Shotgun Sunrise got nominated for Editor's Choice Multiplayer Mod Of The Year!
Due to the ever-increasing workload put upon a guy by creating multiple babies and working crazy hours, it is with immense regret that we report that our beloved coder Slapdash will probably not be able to contribute to Shotgun Sunrise any longer.
For this reason, we are now in search of an experienced programmer to help us create awesomely fun things, especially Shotgun Sunrise. Currently, we have many assets that need code put to them - our bull, plant and spider NPCs are fully modelled and animated and in-game, but their minds are empty. Our plans for this mod are vast, all-encompassing - and yet entirely achievable, but not without someone who can bust out sweet code.
So apply, my pretties! Send us your availabilities, examples of previous experience, and all that jazz. Remember, this isn't one of those mods that takes itself all seriously and never releases. This is Shotgun Sunrise! Our mod is fun already. You just have to come help us make it more fun. We've got so much stuff waiting for code that if some awesome coder put in like a week's steady work we could probably bust out a significant content release straight up.
Thanks dudes, hope to recieve some applications any time now. You can PM them to me on here or send them to email@example.com
Here be the release thread for
Being a mod for the Source Engine concieved and created by simple posters from your very own
What is this?
I'm glad you asked.
Way back in January 2008, a guy who enjoyed mapping and whatnot for Source had nothing to work on, and he thought it'd be pretty super neat to make some attempt to get a mod going. So he posted on these here Penny-Arcade forums a thread called "Who wants to make a mod?"
Some folks wanted a co-op mod. Others wanted a zombie mod. Others wanted westerns.
Against all odds, a mod was, in fact, eventually made, and it was all three
In case you guys didn't suss it out already that guy mentioned above was me.
Who's responsible for this?
A lot of folks volunteered to work on the mod, but relatively few of them actually did. The "core team" or whatever you want to call it, the guys who actually think about this mod and work on it pretty regularly and reliably, are but three: myself, the astounding Remington
, and the unbeatable Slapdash
. I map and make textures and even one or two models (the latter badly).
Rem models, and textures his models, and animates his models, gets them ingame and is generally a pretty astounding one-man 3D army.
Slapdash doesn't let the fact that he doesn't have a lot of background in games programming deter him from fucking rocking the house at it.
Other groovy guys who have contributed in various ways include Jazzman and Guido (some of whose prop models and textures you'll see in the game) Flippy D (who mostly helped out with concept discussions and art we mostly didn't end up using for which we're deeply apologetic) and a bunch of other guys I really should have listed at the time
. I don't know, for instance, who made the sweet background music I put in there today. It's called Survivor's Anthem. Who did that?
If I haven't listed you and you helped out don't be offended, it's late, just let me know if you want me to throw you up here.
You're probably down in the Release Notes anyway though.
Oh and I think the guy who thought of the title was called JellyMeetsJam.
How is this played?
Hmm. Where to begin.
Shotgun Sunrise is a zombie-riffic vehicular Western of brain-swallowing proportions, yeah? And here's how it works.
roam in from the outskirts of town (so like 50 meters away from it) in a TRUCK.
The truck seats eight. These cowboys have epic dress sense, by the way. These cowboys are called the RESCUERS.
They must ACQUIRE THE ESSENTIAL SUPPLIES OF WESTERN POST-APOCALYPTIC LIVING:
If you are a rescuer, you ride in or drive the truck around Shotgun following your compass to find your objectives. You and your comrades must cooperate in bringing the crate of superior firepower and the barrel of booze back to the truck. If one of you dies, you will respawn at a random but almost certainly unsatisfactory position somewhere in the town, armed only with a pistol and your axe, and no hat. To regain your hat, firepower and dignity you must get back to the truck. It is also the obligation of those who still have their hats to assist you in this endeavour.
The crate, once attached to the truck, allows you to replenish your ammunition there and to gain the use of the tommygun.
The booze, once brought to the truck, allows you to drink deeply and gain up to 125% of your health.
After you have acquired both the booze and the firepower, it is just possible
that your truck may break down under the strain. Should this happen, you will need to proceed on foot across town to the Shotgun Electrocombobulatory Power Facilitron
and find something with which to jumpstart the vehicle.
Having done so, you will need to blow town.
SHOTGUN SUNRISE NOTES
Thank you for trying our first release of Shotgun Sunrise.
How to Play
The objective of Shotgun Sunrise is to drive into town, find key objects
and carry them back to the truck. The current objective is listed at the
top of the screen. The compass in the upper left points the way to your
next objective. Once all objectives have been secured at the truck, the
compass will point the way out of town.
Weapons - Once weapons have been acquired all players may use the tool
box on the truck and be given a weapon upgrade and more ammo.
Booze - Once booze has been accquired all players may use the tool box
on the truck and be given extra health, up to 125% percent.
any health over 100% slowly ticks back down to 100.
??? - An extra objective may be required before blowing town.
- Cowboy models are ugly. Very ugly.
- After dropping an objective, the player's movement sometimes becomes "floaty"
or "slidy." Hopping in and out of the truck is usually an effective
- Truck can get stuck in a few places throughout the map.
- Zombie ragdoll collision mesh is inaccurate resulting in some strange ragdoll
- Weapons-wise, only the revolver has any custom sounds. This is because we don't
know anyone who makes them. Have any? Hook us up. Otherwise we'll just end up
ripping shit out of 3:10 To Yuma.
- Some sections of the map are ugly. This is actually largely because we kept
hitting vbsp limits, like too many texinfos, tjuncs etc. It's really hella
- When you get out of the truck you're usually ejected from the top for some
reason, I don't know when that started happening
- The truck doesn't make a sonic boom when it breaks the speed of sound
Joe "Lacabra" Wintergreen-Arthur
-Lead (only) Level Designer
Matt "Remington" Pierson
Aaron "Slapdash" Ellsworth
-Lead (only) Programmer
-Full Time Dad
With much-appreciated assistance from
thejazzman - Pump Action shotgun, various props
Guido-Anchovy - Many wonderful props
LittleBoots - models
The Reverend Dr Galactus - UI art
Woot - Hosting our website and forums for a while until he stopped for whatever
reason but that's not the point
DeMoN - concept art
thorgot - playtest
Ohtsam - made a texture
Centipeed - fought to keep cowboy shirts at full "gay"
Raslin - theoretical modeler (does not model)
Jandaru - groans
FlippyD - Idea guy, concept art, research, British accent, a velociraptor fell on
Sebiel/Sabyul - Character animation
him during testing
Zetx - idea guy
And anyone else we've forgotten from the Penny-Arcade forums, to whom we give
Special thanks to everyone at the forums themselves, without whom this would never
Thank all you dudes for your support and everything. Hope you have fun.
Download link. Anyone who is able to provide a mirror, please do so.
Thanks for the mirrors guys!
Previous Shotgun Sunrise threads:
Awesome Publicity: Podcast 17
talk about us!
Podcast C:12569 praises Shotgun Sunrise for a while starting from 15 minutes in. Check it out.
Latest Update: April Second, 2009 (Australian time).
Just extract it over your existing Shotgun Sunrise folder. Don't extract it into
your existing Shotgun Sunrise folder, extract it into
You will need the original release (above) installed first, but this patch includes all previous updates.
-Fixed crash on server join
-Fixed a crash that happened when carrying objects including TNT
-Fixed crash that would happen when players walked onto the train on foot
-Fixed barriers so that they can only be blown up with TNT
-Winchester does more damage and has a different sound
-Added health pickups in the form of bottles of booze
-Objectives can't be carried up ladders
-Truck/players hopefully can't end up outside the map anymore
-Various alterations to the map
-Ramps should be harder to get stuck on now
-Removed ramp on objective side of the fence near Pierson's Hay Bales, was nigh-impossible
-Added small new area, you'll find it
-Filled in hole that it was possible to get stuck in next to the Power Facilitron
-Fixed bug where stuff would glow in the mines
-Removed collisions from all train tracks
-Fixed bug where you could kill the lift by putting a barrel under it
-Fixed oversight whereby really determined arseholes could get the generator before either of the other objectives
-Fixed zombie ragdoll collisions
-Changed double-barrelled shotgun texture
-Changed Winchester viewmodel to not be miles away
-Disabled the background map
-Disabled the intro video
-Made the truck's dust particles client-side, which should help with lag issues
-Added some people we'd forgotten to the credits. Sorry, Captain K and Sebiel!
SS Example VMF
FGD comes with the mod.