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UltraMarines Wasteland Conquest


paperjack

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--[ultraMarines Wasteland Conquest]--

A UltraMarines Chapter has been attracted to this planet because of the powerfoul energetic signatures detected 200 years ago, and finds mutants everywhere. Quickly, they call a Inquisitor of the Ordo Hereticus, which for some reason decides that the planet must be conquered, no matter what.

The UltraMarines ready their bolters and prepare to exterminate everything.

 

That's the backstory for now.

This mod will be about the conquest of the wasteland by the UltraMarines. It's a work-in-progress for now.

The WasteLand is going to look a lot like a battlefield.

I am using the various models in the site, because I can't create models.

 

Features: (+Implemented; -Planned)

 

+UltraMarines Scouts equipment

-UltraMarines equipment

 

+UltraMarines Scouts squads roaming the wasteland and attacking everything

-UltraMarines squads roaming the wasteland and attacking everything

 

-Raiders unifying against the UltraMarines and forming huge groups

-Stronger Talon Merc dudes

 

-UltraMarines aircraft bombarding everywhere

 

-A way to join the UltraMarines

 

-If you kill the UltraMarines chapter master or an Inquisitor, the wasteland is marked for Exterminatus (which happens in 2 days).

 

-If you kill enought UltraMarines, Vindicare Assassins may be dispatched to kill you.

 

-The BoS gets pwned badly

-The Enclave gets owned too

-The BoS and Enclave unify against the UltraMarines

 

-A way to join the Union between BoS and Enclave.

 

+Lots of new weapons, not only WH40K ones. (11 new ones so far)

-Lots of new armours, not only WH40K ones.

-Lots of new monsters

 

-A warp storm perhaps ?

-Possessed DeathClaws and supermutants.

 

More info coming as I work on it.

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You do realise that Games Workshop doesn't allow for mixing of IPs? Which means you would get a lawyer shoved up your rear if GW findsout.

 

First of all, you need to read our Intellectual Property policy, which can be found here: http://uk.games-workshop.com/legal/ It’s a lot of information, but modders can concentrate on the sections 'Can Do', 'Can't Do' and 'Specific Examples'. After you've read it you need to make sure that any project of yours follows the rules laid out in the policy.

 

We need an IP policy because the law requires us to make a visible effort to actively police and protect our rights or risk losing them. If we lose control of our IP rights then we lose the ability to create cool, high-quality games – that includes Dawn of War. If (to take an extreme example) we were to allow people to create a mod that had players fighting against super-intelligent giant badgers with their Space Marines it could (hard as it is to believe) lead some people to think that super-intelligent giant badgers are a normal feature of the Warhammer 40,000 universe. Sounds pretty harmless, but if each mod introduced one or two subtly different elements (some silly, some not), very quickly it can become really hard to tell what belongs in the 'real' Warhammer 40,000 universe. So, if your mod contains *any* elements from the Warhammer 40,000 universe, it must contain *only* elements from that universe. If you want to use the mod tools to create a game set in an entirely different setting, go for it. An all-badger no-Warhammer 40,000 mod would be fine by us...if badgers are your thing.

 

The other factor that people occasionally find hard to understand is why we need you to display a disclaimer (look for the 'Example Disclaimers' link). The disclaimers are also there to protect Games Workshop's ownership of the Warhammer 40,000 universe. Ideas, settings, and characters are all very valuable things and Games Workshop needs to always make sure that there can be no doubt about who owns the rights to everything contained in our gaming worlds. By using the appropriate disclaimers on your mod or website you are helping us to ensure that no one gets confused about who owns the concept and depiction of Space Marines, Eldar, and everything else from the Warhammer 40,000 universe.

 

The last thing we ask is that if you become aware of a mod, website, or other project that isn't following our policy, please let us know by emailing [email protected]. We'll get in touch and make sure they read the policy and follow it too.

 

Thanks for your help. Now go make some great mods!

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You do realise that Games Workshop doesn't allow for mixing of IPs? Which means you would get a lawyer shoved up your rear if GW findsout.

 

First of all, you need to read our Intellectual Property policy, which can be found here: http://uk.games-workshop.com/legal/ It’s a lot of information, but modders can concentrate on the sections 'Can Do', 'Can't Do' and 'Specific Examples'. After you've read it you need to make sure that any project of yours follows the rules laid out in the policy.

 

We need an IP policy because the law requires us to make a visible effort to actively police and protect our rights or risk losing them. If we lose control of our IP rights then we lose the ability to create cool, high-quality games – that includes Dawn of War. If (to take an extreme example) we were to allow people to create a mod that had players fighting against super-intelligent giant badgers with their Space Marines it could (hard as it is to believe) lead some people to think that super-intelligent giant badgers are a normal feature of the Warhammer 40,000 universe. Sounds pretty harmless, but if each mod introduced one or two subtly different elements (some silly, some not), very quickly it can become really hard to tell what belongs in the 'real' Warhammer 40,000 universe. So, if your mod contains *any* elements from the Warhammer 40,000 universe, it must contain *only* elements from that universe. If you want to use the mod tools to create a game set in an entirely different setting, go for it. An all-badger no-Warhammer 40,000 mod would be fine by us...if badgers are your thing.

 

The other factor that people occasionally find hard to understand is why we need you to display a disclaimer (look for the 'Example Disclaimers' link). The disclaimers are also there to protect Games Workshop's ownership of the Warhammer 40,000 universe. Ideas, settings, and characters are all very valuable things and Games Workshop needs to always make sure that there can be no doubt about who owns the rights to everything contained in our gaming worlds. By using the appropriate disclaimers on your mod or website you are helping us to ensure that no one gets confused about who owns the concept and depiction of Space Marines, Eldar, and everything else from the Warhammer 40,000 universe.

 

The last thing we ask is that if you become aware of a mod, website, or other project that isn't following our policy, please let us know by emailing [email protected]. We'll get in touch and make sure they read the policy and follow it too.

 

Thanks for your help. Now go make some great mods!

 

but WH40k mods already exist and can be mixed with the game it self pretty easily. going by what you say then having your player character wear space marine armor and go killing enclave while wearing violates GWs rule then automatically. i say screw GWs rules and follow beths and nexus rules.

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Having your character wearing space marine armour is not an violation, since you're not distributing it. Making a mod (and distributing it) that let's people wear space marine armour while blasting blasting away enclave soldiers is. whether a person follows these guidelines or not is always up to them. I was just stating a fact.
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Having your character wearing space marine armour is not an violation, since you're not distributing it. Making a mod (and distributing it) that let's people wear space marine armour while blasting blasting away enclave soldiers is. whether a person follows these guidelines or not is always up to them. I was just stating a fact.

 

doesnt matter either way the spacemarine armor mods that are uploaded are using the modified BOS power armor model. i could understand GWs rule IF people used GWs models or assets but since modders didnt GW cant really get to mad at the modders here.

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The part of GWs policy I agree fully with would be this part:

 

If (to take an extreme example) we were to allow people to create a mod that had players fighting against super-intelligent giant badgers with their Space Marines it could (hard as it is to believe) lead some people to think that super-intelligent giant badgers are a normal feature of the Warhammer 40,000 universe.

 

And the current 40k inspired mods don't violate that one, this mod however if it ever is released would, which I personally am not fond of... but again it's all up to the creator and the owner on the Nexus.

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GW would only in that case have claim over any assets that were exported/used from their game.

 

Fan-made creations from scratch cannot be policed. Thats like saying, NO you cannot draw the McDonalds "M" on your notebook! Its intellectual property of McDonalds franchise!

 

If you however took licensed signage or brochures from their company and did various things with them, im sure it would be a different story.

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If you make for example a Space Marine armour model and texture for use in FO3, you are recreating something that isn't yours. Which in itself is a violation of copyright law. GW has said that it's okay to do that aslong as you don't mix it with non-GW creations. I don't really think that's too much to ask.
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If you make for example a Space Marine armour model and texture for use in FO3, you are recreating something that isn't yours. Which in itself is a violation of copyright law. GW has said that it's okay to do that aslong as you don't mix it with non-GW creations. I don't really think that's too much to ask.

sounds more like they are trying to copyright a idea which you really CANT DO! as i said before screw GWs policies since this site is nexus and 40K mods made with fallout 3 default models (modified) are under beth and nexus rules.

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