Posted by master_yoer on Fri Sep 16th at 2:43pm 2005
In the works is an upcoming total conversion using the hl2 source engine.
The game puts you in the role of an inmate on death row, who was framed for a murder. With only weeks left until your execution, you must find the truth behind what happened, and free yourself. Making your way through complex prison corridors and fighting through hoards of prison guards isn't even a slice of the pie.
You start out unarmed in a prison, and must find a way to escape from it. Beating down guards and stealing their weapons, or stealthily passing through parts of the prison, it's your choice..
Once outside the prison, you are on the streets trying to flee from the police and other criminals who are after you and want you dead, all while trying to unravel what happened and who framed you, so you can get your revenge.
If you are intersted in helping with the project, please feel free to contact me.
email: master_yoer@yahoo.com
aim: iMaNiTeMaRe2U
or send me a message on the forums.
Posted by Forceflow on Fri Sep 16th at 3:05pm 2005
Forceflow
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Posted by master_yoer on Fri Sep 16th at 3:07pm 2005
I don't think I can post anything on a website when there is nothing media wise as of yet to post, that's why I don't have one.
Posted by fraggard on Fri Sep 16th at 5:54pm 2005
One good way of getting interest:
-Thresh out your storyline thoroughly. Understand the scale of your mod.
-Get started on something. Many usually start of with maps.
-Set up a website with this much. It may just be a free host, but that doesn't stop a good story. Stories make the mod.
Basically most prospective members look for some kind of encouragement that the mod will either be successful or will give them good experience. Either way, as a mod leader, I think your initial approach to recruitment makes a lot of difference.
Best of luck with your mod. And don't worry too much if you get flamed. That is the Way of the Snark.
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Posted by master_yoer on Fri Sep 16th at 5:57pm 2005
I am in the process of designing a website right now, and after that's finished I will be starting on some of the level design for it. I've not used hammer since hl1 though, so it's going to take me a bit to get used to it again.
The website is going to explain in complete detail the story of the mod, as well as features and etc that are going to be available in it. I will post the URL to the website as soon as it's finished.
Thanks again for the advice.
Posted by Captain P on Sat Sep 17th at 10:24pm 2005
Again, it's good to have a certain skill (or skills) you excell at, and having some friends in the community is always a plus.
I became a modeller for a HL mod called Starlabs, because the team leader is a friend of mine, for example. Otherwise I wouldn't have joined so quickly.
Anyway, good luck with it.
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Posted by master_yoer on Sun Sep 18th at 3:25am 2005
As far as having friends in the community, I find that hard because I can never seem to find the right resources. All the resources I find are washed up, or barely able to move anymore. I started into the mod scene late in the game, so my chances of knowing people who are already very skilled at it are slim..
I am hoping to make some new friends during this project.
Thanks for your concern and within the next couple days I will have a working map to show.
Posted by Forceflow on Sun Sep 18th at 7:58am 2005
http://www.snarkpit.net/maps.php?map=2101
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Posted by master_yoer on Sun Sep 18th at 2:20pm 2005
Posted by Junkyard God on Sun Sep 18th at 4:09pm 2005
It's always best ( as i have experienced... ) to firstly set up FTP acces, a good story with a good detailed design document, a nice looking well updated website and maybe even some media before posting of forums releasing your ideas etc. to the mainsteam modders, alot of people won't join simply becouse people have nothing to show, even if the mod has a great idea alot of people will rather go with a more proffesionaly setup mod with a lesser stroyline.
www.proboards.com ( i think ) , set up some forums too, it's a good place to exchange idea with other people and show off stuff while you don't have a website ready.
Good luck to you and your mod, maybe i'll have a closer look when my new pc is here ^_^
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Posted by master_yoer on Wed Sep 21st at 5:45am 2005
Please visit the website and join us for support!
If you are looking to help, please fill out an application in the correct forum.
See, I told you it was coming
Posted by Junkyard God on Wed Sep 21st at 6:46am 2005
Webstite doesn't look bad atall, try to get you own domain though ( like in4life.com or w/e ) it always makes a mod look more proffesional.
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Posted by Captain P on Wed Sep 21st at 10:44am 2005
The first thing I look at on a mods website, besides it's overall impression, is the media page. The second thing I do is looking at the team page to see if I know some people or if they have some nice portfolio sites. If that all doesn't interest me, I'm gone again.
Anyway, I think you're in a too early stage to have a site now. Creating a site costs time and you'd better spend that on the mod for now to get things really done. Everyone has story idea's. Once you can back it up with actual content, show off your site.
My 2 cents.
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Posted by master_yoer on Wed Sep 21st at 3:04pm 2005
As far as the media goes, it is very hard to show any media when there is barely a team to get any work done, hence why I am TRYING to get workers. I can't do everything myself.
Posted by Captain P on Wed Sep 21st at 3:22pm 2005
True. But modding isn't an easy or quick thing either. Unless you have some friends it often is just very hard to get people going with your mod. Best thing you can do then is just create some interesting stuff. This shows others your skills, and it shows them you're determined and that you are willing to do things rather than just searching a team to do things for you.
Basically, outside people want to know that you know what it takes to do a mod, and that you're capable of finishing something. Because finishing is often were things go wrong (heh, why should I have released just 2 maps in 4 years?
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Posted by master_yoer on Wed Sep 21st at 3:29pm 2005
I must admit that I am very scratchy at hammer, but I am still doing it none the less and it looks nice so far. Since there isnt anything new added into the game yet, except for the map you wont notice any difference between hl2 and in4life, but I am hoping that over the course of the next month some major changes will start to be noticable.
I will get some screenshots up at the website as soon as the playtest map is in a state where you can actually show stuff off.
Posted by master_yoer on Thu Oct 13th at 3:39am 2005
Currently, the media screenshots are taken from the sewers, a level in the game. It's a very dark and gloomy place, with surprises around every corner. Tight corridors make it a challenge to get through when fighting off police and security officers.
We are looking for support and help with the modification. Current positions we are accepting are:
Story Editor - Somebody who can work with me to perfect the story and make it complex and solid. Must be able to help come up with a believable story.
Mappers - We are also looking for people who can map real to life environments for the different levels throughout the game.
Modellers - Modellers must be able to create high quality or real-to-life looking models of weapons and characters.
And finally, we are looking for experienced coders who can help code in features into the game. We currently have no coders, and would really like one to help advance our progress.
if you are interested in helping, please contact me at master_yoer@yahoo.com, visit our website http://www.aztec-designs.net/, or post a reply on the forum.
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