Should I start a mod?

Should I start a mod?

Re: Should I start a mod? Posted by Jimmi on Fri May 26th 2006 at 5:15pm
Jimmi
217 posts
Posted 2006-05-26 5:15pm
Jimmi
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217 posts 22 snarkmarks Registered: May 17th 2006 Location: South Africa
Ive started mapping for Source - But I am in question of what you guys would recommend for a 1-person mapper such as I. Should I start my own mod, or should I rather stick to mapping HL2DM or CSS. Please dont say 'Bah choose urself'. If its a mod I must do I have some quite good ideas - but you guys are the pro's so please reccomend something and a mod might be too much of a commitment. Help meh :kitty: Ive been mapping for about 1.5 years.
Re: Should I start a mod? Posted by Captain P on Fri May 26th 2006 at 5:52pm
Captain P
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Posted 2006-05-26 5:52pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
To make a Source mod of decent quality, takes a lot of commitment and experience. A map-pack, perhaps, but even without custom content it'll still take you some time to get something decent done.

I'd say, try your hands on a single SP or DM level, whatever you prefer, and then decide if a serie of maps is doable. That's probably the best way to find out what works best for you. :smile:
Create-ivity - a game development blog
Re: Should I start a mod? Posted by Jimmi on Fri May 26th 2006 at 6:01pm
Jimmi
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Posted 2006-05-26 6:01pm
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Yeah, but I find im not brilliant when it comes to SP.
Re: Should I start a mod? Posted by French Toast on Fri May 26th 2006 at 8:08pm
French Toast
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Posted 2006-05-26 8:08pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Mods these days take so many people and so much custom content yours would fail miserably. Without meaning any offence.

Stick to mapping.
Re: Should I start a mod? Posted by Dr Brasso on Fri May 26th 2006 at 8:13pm
Dr Brasso
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Posted 2006-05-26 8:13pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
have to agree with the little french guy on this one.....although, if you are a perserverent type, you could prolly pull one off by say....the next halflife incarnation....no offense.

Doc B... :dodgy:
Re: Should I start a mod? Posted by reaper47 on Fri May 26th 2006 at 8:58pm
reaper47
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Posted 2006-05-26 8:58pm
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Guessing from your first post you don't even have a concrete idea for a mod which makes it a very bad idea to start one. Stick to HL2DM mapping. Or map for another mod?
Re: Should I start a mod? Posted by Gwil on Sat May 27th 2006 at 12:02am
Gwil
2864 posts
Posted 2006-05-27 12:02am
Gwil
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2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
To start a mod ideally you need to be a coder who is determined, and have experience in other fields.

Your entry to the mod community is through mapping / modelling / sound
etc. Creating and succeeding as a mod leader is extremely difficult. I
didn't vote because I don't think you're up to "starting a mod" (which
was successful) but perhaps you can develop your skills and become part
of a mod team.
Re: Should I start a mod? Posted by Orpheus on Sat May 27th 2006 at 12:04am
Orpheus
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Posted 2006-05-27 12:04am
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whispers

Didn't this exact poll come up with toastking?

The best things in life, aren't things.
Re: Should I start a mod? Posted by fishy on Sat May 27th 2006 at 12:42am
fishy
2623 posts
Posted 2006-05-27 12:42am
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
it's coders that make mods, not mappers, though a dedicated (and very good) modeler could make something close.
i eat paint
Re: Should I start a mod? Posted by Jimmi on Sat May 27th 2006 at 6:22am
Jimmi
217 posts
Posted 2006-05-27 6:22am
Jimmi
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217 posts 22 snarkmarks Registered: May 17th 2006 Location: South Africa
Thanks for all your wise advice. Ive started on a HL2DM map, and so far looking good. I dont think modding is my 'thing', though I will still create the odd short mission - as in 1 map - (Which one could compare to a short story?)
Re: Should I start a mod? Posted by Y2kBen_2000 on Sun May 28th 2006 at 12:44am
Y2kBen_2000
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Posted 2006-05-28 12:44am
167 posts 256 snarkmarks Registered: Apr 5th 2004 Occupation: Student: Game Simulation Programming Location: Texas
Stick with mapping and modelling.

It is a known fact that if a mod is made by one person, it will ussually suck. Primarily, moding teams consist of a minimum of 3 people and often take years to complete. Just check out some of the mods still coming out for the origanal Half-life. Unless you can find a group of people that share the same idea for a game as you do and all have a varied intrest in each aspect of the game design process, stick with mapping for already develped games and mods. It's far easier, and a better idea, way for a modding comunity to look at your work and say "we like the ways you pulled this off and we would be happy to have you join the team."
You know, I've actually got nothing to say
Re: Should I start a mod? Posted by Forceflow on Sun May 28th 2006 at 10:22am
Forceflow
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Posted 2006-05-28 10:22am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Start learning to model & code (C++ rocks, but it's pretty hard to learn, trust me.) if you want to do all the mod-stuff yourself, which - imho - never worked before.

(Okay, you've got Minerva, but that wasn't really a lot of coding, I think. Brilliant maps, though.)

Stick with what you're good at. I'm not a very talented mapper myself, so I'm putting my horses on coding for now.
:: Forceflow.be :: Nuclear Dawn developer
Re: Should I start a mod? Posted by Gwil on Sun May 28th 2006 at 11:24am
Gwil
2864 posts
Posted 2006-05-28 11:24am
Gwil
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2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Making single player maps / map packs is a good idea. We haven't had
much (or I haven't seen) things to rival the good old packs like USS
Darkstar, ETC, They Hunger etc etc.
Re: Should I start a mod? Posted by fishy on Sun May 28th 2006 at 11:56am
fishy
2623 posts
Posted 2006-05-28 11:56am
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
<DIV class=quote>
<DIV class=quotetitle>? quoting Forceflow</DIV>
<DIV class=quotetext>Start learning to model & code (C++ rocks, but it's pretty hard to learn, trust me.) if you want to do all the mod-stuff yourself, which - imho - never worked before.
</DIV></DIV>except maybe for cs. :wink:
i eat paint
Re: Should I start a mod? Posted by Pvt.Scythe on Sun May 28th 2006 at 1:30pm
Pvt.Scythe
730 posts
Posted 2006-05-28 1:30pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
Forceflow said:
Start learning to model & code (C++ rocks,
but it's pretty hard to learn, trust me.) if you want to do all the
mod-stuff yourself, which - imho - never worked before.
except maybe for cs. :wink:
...or Airquake. :wink:
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
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