Calling All Failed Mod Members And Noobs! L@@k!!

M

mupp3t

Guest
Do you want to make your own mod but everytime you try nobody wants to join? Or it dies? Or no mods will let you join because you do not have any or enough experience?

I am looking to create a mod with a lot of team members, maybe even 50+! And the great thing is, you do not need any experience to join! None at all! As long as you are commited and can help in some way possible, you are a welcome member of the team.

After there is a team together, we will work on the mod itself. Everyone will get input into the idea of the mod, and it would not be long before everyone has decided on an idea for a mod!

This mod is brilliant for all n00b modders who can't get any work, and is sure to make a big difference to the modding scene!

If you are n00b or pro, or are interested in helping in any way possible, please sign your name and email address below. Thanks
 
50+ members? and how are you going to make sure everyone gets an input on the Mod idea, a forum poll?

There are reasons why no Mods have 50+ members. It's way too hard to get everyone organised. There's nothing wrong with the idea to encourage people to learn new skills, but if you had 50+ members in the team, you could have -say- 10 working on the mapping side, but what if you only had 8 maps to make. So you'd have 10 mappers, mostly inexperienced making 8 maps. I can't help but feel they'd get in the way of eachother.

Some people also see Mods as a way to gain experience that they can show in their portfolio. You can't go to any interview and say:

"Well in dm_ACollective_Effort I made the doorway on the left and re-alligned some textures on the sidewalk, oh and made the bushes look a bit more fluffy"

All I'm saying is that 50+ members would get... complicated. Set the target at no more than 20.
 
i agree, over 50 members is.... extreme, and also extremely useless.... theres no reason to have so many people.
 
"ok, our coder is 5% through the particle system, and our 25 texture artists have completed 40Gb of stuff"
 
bliink said:
"ok, our coder is 5% through the particle system, and our 25 texture artists have completed 40Gb of stuff"
exactly!

More is not better all the time. You need a well-organized team of exactly how many people you require, not seven times the amount.
 
Yes you need to be very well organized, but I disagree - this could work (X-Rebels used a similar system to get started). The important thing is to break the project into very small, well-defined chunks. For example, you could assign a small map (or section of a map) to three different mappers and give them a deadline to be finished by. A vote would then be taken to determine which map will be used. Assignments that are not completed by the deadline would be reassigned. Similar small assignments could be given to texture artists, coders, etc. There would be a ranking system for the participants - those who have completed more assignments would have more say in the project's direction (i.e. they would 'climb the corporate ladder'). A very competent mod team could evolve out of this. New comers would always be welcome, but it would be those that contribute on a regular basis that would sustain the project's momentum. As for voting on ideas, that could be very easily accomplished using a message board with a polling feature.

I myself would like to be a part of something like this as I have several good ideas but not a lot of time. Using a lot of people doesn't have to make things more complicated; in fact it can keep the project alive and stop it from stagnating. If one person drops out, someone else is there to step in.

You can check out my single player mod idea here:

http://www.halflife2.net/forums/showthread.php?p=1131955#post1131955

(scroll down to see the plot summary). If you're interested you can email me at [email protected]
 
I like the idea of having all of the people posting "New mod recruiting!!" threads just all going into one mod. But... 50+ members won't work, and the problem with those people is that they all want to lead the team...

Oh well.
 
Erestheux said:
...they all want to lead the team...

And none of them have any skills beside web-design, playing an instument, or churning out some below-average concept art.

-Angry Lawyer
 
Anybody seen the series Day of the Triffids, where a group of blind people are all wandering about aimlessly trying to find food but no idea what they or the person next to them is doing?


Yep..
 
The Dark Elf said:
Anybody seen the series Day of the Triffids, where a group of blind people are all wandering about aimlessly trying to find food but no idea what they or the person next to them is doing?


Yep..

agreed
 
To add on to what I said before, in my opinion big teams will only work in certain situations. A big texture team can be assigned jobs here and there, the work can be split up fairly easily. But for the mapping side you want to have all of the maps (in a certain location) to have a similar theme and feel. With 5 people working on one map you may well not ever get that. On Citadel Utopia the team will be working together on similar projects, I'll even have coders working on the mapping, but only in the C&C department. All of the creation will be done by a skilled team who can work independantly on their creation and then come together as a team to view and give opinions and criticism on eachother's work.

The problem with having a lot of members who are new to something is that they'll be frequently seeking advice from the more experienced few. While in the long run you could expect a team who all know what their doing by the end, in the preliminary stages of development everything will go veery sloowly. Again in my opinion, the early stages are the most important and can make or break a Mod's success. From the very beginning you need to get a good momentum going, without which (in the 50+ example) the newbies will get bored and the vets will get annoyed and go to find a Mod where they're not going to be constantly pestered.

Just MHO
 
Good luck....

It's going to be a full time job trying to manage a 50 person team.
 
Such a large team will need very very good leadership to stand a chance of working. Moreso considering it'll be made up of people with less than good track records. I mean lets face it, its a team made up of failed mod members and newbies. Everyone wanting to do this and that with his and her own idea's and no idea of how things are done. It's doomed.

Not only that but everything will be too varied in quality, from bad to worse. Nothing will match, its just a bad idea, period.
 
you guys need to be a bit more open-minded, this is just an experiment! and anyway, I don't know why you've got so obsessed with 50, i said a lot, maybe even 50+ (as in, I'm not going to turn anyone away)
 
mupp3t said:
you guys need to be a bit more open-minded, this is just an experiment! and anyway, I don't know why you've got so obsessed with 50, i said a lot, maybe even 50+ (as in, I'm not going to turn anyone away)
Well if you can't see the huge gaping holes in this, then its gonna fail on that score too.

Besides your gonna hear a lot of "ffs the mod is run by a muppet" comments ;)
 
I think it's a nice experiment, although with a 90% chance of going wrong.
 
Sprafa said:
I think it's a nice experiment, although with a 90% chance of going wrong.

I've always found that it's that other 10% where the greatest things come from.
 
RabidJester said:
I've always found that it's that other 10% where the greatest things come from.
and the worst :|
 
Omg I was hoping this was flame thread :( honestly though, like somtimes I feel like the modding community is artists hell. The lack of originality is driving me nuts.... the last thing that even looked original was the mod that was about bugs... but then I found I found out it was an rts <*cough*natural selection*cough*>
 
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