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

Postby Cyberblast on Tue Feb 01, 2005 10:50 pm

holy_cheese wrote:hell no!! it actually exists too i once stumble upon something resembling it but i forgot where it was :(


ofcourse you forgot cheese..they made you forget :D
User avatar
Cyberblast
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Thu Jan 06, 2005 3:37 am
Location: The Netherlands - Eindhoven

Postby holy_cheese on Tue Feb 01, 2005 11:06 pm

i only remember a flash of red light, then my pc shut down........
-teh shit
User avatar
holy_cheese
Pheropod
Pheropod
 
Joined: Thu Dec 02, 2004 3:54 am
Location: Kiwi Land

Postby Ennui on Wed Feb 02, 2005 8:27 pm

holy_cheese wrote:i only remember a flash of red light, then my pc shut down........
Yep, those coders are all damn hackers, stupid kids... :o
User avatar
Ennui
May Contain Skills
May Contain Skills
 
Joined: Mon Dec 27, 2004 6:06 am
Location: North Carolina

Postby Aneurexorcyst on Fri Feb 18, 2005 2:16 pm

Kaltagesta wrote:Leading to the conclusion that it's probably best to learn a skill, join a team or two, and after a while make your own mod, a recruit people.


Exactly, I don't believe that a person is ready for the type of commitment a mod or total convesion involves unless they have had prior experience.

Skill wise, I don't think a leader requires anything in particular, but I have come to learn from my own experiences, that a general knowledge of professions really helps set deadlines and can help a team stay together.
User avatar
Aneurexorcyst
Dumpling
Dumpling
 
Joined: Wed Feb 02, 2005 11:09 am

Postby mike-o on Sat Feb 19, 2005 5:00 am

Heres the order, in my opinion...

1. Designer - someone who has the ideas. That's easy, you've probably come up with some sweet mod ideas, if you're like me.

2. Recruiter - Finding people could be a pain in the ass.

3. Web Designer - No one will want to play your mod if it has a shit website. At least i wont.

4. Coder - This is where the real shit starts. This could be hard to find. No one can start really working until this guy gets going.

5. Modeler - Obviously, necessary. Cant have a mod without one.

6. World modeler / texture artist - These are always good to have. They set the mappers in motion.

7. Mapper - Last but not least.
User avatar
mike-o
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Tue Feb 01, 2005 12:18 am

Postby 9f1062f623f9 on Sat Feb 19, 2005 1:40 pm

mike-o wrote:Heres the order, in my opinion...3. Web Designer - No one will want to play your mod if it has a shit website.


What a load of rubbish.

It matters not if the website for a particular mod appears poor in quality and design. While it's always good to have a nice website - the quality of the mod is what counts. Not the website.
Level Designer :: Natural Selection 2
Online Portfolio :: http://dux.interlopers.net

Image
User avatar
9f1062f623f9
Unknown Worlds
 
Joined: Tue Nov 09, 2004 10:07 pm
Location: United Kingdom

Postby Midnight_Oil on Sat Feb 19, 2005 4:18 pm

dux wrote:
mike-o wrote:Heres the order, in my opinion...3. Web Designer - No one will want to play your mod if it has a shit website.


What a load of rubbish.

It matters not if the website for a particular mod appears poor in quality and design. While it's always good to have a nice website - the quality of the mod is what counts. Not the website.


I would disagree. There is a lot of competition for talented members and community interest. I think that a polished website is vitally important. If the site is crap, people will assume the mod is too and look no further.
User avatar
Midnight_Oil
Regular
Regular
 
Joined: Fri Dec 03, 2004 1:40 am
Location: Maine, USA

Postby Blink on Sat Feb 19, 2005 8:32 pm

You need a decent attractive web-site with a professional appearance, and also enough media/concepts/staory details to attract key members. That should be the basics before trying to go public with a serious mod.

Although awesome media and crap site is better then the other way around :)
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK

Postby Wilko on Sun Feb 20, 2005 6:07 am

Well, we have had a slew of shitty websites over at HoldOut (my mistake for allowing someone else to make the website... they begged :?)

I assumed if they called themselves "professional" web designers they would be half decent. No. They are full of shit. Anyways, I ended up making it myself, and I assure you this website is much better than previous our previous shit.

http://www.hl2holdout.com

Anyways, I have noticed virtually no increase in our forum member count, it still remains increasing as steady as it was with the shitty site. I don't really think website matters too much. If people only judge your mod by the website, they are probably n00bs you don't want touching your mod anyways :D

Coders should ALWAYS start mods, considering they are the driving force behind it, and the key to its creation. Face it, you can create a mod without custom models, yeah deal with it.

I myself am not a coder, however, I have close ties to some, and my coder(s) and I get along fine, luckily. If you have issues and disputes with your coder, you won't get much progress done. So if a coder starts a mod obviously he won't argue with himself...

/end rant.

Thats my 2 cents. I wish I was a coder. :P
Image
User avatar
Wilko
Regular
Regular
 
Joined: Thu Dec 30, 2004 11:05 am
Location: Calgary, Alberta, Canada
Previous

Return to Mod Talk

Who is online

Users browsing this forum: Bing [Bot]

cron