New Mod team Seeking HL1 designers!
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Re: New Mod team Seeking HL1 designers!
Posted by rtk-team on Mon May 10th at 3:59pm 2004


Howdy all,

I will make this brief as you all look serious around here..

Over at RTk we are busy cooking up a new mod for the upcoming release of HL2. A brief description of the mod:

SR 2053

In the Year of 2010 we had an occurrence in our reality that we call The Awakening. Something from our past awoke legends that were long forgotten. Creatures from our mythical history walked the earth once more, giving birth to magic. Chaos reigned as governments crumbled and Corporations grew into power. Trolls, Orcs, Dwarfs & Elf?s became once again part of our society. Even some humans show strength in an ancient magical skill. Wars are fought in new ways now, for corporations rule this world. This war is waged underground in the very shadows of our cities. And now rumors are surfacing of an even more powerful ancient Beast. Fear runs through everyone?s veins, as we all fear the worst is yet to come.

==========================================================

Thats right!
So, due to the game's "never-release" date. There are no official mapping tools to work with, but we are not limited. no. Valve has stated many a time how easy and compatible the map files themselves will be! So, with that said, we are on the look-out for mappers up to this task. It will require patience and dedication to map for a game on a different paltform then its intended, but we intend to do just that! And we want you if you can fit the bill!

We are currently looking for level designers on the HL1 platform only, for obvious reasons. If you feel up to the task please email OSIAS@rtkdevelopment.com or hit up our forums and make yourself known.
Thx for your time.

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by rtk-team on Mon May 10th at 4:14pm 2004


.. oops. sorry, duplicate post..

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by KoRnFlakes on Mon May 10th at 4:22pm 2004


wrong forum. [addsig]



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Re: New Mod team Seeking HL1 designers!
Posted by Gwil on Mon May 10th at 4:26pm 2004


Yeah, wrong forum - this is for asking editing specific questions.. i'll move it on to General Banter.

[addsig]



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Re: New Mod team Seeking HL1 designers!
Posted by Cassius on Mon May 10th at 6:34pm 2004


So you'll be fighting unicorns who are mercenaries for McDonalds? Ridiculous.



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Re: New Mod team Seeking HL1 designers!
Posted by Gwil on Mon May 10th at 6:37pm 2004


? posted by Cassius
So you'll be fighting unicorns who are mercenaries for McDonalds? Ridiculous.

Haha, that's a cynical review quote if I ever heard one

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by Orpheus on Mon May 10th at 7:01pm 2004


i find it a bit odd, to see a member name representing an entire group of people..

snarkpit is a one on one minded atmosphere.. why can't the group at individuals sign up for membership?

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by Gwil on Mon May 10th at 7:19pm 2004


Shameless promotion ?

generally the worst way to promote a mod is by mass registering a username across appropriate forums, it just turns people off straight away (well, in my experience it does anyhow)

[addsig]



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Re: New Mod team Seeking HL1 designers!
Posted by Orpheus on Mon May 10th at 7:37pm 2004


ahh, makes sense i suppose.. [addsig]



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Re: New Mod team Seeking HL1 designers!
Posted by Vash on Mon May 10th at 7:39pm 2004


Oh look, another gay ass modification for Half-Life2 set in the future. What next, Weapon Renders? Im so tired of all this s**t, what is it with all you god damn nerds, and the damn future? Basically, this mod is labeled

"A bunch of shroomed up hippes fight the dog"

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by Kage_Prototype on Mon May 10th at 7:46pm 2004


? quote:
Oh look, another gay ass modification for Half-Life2 set in the future. What next, Weapon Renders? Im so tired of all this s**t, what is it with all you god damn nerds, and the damn future? Basically, this mod is labeled

"A bunch of shroomed up hippes fight the dog"


Vash, when did you turn into Cassius? [addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by Vash on Mon May 10th at 7:53pm 2004


Cassius is my idol.

/me humps

(Not really; I just say these things to make people feel better.)

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by Orpheus on Mon May 10th at 8:08pm 2004


? posted by Vash

Cassius is my idol.

/me humps

(Not really; I just say these things to make people feel better.)

/me gasps

vash, didn't realize that Chihuahua was in your gene pool

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by Yak_Fighter on Mon May 10th at 8:09pm 2004


at least it isn't a cs clone...

I don't know why people are bothering to start up mods for an unreleased game. You won't be able to accomplish anything substantial while you're waiting. I can't even bring myself to make plans for HL2 maps.




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Re: New Mod team Seeking HL1 designers!
Posted by Orpheus on Mon May 10th at 8:21pm 2004


? posted by Yak_Fighter
I can't even bring myself to make plans for HL2 maps.

i can, think large, very large..

just think of it, maps that make chaocity look small, and much better constructed to boot.

smaller than U2 though, but big none the less

[edit] i retextured reno's competition map from the last comp.. it compiled in about 5 minutes, and run smooth as silk.. compile times will be altered with the new engine as well..

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by Leperous on Mon May 10th at 9:11pm 2004


Please just f**k off if you're going to be a troll about this... (at everyone else, not Orph )



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Re: New Mod team Seeking HL1 designers!
Posted by ReNo on Mon May 10th at 11:04pm 2004


If they wanna promote a mod, let them - its no skin off your nose. Vash - LAME.

There isn't really anything wrong with starting a mod before a game is released. There is a stage known as design in game development, and it normally begins way before an engine is developed - starting an HL2 mod is no different. I don't agree with the building of levels in HL1 for HL2, but if making them helps get the concept across to other team members better than words, then its a worthwhile exercise. Weapon models might end up too detailed, but if thats the case, it was still practice, and if you are making ficticious weapons, then its helping to nail your design.

Good luck with the project - I suggest you reconsider using your HL1 maps in HL2 but its your call. [addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by scary_jeff on Mon May 10th at 11:08pm 2004


I think it could be an advantage starting a mod before you can really work on it, because it means you are forced into thinking more about the ideas you are having. Instead of just slapping a bunch of pretty much random features into a game and hoping that it will be good, you get a chance to think about things properly, and plan, without being able to be distracted by the temptation to just get on and make something,



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Re: New Mod team Seeking HL1 designers!
Posted by Gwil on Mon May 10th at 11:12pm 2004


Indeed, as ReNo says - good luck with it all I just don't feel there is potential or a market for HL2 mod players yet - perhaps if you focus on high r_speeds concept in development and "breaking the mould", as it were.

If you lay down concept ideals for mapping, modelling and coding before everyone else - you are bound to be onto something semi-successful

gl with it all, youll need it.... knowing valve

[addsig]




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Re: New Mod team Seeking HL1 designers!
Posted by Campaignjunkie on Mon May 10th at 11:16pm 2004


? posted by ReNo
There is a stage known as design in game development, and it normally begins way before an engine is developed - starting an HL2 mod is no different. I don't agree with the building of levels in HL1 for HL2, but if making them helps get the concept across to other team members better than words, then its a worthwhile exercise.

These aren't games. They're mods. Development is obviously pretty different between them. Game developers spend that long writing design documents so they can pitch it to developers and measure the commercial viability. But mods... Mods are still a hobby (I hope they'll remain that way at least), you just work on making something fun. Hiring all these staff members or attempting to hire simply clouds any progress you might have. It turns into an administration nightmare, trying to keep up team morale and motivate people to keep working as well. Then again, I don't know much about game development or whatever, so don't quote me on any of this.

IMO, the best mods start with very few people. These people will obviously hire more staff as they go along, but that's usually after they have stable gameplay and prototype betas released.

[addsig]





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