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create mod | Locked | |
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Aug 9 2003 Anchor | ||
I want to create a mod, my question is: HOW? |
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Aug 9 2003 Anchor | |
What game? -- < insert subject games here >
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Aug 9 2003 Anchor | ||
A mod with the normal characters. only rockets. kill in 1 time ALWAYS with rocket. for quake 3 |
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Aug 9 2003 Anchor | ||
Take a look at Rocket Arena before you get carried away ;-) - Edited By Vyse On Sat 9th, Aug 2003 @ 5:46:18pm |
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Aug 9 2003 Anchor | |
and you need a team because making a mod is difficult:P -- **wearing a christmas hat since xmas 2004 ** ThAt'S ThE sPiRiT! new e-mail addy, check profile |
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Aug 9 2003 Anchor | |
Unless you have near a decade of experience of modding it yourself, like me. -- < insert subject games here >
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Aug 9 2003 Anchor | |
Bastard -- Nothing. |
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Aug 10 2003 Anchor | ||
What do i need for my team? |
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Aug 10 2003 Anchor | |
A mapper, a modeler , a concept artist, a web designer, a coder, hmmm, dunno, that stuff is vital tho, and its best to have at least two of all.. -- Nothing. |
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Aug 10 2003 Anchor | |
If you can do everything well and fast you don't need a team, but if you are not able to cover all the jobs you need someone who can help with grapich (modellers, mappers, skinners, ecc...), sounds, website and coding. -- Alucard Death to false Metal |
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Aug 10 2003 Anchor | |
All that just for a rocket launcher only mod? Jeebus. -- < insert subject games here >
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Aug 10 2003 Anchor | ||
Meh ... large teams become un-manageable, and usually result in a conflict of interests. A lot of so-called "teams" don't share the work-load, and some even seem mods seem to measure themselves by the ammount of people they have working for them. I've had a few of my own sour experiences with art collaboration so I'm a little biased (not related to gaming). It depends on the scale of your mod, I suppose, but I really see no "need" for more than two/three team members ... if it is to pool skills (artist, coder). Smaller, tighter teams are better, if equal effort is to be put in on all parts. Of course, there are many benefits of flying solo (especially in acquiring skills for yourself). Back to Servus' question. What's your experience level? So as we don't patronise you, or inversely, go way over your head. What you describe is rather simple (tweaking a few config files, dropping in a few entities and such) but you need to expand upon what you've said. For example, will you be creating new maps, weapon or player models? Oh, and download Rocket Arena, like I said (that goes for everyone):-P - Edited By Vyse On Sun 10th, Aug 2003 @ 5:25:32pm |
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Aug 11 2003 Anchor | ||
I would like 2 make a mod about the anime trigun. with other characters and other guns. maps can stay (if that's possible) |
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Aug 11 2003 Anchor | ||
there is a HL2 about trigun and it sucks - Edited By anti-pacifist On Mon 11th, Aug 2003 @ 11:05:48am |
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Aug 11 2003 Anchor | ||
Then u have good idea's for a mod? |
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Aug 11 2003 Anchor | ||
Join a team. Too many people who have never coded, modded, or anything like that try to start by trying to start their own mods and gather teams. And know what? About 99.99% of them fail, honestly, ask anyone. --
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Aug 11 2003 Anchor | ||
If you have very little idea about how to go about creating a mod, then you need to develop some well-rounded basic skills before you even consider joining a team. You cannot over specialize when you're setting off though, as everyone needs a common base of knowledge in order to function as a team anyway. Modding should be about the learning process too :-) |
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Aug 12 2003 Anchor | ||
Team i can join? |
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Aug 12 2003 Anchor | ||
i got a mod team if you want to join, we're hiring. need to see some previous work IF you have ne. if you dont well, uh we'll talk Its a multiplayer for HL2, check my sig |
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