Alien Swarm Mod: Zombie Apocalypse
(Forums : Recruiting & Resumes : Alien Swarm Mod: Zombie Apocalypse)
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Jul 22 2010
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Hi Guys,
My name is Maximilian and I am from Germany. I love playing the new, free shooter Alien Swarm from Valve.
The game is very modding friendly and has its own SDK Tools.
Though I like the Alien setting I LOVE Zombies (well who doesn't?!)!
So my goal is to make zombie mod for Alien Swarm.
Well that sounds great but about 90% of all mods ever announced and/or developed never get finished.
I had to learn that the hard way too. After one failed mod and two failed indie-games I have learned a lot.
So I want to start small. Make one zombie-model. Texture it. Animate it. Get the awesome groaning sound working.
The mod has to grow! Counterstrike for example started very small and grew over time along the amount of players.
The first thing to do would be creating a roadmap, like starting with a fully working zombie character and ending up with a variety of zombie types and a brand new campaing.
Now lets get to the point.
I want this mod to get finished. I do not want to vanish into the valhalla of the dead mods out there.
I need experienced, commitment ready reliable teamworkers.
We won't go for quantity (3 unexperienced 3D modelers) but for quality (1 experienced reliable 3D modler).
Every position has to be experienced with source mods.
We don't need a excellent 3D Artist who makes a photorealistic zombie model with to much polygens.
These positions need to be filled for a start:
- one Concept Artist
- one 3D artist capable of animating the created models
- one texture artist
- one sound engineer
- one SDK-experienced level designer [ALREADY TAKEN]
The last position is not to be underestimated. We would look pretty stupid if we had awesome zombies but can't implement them properly in the game.
You have made it this far.
Post your full application (who are you, what have you accomplished, why should you work in this project etc.) in this thread, or send me a PM.
Cheers,
Maximilian aka. Lockstock
Edited by: Lockstock
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Jul 22 2010
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Lockstock wrote:
- one Concept Artist
- one 3D artist capable of animating the created models
- one texture artist
- one sound engineer
- one SDK-experienced level designer
who's going to write all your code ?
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"I will play but only if there is clopping" - Alex Quick, Sep 15 2012, 6:56am
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Jul 22 2010
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At the moment we don't need any coding because, as I said, we are going to start of small.
The first steps are simple model, sound and texture exchanges.
After successful model-exchanges we will move on to bigger steps, like a new campaign.
The level designer will be responsible for implementing models, sounds and textures.
EDIT:
Thread Postet at GameDev
Edited by: Lockstock
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Jul 22 2010
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and what might you be doing? this sounds like a 2 men project at most it doesn't need that many people.
You don't need a concept artist, you are making zombie replacement, it is not hard to make a zombie when there are so many zombie games out there.
You don't need a sound engineer for zombie sound, there are a few zombie sounds effect around the web, a bit of tweak and you are done. You can even record with a simple mic, all it need is some tweak.
A quality 3d artist can make a model and texture it themself, animating it would be difficult unless they can rig and animate too.
You can probably learn how to use the SDK for making level, it ain't hard.
-- ===================Signature======================
Demo Reel 2011 - www.wingkityu.com
Modeling - Maya, Softimage XSI, Zbrush, Mudbox
Mapping - Unity, UDK, Source Hammer
Texturing - Photoshop, XNormal, Crazybump
Comp/Edit - After Effects, Premiere
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Jul 22 2010
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@ shadowofamn
Dont be negative! He just needs a team to make a mod for him...
-- tryin to put some shit together, wanna create a style.
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Jul 22 2010
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shadowofamn wrote: and what might you be doing? this sounds like a 2 men project at most it doesn't need that many people.
You don't need a concept artist, you are making zombie replacement, it is not hard to make a zombie when there are so many zombie games out there.
You don't need a sound engineer for zombie sound, there are a few zombie sounds effect around the web, a bit of tweak and you are done. You can even record with a simple mic, all it need is some tweak.
A quality 3d artist can make a model and texture it themself, animating it would be difficult unless they can rig and animate too.
You can probably learn how to use the SDK for making level, it ain't hard.
Well if you think you are capable of these things I would be glad to have you on my team!
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Jul 22 2010
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SZilaJMaGGoT wrote: He just needs a team to make a mod for him...
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Jul 22 2010
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SZilaJMaGGoT wrote:
Dont be negative! He just needs a team to make a mod for him...
You don't have to make the mod with me. You can do it on your own.
But it happens that one-man-projects tend to fail more often than team-projects.
Show me the mod when you have finished it
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Jul 22 2010
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Lockstock wrote:
SZilaJMaGGoT wrote:
Dont be negative! He just needs a team to make a mod for him...
You don't have to make the mod with me. You can do it on your own.
But it happens that one-man-projects tend to fail more often than team-projects.
Show me the mod when you have finished it
Hmm I think that statement is wrong, I see many more teams fail then solo projects.
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Jul 22 2010
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Haha, unfortunately the world is full of negativity and to deal with it, you have to work harder to make yourself more perfect. And no, I dont like zombie mods, doesnt mean I dont like zombie games but making them is meh to me......
-- ===================Signature======================
Demo Reel 2011 - www.wingkityu.com
Modeling - Maya, Softimage XSI, Zbrush, Mudbox
Mapping - Unity, UDK, Source Hammer
Texturing - Photoshop, XNormal, Crazybump
Comp/Edit - After Effects, Premiere
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Jul 23 2010
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Henley wrote:
Hmm I think that statement is wrong, I see many more teams fail then solo projects.
Thats just because solos don't talk much about their projects or how they fail.
Anyways lets don't get caught up in detail discussion, as I said: If you don't like the project or project idea don't help us but don't try to stop us either.
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Jul 23 2010
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well you cant stop them from stopping you, the thing is people are just stating facts, no one is stopping you because we don't care.
-- ===================Signature======================
Demo Reel 2011 - www.wingkityu.com
Modeling - Maya, Softimage XSI, Zbrush, Mudbox
Mapping - Unity, UDK, Source Hammer
Texturing - Photoshop, XNormal, Crazybump
Comp/Edit - After Effects, Premiere
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Jul 23 2010
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shadowofamn wrote: well you cant stop them from stopping you, the thing is people are just stating facts, no one is stopping you because we don't care.
If you don't care do me the favor and shut up. I am trying to get a team together and you are not really helping.
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Jul 23 2010
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Hey shadow! You should feel flattered - apparently, your power and influence is such that you can destroy entire projects with a few simple words! It has to be you, for I can see no other reason why this might be going nowhere....
-- "lets say Portal is a puzzle game, so its a rehash of Tetris"
- Wraiyth points out the craziness of stereotyping games by their genre
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Jul 23 2010
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Thanks guys for your great support. This is how a mod-community should work.
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Jul 23 2010
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Lockstock wrote:
Henley wrote:
Hmm I think that statement is wrong, I see many more teams fail then solo projects.
Thats just because solos don't talk much about their projects or how they fail.
Henley authorizes all the projects on ModDB so he has seen them all. So no, you're wrong.
And btw, ZOMG ZOMBIEZ in Alien Swarm is a terrible idea.
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Jul 23 2010
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korge wrote:
Lockstock wrote:
Henley wrote:
Hmm I think that statement is wrong, I see many more teams fail then solo projects.
Thats just because solos don't talk much about their projects or how they fail.
Henley authorizes all the projects on ModDB so he has seen them all. So no, you're wrong.
And btw, ZOMG ZOMBIEZ in Alien Swarm is a terrible idea.
Maybe he's right.
But I don't think a zombie mod for Alien Swarm is such a terrible idea.
Actually it's pretty destined to have a zombie mod.
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Jul 23 2010
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Lockstock wrote: Thanks guys for your great support. This is how a mod-community should work.
What do you expect? A bunch of people who will make games for you?
Develop a useful game development skill and people will take you seriously.
Lockstock wrote: I don't think a zombie mod for Alien Swarm is such a terrible idea.
Actually it's pretty destined to have a zombie mod.
Yeah, i'm sure there will be at least one. But the game play is going to be extremely similar, so i don't think it's worth the time.
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Jul 23 2010
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ngs616 wrote: Yeah, i'm sure there will be at least one. But the game play is going to be extremely similar, so i don't think it's worth the time.
4 players, random swarms of npcs via ai director, uncommon swarm, l4d menu... Of course there was going to be a zombeh mawd for this game.
Question is, who actually has an understanding of how much work it is to complete a mod and still would do that instead of just play L4D?
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Jul 23 2010
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Enough of the flaming. I would appreciate useful comments/application.
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Jul 23 2010
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korge wrote: And btw, ZOMG ZOMBIEZ in Alien Swarm is a terrible idea.
How about aliens in L4D then?
j/k
-- Don't worry about people stealing your ideas. If your ideas are any good, you'll have to ram them down people's throats.
-- Howard Aiken
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Jul 23 2010
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Lockstock wrote: Enough of the flaming. I would appreciate useful comments/application.
Isn't this one enough for you?
ngs616 wrote:
What do you expect? A bunch of people who will make games for you?
Develop a useful game development skill and people will take you seriously.
If you want to see this happen there isn't a more useful comment than that one.
-- "lets say Portal is a puzzle game, so its a rehash of Tetris"
- Wraiyth points out the craziness of stereotyping games by their genre
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Jul 23 2010
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Gib, after your comment, I start to feel the energy channeling through my body. For the sake for Moddb, the community, and the planet earth, I will continue my quest to stop this project from happening.
-- ===================Signature======================
Demo Reel 2011 - www.wingkityu.com
Modeling - Maya, Softimage XSI, Zbrush, Mudbox
Mapping - Unity, UDK, Source Hammer
Texturing - Photoshop, XNormal, Crazybump
Comp/Edit - After Effects, Premiere
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Jul 23 2010
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shadowofamn wrote: Gib, after your comment, I start to feel the energy channeling through my body. For the sake for Moddb, the community, and the planet earth, I will continue my quest to stop this project from happening.
With your powers combined I am...
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Jul 24 2010
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Henley wrote:
shadowofamn wrote: Gib, after your comment, I start to feel the energy channeling through my body. For the sake for Moddb, the community, and the planet earth, I will continue my quest to stop this project from happening.
With your powers combined I am...
Hahaha I thought captain planet as soon as i read his post too lol
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