thanks for sharing those, it's cool to see a mod inspired by neocron, and get a more experienced view on such projects.
for me nc:s has always been a way to train my modelling skills. The main reason for switching to UDK is that everyone can play it, not just those with the right version of a valve game, as well as r2d2k being more familiar with udk.
After having produced the models for the hl2 dm map, I've taken a break because it seemed the rest was pretty much given up, seeing as none of the mappers seem to be willing to continue, or at least not being able to work on it.
As to your saying that we need a programmer, we have a huge amount of planning done, in which we had the game split in 4 phases:
- First goal is a simple HL2
eathMatch style game, in which only the maps are released, on which players can play the common deathmatch game.
- integrate Neocron weapons and spells, depending on progress maybe also player models
- After that, we can work on control point style games, in which for example a number of players fight over control of an outpost
- Persistent gameplay, ability to set up your own characters which are stored online, and maybe even have a leveling system and weapon gathering/upgrading system
The most important reason for this was that we wanted to gain momentum by getting people to play the maps first, maybe draw some more talent from the community, and then continue expanding the mod.
Regretfully the mod died out a while because of lack of interest in programming for source, which was rekindled with udk, but seems to be waning again regretfully. As before, I'm not familiar enough with C++ to be programming, so I'm not going to invest too much time creating art assets that are not going to be used.