Posted by thehalflifeman33 on Sat Feb 9th at 2:31am 2008
thehalflifeman33
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Posted by Le Chief on Sat Feb 9th at 2:35am 2008
By the way, rating me 1/5 is really immature, nothing wrong with rating sombody that but if you do, at least have a good reason.
Edit: Ok everything was going fine until you added this to your post:
presenting awesome maps to people.
and how do i do that? waste seven years learning how to become an "awesome" mapper? (and you wonder why i want a mapper)
you are really starting to annoy me again....
Let me add somthing to my post, I officially give up trying to explain it to you. That is the stupidest thing you have said. Lets just hope everything pans out right and you don't do somthing stupid to earn yourself a ban... again.
Posted by hl_world on Sat Feb 9th at 2:56am 2008
Thats rich. Back on topic though, don't waste your time with this idea, thehalflifeman33. It won't work and if it does, it won't work well. There are too many sucky mods out there without this one adding to the list. Have some common sense and spend your time doing things you're good at and actually likely to make you popular.
Posted by thehalflifeman33 on Sat Feb 9th at 3:17am 2008
thehalflifeman33
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Posted by RedWood on Sat Feb 9th at 3:29am 2008
But so far all you've done is act unprofessional and threaten people buy taking their names of your credits list. (O no!)
From this thread, witch is the only one iv seen of your mod, it looks as if you have no plan, and no idea of how to start let alone finish a mod.
Find a way to represent your idea in a concrete way. Actually find out what it takes to produce a mod. Then (and i only say this because i don't get it as often as i like) clean the sand out of your vagina and then come back and ask if someone would like to help you make your mod.
Posted by thehalflifeman33 on Sat Feb 9th at 3:33am 2008
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Posted by Cash Car Star on Sat Feb 9th at 4:35am 2008
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Posted by thehalflifeman33 on Sat Feb 9th at 5:03am 2008
thehalflifeman33
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Posted by Le Chief on Sat Feb 9th at 5:09am 2008
....... What do you think we have been trying to explain to you the whole time?
Posted by Crono on Sat Feb 9th at 5:43am 2008
This I can answer:
Do something besides hire people. If you're a terrible mapper/coder/modeler/texture artist/whatever ... start working on being better at those things.
You need to show people something to get them interested ... in general.
For the SnarkPit specifically, there's almost nothing you could do. I mean, If you had a REALLY great idea and the mod was already well underway and you just needed to fill a slot ... that'd be one thing ... but you're trying to recruit a team when you have nothing to really show ... it just isn't going to fly here.
Try building a portfolio of some kind, organizing your ideas, then come back.
Posted by Riven on Sat Feb 9th at 10:45am 2008
It's the Cath-22 of modding: need to recruit a team in order to make media, but you need media in order to recruit a team.
This isn't impossible, but it does start somewhere. It starts with the media creation. Where does that initial media come from? From the person(s) who start the mod! People who want to lead a mod, regardless of whether it's their idea or not, need to be familiar with the tools that other designers are using. It would be good to know how a modeler would import their models into your engine. You need to know how a texture artist would apply his artwork into your mod. You need to know how the level designer would implement all those aspects, and you certainly need to know how the coder would work in your engine. You don't have to become an expert in all these fields, but you certainly need to be familiar with them. As a project lead, you need to be able to tell if something will work or not, or weather it will look right in your mod or not. The only way you can do that is if you are familiar with those tools.
So, it's alright if you're not a good level designer, as long as your familiar with the tools, you have some grounding with what your planning to do. But that's just the first step. Remember, you still need that initial media! What better way to get familiar with a new tool than to work with it. Get a website up, or begin a Profile on ModDB and lay down a design document. This document will be like your manifesto. It will describe what your mod will be about, and plan exactly what you want to do with it. Describe the general layout of the story, and include new features you're planning. Answer questions like "What makes my mod stand out from all the rest?" and, "Why would anyone want to play my mod?" These are things you can answer RIGHT NOW. It pays to get organized. Constructing a design document requires no experience with the above aforementioned tools, and is a very good way to help recruit possible members.
Here are some other things you can include in your design document:
- Reference pictures (pictures you have found online that represent areas in your mod or art)
- Story plans (an outline for possible plot line points. We call these landmarks)
- Character traits (What kind of characters inhabit your mod? Describe them in great detail.)
- Level layouts (draw up plan views of levels you like to see built in your mod; this can be done with just simple pencil and paper!)
- All the other things I mentioned...
As you can see, there are plenty of things you can do right now to begin working on your mod. It's one thing to have it organized in your head, but it turns into a different beast if you unleash it on paper. This is especially important when working with a team, because it gives them something to look back at when the meeting is over. Your job would be to manage that design document, and make sure that the vision gets realized. You are the idea lead. You're the only person who can see what the idea will end up looking like, and you have to work to get that across to your team. If people get frustrated because they don't understand what you want, it's because you don't know what you want, and a design document would solve that problem instantly.
So, my advice to you is to:
- Get your ideas together and get them on paper. (As much detail as possible).
- Get familiar with your future teammates' tools.
- Get organized.
- And last but not least: It is very important to be as courteous as possible to the people trying to help you. They may be the ones that just might end up working with you. Patience is a virtue. Your personality is reflected in the words you speak/type. There are many more people reading this thread rather than responding. Just because you believe that others are being ignorant and insulting, doesn't give you the right to insult them back. Remain courteous, and you will retain your respect!
I hope this helps you out some on your mod dude. Good Luck,
-Riven
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Posted by reaper47 on Sat Feb 9th at 11:21am 2008
you are really starting to annoy me again....
f**k. OFF.
Posted by Natus on Sat Feb 9th at 11:23am 2008
Posted by Le Chief on Sat Feb 9th at 11:36am 2008
you are really starting to annoy me again....
f**k. OFF.
Yeah, I know.
Posted by Gwil on Sat Feb 9th at 4:54pm 2008
Kudos to Riven and Crono though for getting it back into constructive chat..
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Posted by thehalflifeman33 on Sat Feb 9th at 7:13pm 2008
thehalflifeman33
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Posted by Yak_Fighter on Sat Feb 9th at 8:03pm 2008
lol
awesome map there, not at all like the trainstation start of HL2 that came with the source sdk, no siree
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Posted by omegaslayer on Sat Feb 9th at 8:22pm 2008
Example: Eternal-Silence the team leader MadMechWarrior came up with a sci-fi fighting between two capital ships. Guess what? He had no coding experience,
no mapping experience. Know what he did? He picked up a coding book and taught himself. So its not really the lack of experience here thats getting me. Its the lack of effort and thought you put into the 'mod' idea. It sounds to me like one afternoon you said "hey hl2 story in hl engine would be a good idea!". You had no passion for it and so you thought you would skip the step of developing your idea into a workable situation and decided to start recruiting people with a lose idea. Its kinda like electing a president. "Hey I think Tom Cruz would be a good president" isnt a good enough reason to elect him. What are his stances on issues regarding the: war, economy, womens/african amercan rights, etc...
You need to have substance to your idea. Otherwise no one is going to want to 'join' this loosely bound idea.
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Posted by thehalflifeman33 on Sat Feb 9th at 8:24pm 2008
*question moved to half life editing forum*
thehalflifeman33
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Registered: Feb 4th 2008
Location: Canada, BC
Occupation: Battlefield Studios, Hl2Goldsrc.
Posted by Crono on Sat Feb 9th at 9:07pm 2008
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