starting a mod

Discuss modifications and also recruit team members.

who should start mods?

Programmer
16
64%
Mapper
2
8%
Modeller
1
4%
Texture Artist
0
No votes
Sound guy
0
No votes
Nub with an idea
6
24%
 
Total votes : 25

starting a mod

Postby holy_cheese on Sun Jan 16, 2005 4:50 am

Just to see who you people would work with if they started a mod,
me personally i would want either a texture artist or programmer
-teh shit
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Postby Athlete{UK} on Sun Jan 16, 2005 9:13 am

Programmers are the first thing you need. they make everything happen. All everyone else does is make things for them to play around with. no coders no mod.
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Postby Pipboy on Sun Jan 16, 2005 9:28 am

Modellers and mappers are a dime a dozen. A coder would be good. But a guy with ideas who can organize and oversee everything, even without a trade, isn't so bad.
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Postby AcX on Sun Jan 16, 2005 10:03 am

Yeah, I reckon it's best to have a leader with no particular role, except to keep everything in order and keep people working. They can still help out mapping, modelling, coding, etc, but they should stay focused getting the mod out in the open, and sorting out the different aspects of the mod.
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Postby Blink on Sun Jan 16, 2005 11:43 am

Athlete{UK} wrote:Programmers are the first thing you need. they make everything happen. All everyone else does is make things for them to play around with. no coders no mod.


Not true, things like ETC and Darkstar spring to mind.
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Postby wiggle987 on Sun Jan 16, 2005 12:12 pm

programmers are the hardest people to find, therefor it is most logical if a programmer starts it, if a mapper starts it it is exactly the same as saying a nub starts it imo
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Postby Athlete{UK} on Sun Jan 16, 2005 2:15 pm

Blink wrote:
Athlete{UK} wrote:Programmers are the first thing you need. they make everything happen. All everyone else does is make things for them to play around with. no coders no mod.


Not true, things like ETC and Darkstar spring to mind.


I mustr have miss read. Anyone with good organisational skills and an idea could start a mod. I just feel that coders are the most important. Although darkstar i supose is an exception and there are a few others. On the whole though they are what you need (especialy fot multiplayer mods.)
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Postby 9f1062f623f9 on Sun Jan 16, 2005 2:23 pm

I wouldn't mind what the persons traits were as long as they displayed a good amount of leadership and organizational skills. Having said, can never go wrong with an experienced programmer. And that dime a dozen thing, while yes, they're everywhere - but to find GOOD mappers and modellers is a big task.
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Postby YokaI on Sun Jan 16, 2005 9:15 pm

It is always a good idea for some1 with an idea to start a mod so you know what the hell your doing

But, its good to really start with a programmer//
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Postby Kaltagesta on Sun Jan 16, 2005 9:41 pm

I dont think that a person with no real skills but organisation is a big nono, so long as he does know the basics and so appreciates good work and the process involved. I worked - briefly - on one mod as a modeller once, and the guy in charge must have been about 13, and wanted me to finish about 12 guns by the weekend.

Didn't happen.
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Postby YokaI on Sun Jan 16, 2005 9:55 pm

Some1 who is a complete idiot said that he was ganna make the mod and he said he had all the gun models done! well, ofcourse he did not... I IMed him back saying "do you have animations done for the models too?" and he said yes... Then i said "what program did you use?" and he said XSI... THEN i said "take a screen of one of your models in XSI by pressing print screen" then he gives me a picture of something he did in fucking photoshop, then I say "Your fucking kidding me right?"

And their mod idea was "human survival in space with aliens" and we all know about Natural selection... they plan to make the same god damn game... Fux...

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Postby Ennui on Wed Jan 26, 2005 2:35 am

someone with design and administration experience, and preferably another skill so they can contribute, and a thorough understanding of Half-Life 2 modding.
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Postby RedSkeggs on Wed Jan 26, 2005 9:45 am

I would say that whoever starts the mod does not matter. But what is of the utmost imortance is that someone with good oganisational skills (A flegling Project Manager in the making perhaps!!) is put in charge. Whether they be a programmer, Mapper, Modeller or a complete Noobmeister does not really matter. The person though, will have the interest, the drive, enthusiasm and most importantly the dedication to follow the project through. There is nothing worse than someone who drops out because things are not moving as fast as they want or there is a problem within the team etc etc. It is the job of the PM to cover all bases and make sure the milestones are met.

So whether you start the mod and want all the glory, would you sacrifice the future of possibly the next Counter Strike or Day of Defeat success, just because you would not put someone in charge who can drive the project effectively.

The definition of a Project Manager is not someone who should necessarily possess any skills with programming or whatnot. They are there purely to take things forward. A Mr When is you will...

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Postby Blink on Wed Jan 26, 2005 9:52 am

Ennui wrote:someone with design and administration experience, and preferably another skill so they can contribute, and a thorough understanding of Half-Life 2 modding.


I'm sure I read that your canning Station Unrest, is that true?
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Postby holy_cheese on Wed Jan 26, 2005 10:42 am

my question wasn't who should manage the mod but who should start it, Cuz basically as i've seen many a time is that people with the greatest of idea's just can't find a commited team. There is no place where there are a lot of friendly modders willing to devote thier time on other peoples mods.
Thing is, a mod is more likely to survive, flourish and reach completion if someone who has experience, contacts, drive and the skills neccesary to make progress on the mod when no one else can/will, i think they are the people who need to start a mod. Unless you have good contacts, know people well enough, no one is going to stay with a mod from beginning to end if you just hire them from a forum without any prior contact.. People may join once a mod has gained momentum, but its getting your mod over the initial hurdle is the hard part.
-teh shit
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