Recruiting mappers for a game mod...

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Recruiting mappers for a game mod...

Postby Starving Hobo on Mon Jan 09, 2012 6:19 pm

It will be a large RP style map, think GTA, looking especially for people good at creating environments (what I mean, is like, displacements, rivers etc) money is being offered. We already have a few people working on it.
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Re: Recruiting mappers for a game mod...

Postby Smurftyours on Mon Jan 09, 2012 7:26 pm

This is extremely vague and and helpless attempt to attract attention. You need to say or show much more about what you are aiming for and possibly even talk about how much your willing to pay.
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Re: Recruiting mappers for a game mod...

Postby VIOLATION on Mon Jan 09, 2012 7:34 pm

Smurftyours wrote:This is extremely vague and and helpless attempt to attract attention. You need to say or show much more about what you are aiming for and possibly even talk about how much your willing to pay.
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Re: Recruiting mappers for a game mod...

Postby Starving Hobo on Mon Jan 09, 2012 7:50 pm

Smurftyours wrote:This is extremely vague and and helpless attempt to attract attention. You need to say or show much more about what you are aiming for and possibly even talk about how much your willing to pay.


Basically, it's a very large GTA style map, though set in the UK. There is a motorway and countryside-esque area around the outside, and a city in the centre. It's large in size and quite road-based. Again it's pretty much like GTA and if you're interested then you'll be working with me and some others through Dropbox to create it. We'll also be mapping some explorable buildings but the main focus is on driving and the roads. If you just imagine Grand Theft Auto on the Source engine that's not far off of what we're creating.

Most buildings are exteriors without being explorable but we will be creating a good number of buildings you can go inside.

If you're interested PM me with the sort of money you're looking for as I have to talk about it with another guy who started up the project.
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Re: Recruiting mappers for a game mod...

Postby Ark11 on Mon Jan 09, 2012 8:36 pm

Just to let you know, you can't make an open world game in the Source Engine without some heavy modifications and by the vague-ness in description and technical knowledge, I doubt you can make such modifications.
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Re: Recruiting mappers for a game mod...

Postby Starving Hobo on Mon Jan 09, 2012 8:43 pm

Ark11 wrote:Just to let you know, you can't make an open world game in the Source Engine without some heavy modifications and by the vague-ness in description and technical knowledge, I doubt you can make such modifications.


Ah right, thanks for the heads up, why is that? The size of the Hammer boundaries is enough for what we're doing. And we may have to go down the GTA route and make buildings models except those you can enter.

I'm not the coder guy I'm just working on the map.
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Re: Recruiting mappers for a game mod...

Postby Ark11 on Mon Jan 09, 2012 8:57 pm

Yes, the boundries are large enough and you could probebly make an entire GTA-style city. But it would take an unbelievable time to load and unless you were some kind of 'optimisation-god' it would almost certainly crash the game each time you tried to play.
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Re: Recruiting mappers for a game mod...

Postby Armageddon on Mon Jan 09, 2012 10:20 pm

I never liked how everyone thinks you can't make an open world game in source, just look at Vampire: The Masquerade. It's all about how you do it, making a GTA style map would be super easy, the real problem though is having streets occupied by cars and people. I wouldn't go all out an say it's not possible, it just takes a lot of work and smart thinking, a lot of work most people don't want to do.
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Re: Recruiting mappers for a game mod...

Postby source-maps on Mon Jan 09, 2012 10:53 pm

since when is super easy a lot of work and smart thinking..
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Re: Recruiting mappers for a game mod...

Postby trcc on Mon Jan 09, 2012 11:06 pm

Starving Hobo wrote:
Basically, it's a very large GTA style map


GTA IV took like 2 years to ship? maybe more..? and that's with a full team of devs!

I wish you good luck for your project but I don't how it is humanly possible to achieve your goal before half-life 4 is out :lol:

Maybe scale down the project to a few blocks/ neighborhood and if you succeed, add other maps to the project?
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Re: Recruiting mappers for a game mod...

Postby LordDz on Tue Jan 10, 2012 12:40 am

What is it for? RP map for gmod?
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Re: Recruiting mappers for a game mod...

Postby Phott on Tue Jan 10, 2012 1:26 am

Well you won't be able to make too large of a map if you are adding a lot of indoor stuff. It can easily be solved by adding tunnels and loading screens, but it would most likely only work for a single player mod in that case.
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Re: Recruiting mappers for a game mod...

Postby Starving Hobo on Tue Jan 10, 2012 3:28 am

trcc wrote:
Starving Hobo wrote:
Basically, it's a very large GTA style map


GTA IV took like 2 years to ship? maybe more..? and that's with a full team of devs!

I wish you good luck for your project but I don't how it is humanly possible to achieve your goal before half-life 4 is out :lol:

Maybe scale down the project to a few blocks/ neighborhood and if you succeed, add other maps to the project?


Well, we've already done a large section of motorway which makes up the outer edges of the map (basically a ring road around the city), and we have a number of buildings done. The map won't be as large as GTA IV's (that would be about 10 entire hammer grids or more) and it's slightly more simplistic.

LordDz wrote:What is it for? RP map for gmod?


Nah for a seperate mod, which yeah, is hopefully going to turn up somewhat like Grand Theft Auto...
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Re: Recruiting mappers for a game mod...

Postby Jangalomph on Tue Jan 10, 2012 3:48 am

Well i wish you luck.
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Has anyone really been far even as decided to use even go want to do look more like?
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Re: Recruiting mappers for a game mod...

Postby kkirspel on Tue Jan 10, 2012 4:26 pm

Reference shots?
Concept art/rough city layout?
WIP shots?
Prease? It just kinda shows the level of organization/direction/seriousness of the team; we should be able to see how committed the team is.
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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