases a level we haven't even announced to the public yet. So enjoy the snow level while you get to see it for the first time in this trailer!
On the development side of things, we are cranking away. I want to take a moment and welcome new developers to the team. Thanks to the community for responding when we needed some attention and help in order to obtain the public release. Out of it we were able to grab 3 very awesome programmers: SteveUK / togi / FeareD. We were also able to get a few 3D / 2D Artists as well: Abathor / Phil Stewart / Daniel Doerksen. I would also like to welcome Smiley on board, one of our new level artists.
We have also fully set up our forums and are building it back up. Make sure you register for the latest news, content, and access to the beta before anyone else:
http://www.orion-project.net/forum/ucp.php?mode=register&sid=6427412d8f6c024a1725edc6f6b17991
We're still on track for our (currently private) release date. We will announce more information as soon as we can!
Until then - Lets hear your comments regarding the trailer on our forums!
http://www.orion-project.net/forum/viewtopic.php?f=6&t=252

Orion - Beta information & Playtest media
0 Comment(s) Posted on 09/11/09 by Praz
Hey guys!
We're doing some continious test. We know you were expecting a beta about a week ago, but if you haven't already read our ModDB post, our lead programmer had succumbed to PC hardware issues and we were out and delayed. However, in return (and thanks to the ModDB website) we were able to bring on two new programmers ('SteveUK' from Ham & Jam and 'FeareD'). Things are now progressing better than ever.
I will say, however, we do have an official release date all set which I cannot yet announce. I will announce it as soon as I can!
Also, if you want a chance to play Orion early just register on our forums! We will be accepting new beta testers every week!
Register here:
http://www.orion-project.net/forum/ucp.php?mode=register&sid=b926c9dcf18191b23a23cc89256f8def
We have some great things lined up for the first release (before the years end). We also have some content that will be released shortly after!
Until then, please enjoy some screen grabs from our private playtest yesterday:

Orion - The Fun of Map
0 Comment(s) Posted on 26/10/09 by Praz
We're back with yet another update!
We're getting closer and closer to a public beta. There is a date in our heads, but we need to get a few steps closer before we say anything about it to the public. Just know that it's going to happen and that it'll be sooner than later.
We're back with somewhat of a level update. We're going to talk about a few of the environments you will be able to play in on the first public beta of Orion.
We have been play-testing these levels for quite a few months now and we're still having a blast with them. We'll be doing another level update in the coming days around a very new level (late to development) called 'Glacier'. It's a huge map, the biggest of the bunch. It needs a few more days of work before you guys get to see it so you'll have to settle for the finished versions of:
INCURSION
Incursion is a level that takes place in Orion's largest desert mass. During a massive sand storm that can play two roles:
Provide you cover (especially for aerial combat with jetpacks)
Make seeing your enemy quite a b*tch.
This map features a huge transport bridge in the middle as well as two bunker outposts for the security check point. Two large bases for each team, one outfitted as a re-spawn area as well as an Armory. The other building is objective-related and houses the flags.
Incursion has a map specific feature which we are currently calling 'Lockdown'. Each team's objective building has a keypad that can be activated by its team members to perform a security shut down where the doors and windows are barricaded. The only way for the opposing team to gain entry is by hacking the keypad unit and disabling it to get inside. The keypads CAN be restored by its team members.
GEODE
Geode is also one of the newer levels to the game. However, if you have been following Orion it shouldn't be all that new to you.
Geode takes place in a huge underground mining complex. There are three entries into each base area as well as a map specific feature where you can disable the opposing teams generator and shut off the power. This means the lights go out and there armories stop working until restored by a member of that team!
The map had featured 3 distinct make over's before we settled on this look as the 'final look'.
REACTOR
Reactor is our smallest map in the first public beta. It features some very intense close combat action. In our tests so far this map has been prevailed by the 'Support' class and becomes quite a competitive shotgun match.
We'll see what this map does for the public, but I have a feeling we'll offer a few small maps here and there for a closer and more intimate gun combat.
QUAGMIRE
This is probably our oldest level that made it into the first public beta. This map originally created by Jenn0_bing received quite an overhaul as well. This map initially started out as a groggy / swampy night map and later became the pinnacle of nature elements on the Source engine. We spent a lot of time developing all of the nature elements of the game and this is the map that truly showcases them.
CATCHMENT
One of the oldest levels to make 'the cut'. This map has been around since the Incoming Source days, however, in a much different visual approach. This map has seen probably the biggest overhaul from its initial conception to the final product. I'll just let the pictures speak for themselves!
Anyways! We just wanted to poke out heads out and say hello again!
Oh! Be sure to tell your friends we are currently looking for 3D Artists (props, small models), Character Animators, and Level Designers!
And join our forums for one last chance to get into the private beta!
http://www.orion-project.net/forum/index.php
Until next time!

Orion featured in BGamer
0 Comment(s) Posted on 24/10/09 by Praz

Orion was featured in this month's 'BGamer' Magazine. BGamer is Portugal's number one gaming magazine (basically our PCGamer).
I had no idea that it was going to be featured, so great thanks to both BGamer for featuring us as well as to 'RockRebel' for bringing it to my attention as well as providing an awesome scan.
Rough translation:
Estimated for October, Orion is set in a not too distant future, placing gamers in a dying planet Earth, with three factions lutaremn the few remaining resources. The factions are: The NAF ( North American Faction ), EUF ( Europian Union Faction ) and the Government of the Extreme Orient.
The mod will be available at it's site at:
http://www.orion-project.net/
A little off,
but still cool none-the-less!

Snows and Sands
0 Comment(s) Posted on 22/10/09 by Praz
We are back with another small update for our fans! We are currently cranking away at the game and trying to get it public-ready. We still have quite a change-log to hit but its coming together nicely. We will be launching with at least 7 maps. This will be including a new snow environment that just began development. We will have more details on this level in the near future.
As of now, we are releasing with:
- Geode
- Incursion
- Reactor
- Catchment
- Quagmire
- Shadow
- Myst
However, enjoy the newly created textures for our beta-tester favorite level, Incursion!
We will keep you updated with more progress on the mod as well as media so stay tuned! Until then, enjoy these 4 new screen grabs!
Make sure to check out our new website:
http://www.orion-project.net

Podcast 17 - They have played Orion and interviewed us!
0 Comment(s) Posted on 12/10/09 by Praz
That is right!
Podcast 17 has just recently had the opportunity to play test the most recent developer build of Orion and had us on there show. The segment is roughly 40 minutes in length and covers everything ranging from the development of Orion, the largest hurdles in development, what will happen after the first release, the future of Orion as well as their own impressions of the game! So if you want to know what they thought give the podcast a download and make sure to visit them on there main site over at:
www.podcast17.com
Download the interview segment below:


New (newer) website!
0 Comment(s) Posted on 12/10/09 by Praz
That is right folks!
Nylit recently came back with the freedom of more free-time. She has cooked up a brand new website which I most certaintly prefer over the last one in just a day! We are going to be using this template for quite some time so get used to it and enjoy it!
We have updated the files page which now features the entire sound track!
Enjoy!
Everyone thank Nylit when you see her!

Gameplay footage! 3 v 3 match!
0 Comment(s) Posted on 06/10/09 by Praz
We are back with a small gift to you guys! Game-play footage! Please note, this is NOT the official trailer. This was footage taken from earlier today in a small 3 v 3 match. We will be releasing new footage from this Sunday's 32 player beta test AS WELL as an official trailer! So just enjoy this for what it is... and that is game play segments slapped together with one of our official songs
Comment on the video page! See you on the fragging fields soon!
News regarding the first Content Update (March 2010) and new media!
0 Comment(s) Posted on 06/10/09 by Praz
We have conducted yet another playtest today! Things went well! We even had a few new guests! Podcast 17 joined this playtest and you will be able to hear more about that on one of there upcoming podcasts.
Make sure to register on the forums ( http://www.orion-project.net/forum/index.php ) to have the opportunity to get exclusive access to the beta before we release! This includes the invite to join us in our playtest and to possibly be featured in both screen grabs and game play clips!
Looking for talent!
Programmer (1)
We are looking for one (1) programmer to develop with our two other programmers Jack and Ben. We currently use a multitude of software and tools to create and communicate with one another. This include: SVN Servers (3) / FTP / Overlord and more!
Level Designers (2)
We are looking for two (2) experienced level designs familiar and creative with Valve's Source engine. Examples required and experience with Displacements and Brush work is encouraged.
Character Animator (1)
We are looking for one (1) experienced individual that is capable with the Valve Source engine and its use on Rigs, Bones, Attachments and familiar with the human anatomy and capable of manipulating it.
March 2010 Content Update
We are nearing the first public beta release (as you should all know!) and things will only get more eventful for us. We will be releasing the Alien content (weapons and multiple player models) as fast as we humanly can after the first public beta. Shortly after the first release of the beta we will continue work on two new game modes to release soon after. This includes:
Deathmatch
Team Deathmatch
We also plan on including 3-4 new levels that can be played in all 3 game mods (Capture The Flag, Team Deathmatch, Deathmatch). This will include gameplay adjustments, fixes, adjustments and anything else that may arise. We will constantly do this (via patches) up until our first (of many) Content Updates. The first Content Update is scheduled to release in March.
The first of many Content Updates. This will feature many new elements to the game. So far we have planned:
Two New Classes!
We are looking to include two new classes: TECH and DEMO. This will bring forth a bunch of new weapons (for all classes), including: Rocket Launchers, Flame Throwers, Plasma Casters, and other greats. This will also include the class-specific perks (that each class has).
New Game-Mode (Vital)
This content update will introduce the first prototype of our completely custom and unique game mode called Vital. This game mode will require it's own set of maps which will be much larger than those featured in the first public beta (2-4X bigger!). This isn't to say our current maps are small either!
This game mode will be flexible and mappers can change things up to make things play out entirely different! This will introduce new weapons for each class (so that you can customize your load-out from a variety of weapons available to your class).
This will also be the premiere of both the Dinosaurs and the Drivable Vehicles (which the maps will be able to fit).
This among many other things will help make Orion closer to the final version. However, enjoy the betas until we reach them and post impressions on the forum when the time comes!
We will also be doing another news post soon with e Q and A to answer any popular questions and to hopefully clear up any confusion regarding the first public release as well as everything that's planned after the first release! Until then, enjoy these 5 new screen grabs!
Recent Media
see more >>
CTF Quagmire

Mod Completion
Developer Blogs
- Forum maintenance
Posted: 21/01/10 - 15,000 Downloads in just 1-Month!
Posted: 14/01/10 - Orion - History of the Game (10 years)
Posted: 07/01/10 - Human Classes Revealed!
Posted: 23/12/09 - City of Cera
Posted: 21/12/09 - Patch 2.0 Details / Podcast 17 / Marcus Zuhr / Beta 2 Details
Posted: 17/12/09

























































