Help needed for HL2: Necrotics Inbound

LackingSaint

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Half-Life 2: Necrotics Inbound is a new Half Life 2 modification i'm making, but I need some help.

Check out the page here:

http://www.halflife2.net/wiki/index.php/Necrotics_Inbound

If anyone has any experience with Source SDK, give me your Steam account name and i'll contact you ASAP. I'm in desperate need of AI Programmer, Level Designer and 3D Artists, but other jobs are open:

Urgent

* AI Programmer- Someone who can manipulate character AI, and help make the environment feel like a real one. I'm looking for a few of these.

Spaces:

* 1)
* 2)

* Level Designer - Someone who can draw a map for areas of the mod, making them seem new and interesting all the time. I'm looking for a few of these.

Spaces:

* 1)
* 2)
* 3)

* 3D Artist - Someone who can design the look of #01478, and help make new environments and objects, such as Hollowground and the Atrum Caves. I'm looking for a couple of these.

Spaces:

* 1)
* 2)

Neccesary

* Writer - Someone who can help make the plot more fluid and interesting. The spaces have been filled, but I will except more if needed.

Spaces:

* 1) Jack "LackingSaint" Saint
* 2) Joseph "Killerraven" Pierce

* Voice Acting - Someone who can mimic and make voices for characters such as Damien, and the resistance fighters. I need a couple of these.

Spaces:

* 1)(Male)
* 2)(Female)
* 3) (Female)

Not Neccesary

* Testers - Someone to explore the game and check that it can't be 'broke'. I'm not currently looking for one of these.

Spaces:

* 1) "CSCaboose"
* 2) "Psychosis"
* 3)
* 4)
* 5)
 
We're still in need of AI Programmers, 3D artists, level designers and voice actor. This mod is going to be pretty epic, so make sure to sign up if you tihnk you're skilled enough.
 
1. Unless your mod is wayyyyy too ambitious to ever work, there is no way you need 3 AI programmers.
2. Chances are you can't do a ton with them until the custom character/creature models are done anyway.
3. There is no way in hell you need voice actors this early.
4. Why are you reusing old areas? Black Mesa East, Nova Prospekt, City 17, etc? And old stuff, like the Buggy. Stealing an APC would be a lot cooler.

I suspect you'd be better off joining an existing mod instead of creating your own.
 
Are you making any of it, or are you contracting out all the work?
 
1. Unless your mod is wayyyyy too ambitious to ever work, there is no way you need 3 AI programmers.
2. Chances are you can't do a ton with them until the custom character/creature models are done anyway.
3. There is no way in hell you need voice actors this early.
4. Why are you reusing old areas? Black Mesa East, Nova Prospekt, City 17, etc? And old stuff, like the Buggy. Stealing an APC would be a lot cooler.

I suspect you'd be better off joining an existing mod instead of creating your own.

I suppose i'm just looking ahead a bit too much. Well okay then, the most urgent thing I need right now then is a 3D artist. I'm reusing old levels because, which you would know if you had read the page, set in the same timeline as Half Life 2, in Black Mesa East shortly after the Combine invade it. Most of the levels will be heavily modified, if not brand new. I've never made a mod this big before, so I didn't really know how many programmers I needed. I suppose i'll lower the amount needed. Also, i'm using the buggy since... well, you're not gonna get down Highway 17 in an Airboat, are you?

There's more talk about this on my local forums, Porplemontage:

http://boards.porplemontage.com/viewtopic.php?t=5123
 
Are you making any of it, or are you contracting out all the work?

I'll be doing some of the level-designing, and writing almost all of it. I'm drawing up concept art with my co-writer, Killerrraven for new weapons which'll be used. Unfortunately, I have no experience in coding or programming, so I wouldn't know the first thing about making the levels myself.
 
I'm reusing old levels because, which you would know if you had read the page, set in the same timeline as Half Life 2, in Black Mesa East shortly after the Combine invade it.

Don't talk to me like that, I'll punish you. It is possible to set something in the same timeline and universe without going anywhere near the old locations. That's what we're doing. That's why I'm asking, WHY you're choosing to use the old locations.

Also, i'm using the buggy since... well, you're not gonna get down Highway 17 in an Airboat, are you?

No, but there is the car that was in Episode 2, as well as the one that was scrapped. Point being, giving the combine soldier the same hud, areas, weapons, vehicles, as Gordon Freeman, I mean, what's the point.

Au-Heppa is doing a mod where you play as a Combine Civil Protection Member, and in that you're part of a team. You kill some Xenians and use an APC and control Manhacks. The differences between it and Half-Life 2 are very clear. It's a different beast, and it's awesome.

Just not seeing why your mod would have any appeal is all. Doesn't seem like there's a ton of contrast that would make it a different/awesome game.
 
Don't talk to me like that, I'll punish you. It is possible to set something in the same timeline and universe without going anywhere near the old locations. That's what we're doing. That's why I'm asking, WHY you're choosing to use the old locations.



No, but there is the car that was in Episode 2, as well as the one that was scrapped. Point being, giving the combine soldier the same hud, areas, weapons, vehicles, as Gordon Freeman, I mean, what's the point.

Au-Heppa is doing a mod where you play as a Combine Civil Protection Member, and in that you're part of a team. You kill some Xenians and use an APC and control Manhacks. The differences between it and Half-Life 2 are very clear. It's a different beast, and it's awesome.

Just not seeing why your mod would have any appeal is all. Doesn't seem like there's a ton of contrast that would make it a different/awesome game.

Okay, i'll repost the plot for you and underline the answers to your question for you:

The player takes the role of 'Combine Infantry #04178' as he and his squad are sent to provide assistance during the attack on Black Mesa East. Encountering an enraged Dog during the invasion, you are seperated from the rest of your team after being hurled through a wall, causing the surrounding foundation to collapse. Awakening hours later, #04178 works his way out of the Headcrab infested ruins and decides to head to the closest Combine restpoint, somewhere near Nova Prospekt. Meeting heavy Resistance opposition, #04178 makes his way to Highway 17 via defunct railroad systems. After securing a Buggy from the Shorepoint garage, you continue up the coast, taking an alternate route to that of Gordon Freeman. Later finding another squadren of Combine, you assist them in attacking a Resistance outpost as well as defending against a swarm of Antlions. Soon afterwards, a flashback sends #04178 into a violent rage, slaughtering most of his squad mates. etc.

The HUD will be modified, alternate routes will be taken in the small amount of area you will be going to which Freeman go to. What i'm trying to do is have #04178 go on an opposite track to Freeman, whilt still having a similar goal. What's new is the host of new weapons and enemies, as well as the plot we're coming up with. You can control Manhacks in this mod.

Sorry if I sound rude, but it is kind of insulting being told out of the blue to quit my mod and basically say it's boring and can't be any good.
 
You... completely avoided my questions by instead highlighting what happens in the game itself. Not your choices for it.

Let's try again.

You are having the player follow a similar track to Gordon Freeman. Maps may have some alterations, but you are still taking them through BME, C17, and NP. WHY. Why are you choosing to do that. What do you feel makes your mod awesome enough that people will want to work on it?
 
10 chapters? Scale it. You're going too big and too fast. Cut it down, aim for around 40 minutes of gameplay and narrow out a focus. You're all over the place at the moment with your ideas.
 
You... completely avoided my questions by instead highlighting what happens in the game itself. Not your choices for it.

Let's try again.

You are having the player follow a similar track to Gordon Freeman. Maps may have some alterations, but you are still taking them through BME, C17, and NP. WHY. Why are you choosing to do that. What do you feel makes your mod awesome enough that people will want to work on it?


The plot will be innovative, featuring new enemies and weapons not featured in other mods (For the record, you never visit Nova Prospekt, but thanks for researching the mod before questioning it :thumbs:). You'll see Half-Life 2 through the eyes of a much more violent person with more of a past involved within the Combine world. I'm not sure why 4 (you also forgot to mention the Citadel) out of the 8 locations are set in the same general location (considering none of them will be the exact same route). Plenty of mods feature areas which are in HL2.

Samon:

This is another point of the mod, it will be roughly the same length of Half Life 2. I'll release it most likely in episodes, but i'm not going to actually shorten the game, which would cheapen the experience of it. But thanks for your advice, i'll keep it in mind.
 
I'm not being mean but, you know, you're not going to release if that's your game length, episodic or no. You are a modification, not a development house. You are going to be working with people who aren't that experienced and most importantly, you have the task of what, making 8-10 hours of gameplay as polished, adjusted and carefully tuned as that in HL2's? Do you know what kind of feat that is? Hell, you are going for new weapons and enemies too. You don't need this at all. Work with what you have and don't make more work for yourself.

Paradigm Decay, a HL based mod I'm working on, has 3 episodes that are each 40 minutes in length. We are still developing our first episode and polishing and narrowing down the focus on this 40 minutes of gameplay has been hugely difficult.

You are setting yourself up for a fall.
 
I'm not being mean but, you know, you're not going to release if that's your game length, episodic or no. You are a modification, not a development house. You are going to be working with people who aren't that experienced and most importantly, you have the task of what, making 8-10 hours of gameplay as polished, adjusted and carefully tuned as that in HL2's? Do you know what kind of feat that is? Hell, you are going for new weapons and enemies too. You don't need this at all. Work with what you have and don't make more work for yourself.

Paradigm Decay, a HL based mod I'm working on, has 3 episodes that are each 40 minutes in length. We are still developing our first episode and polishing and narrowing down the focus on this 40 minutes of gameplay has been hugely difficult.

You are setting yourself up for a fall.

I understand what you mean. I'm trying to narrow each chapter to about 30 minutes length each. That's 5 hours of gameplay. seperated into 2 episodes, that's 2 and a half hours of gameplay in each of the 2 episodes. With a good team, 2 and a half hours isn't too hard of a goal. But I could be wrong.
 
I understand what you mean. I'm trying to narrow each chapter to about 30 minutes length each. That's 5 hours of gameplay. seperated into 2 episodes, that's 2 and a half hours of gameplay in each of the 2 episodes. With a good team, 2 and a half hours isn't too hard of a goal. But I could be wrong.

30 minutes for each chapter? That's too much. Aim for something more reasonable like 10 - 15 minutes. It may not seem like a lot of time but, trust me, it is.
 
I'm not sur eon exact times yet, I have to get some people to help with this before I can reallly set a time length. And I mean, that's like the average playtime for each chapter, i'm sure most people will get it done faster.
 
I understand what you mean. I'm trying to narrow each chapter to about 30 minutes length each. That's 5 hours of gameplay. seperated into 2 episodes, that's 2 and a half hours of gameplay in each of the 2 episodes. With a good team, 2 and a half hours isn't too hard of a goal. But I could be wrong.

Good luck on that. Like Samon said, we're shooting for a 40 minute Episode (with some of the best talent the Source modding community has to offer) and it's still going to take us longer than a year from start-to-finish.

Two and half is a hard goal. It doesn't matter how good your team is.

Hang on let me draw a chart.

chart.png


Tons of scientific research went into this.

It is almost certainly a proven fact that the more talented your team is, the less time they will all have to work on things. I consider myself a decent writer. I'm working on 4-5 mods right now. Psycho here is doing some mapping with Samon and I. So he's doing maps for us, doing college, and doing maps for himself. Kremator, another mapper working with us, is doing college, working on his own mod, working on our mod, doing a map for an interlopers contest, and working on an industry job.

Most of the people who do modding:
a) Are trying to break into the industry. The really talented ones aren't unemployed for long.
b) Are studying some kind of design in college which eats up most of their time.
c) Do not stick to JUST one mod.
d) Work, have girlfriends/boyfriends, etc.

A real studio can do a 5-10 hour game. That is what people do for a job. They work on it for 5-10 hours a day. A buddy of mine works in the industry, and during 'cram time' he was there for some 14 hour days. Ask Crispy to tell you about how that goes down.

Point being, I don't think anyone is going to be able to dedicate the time to bring that big/ambitious of a mod to life.

PS whoever put "yorick going mad" into the forum tags, I laughed for like 10 minutes. Reveal yourself so I can hand over my heart.
 
I guess i'm overshooting, but i'm not trying to make it all in one go. This probably won't be done for quite a while. It's a slow process, and patches will probably just be released over time. Right now, I just need to know I have a team to help out on this.
 
lmao @ that chart



yorick has never spit more truth :D
 
Can I be in the tester spot? Pleeeeeeease!

Also, why the need for so many technical positions? It doesn't look like you'd need any original content... just good mapping abilities a la Minerva.
 
Hmm, where to start? I suppose I should go ahead and introduce myself as the other one writing for this 'project'. I agree with, well, pretty much everything you people are saying. The Mod is far too ambitious, ideas are over all over the place, there doesn't seem to be any focus, and why are locations/elements from Half-life 2 being re-used?

Quite simply, the whole damn thing is nothing more than a mess at the moment. I feel that much, much more planning should have taken place before this topic and the wiki-page were created.

Now, one of the main reasons I came on board with this whole thing was because I liked the basic concept, a "rouge Combine". One of the main reasons many of the same locations and elements would be used (at least in my eyes) is to draw a contrast between Gordon and Damien. Two men with the same destination, but with vastly different motives and experiences.

A good example of this is the attack on Black Mesa East. Having the player work toward faltering the resistance like this will show them just where their allegiances are, and will make their later transition to the other side all the more powerful, witnessing the overwhelming power of the combine from both angles.

Another sequence that comes to mind is traveling up the coast. While Gordon is forced to dart from outpost to outpost, the combine can easily force their way through, silencing any resistance efforts they meet along the way (for the record, I detest the Buggy idea).

In any case, I can't see any of you embracing this mod in the slightest. It's far too ambitious (which I don't have have a problem with, mainly because I'm an idiot) and if we ever hope to make something of this scale ever work, we'll need to do some serious retooling.

Like I said, it was too soon to make this public. Me and my generic avatar are done now.
 
Oh man... what, are you trying to justify your mod? What a complete waste of time. All these wannabe mod threads are downright depressing. Especially that ZM mod? What a joke.
 
Oh man... what, are you trying to justify your mod?

Not even close. I clearly stated that this needs a great deal more planning before it deserves to even exsist as anything but an idea.
 
The plot will be innovative, featuring new enemies and weapons not featured in other mods You'll see Half-Life 2 through the eyes of a much more violent person with more of a past involved within the Combine world.

So far what I've read of the plot isn't really...innovative. It seems pretty linear. Which isn't always a bad thing. But it feels like you're pretending to give the player a choice. Like, the player doesn't choose to switch sides, you see a flashback and then force it onto them.

I'm still looking for an answer on why:

I just need to know I have a team to help out on this.

You still have a ton to iron out. And to create a mod, to please us veterans, you really need a concise plan of what you're gonna do.

My advice? Stop recruiting. You don't need a programmer right now unless they're telling you limitations. You don't need a modeler right now. You need a writer and you need a concept artist.

Not being a key player in the team (take it from me, anyone can be a writer) means that you tend to overshoot. You don't know limits. You don't know how tedious it is to code something, or how difficult it is to make a model. That's actually one of the reasons that Au-Heppa is incredible. He can code, map, model, and animate.

You've got to sit down, figure out all the things you want to include. Then you need to cut that list down to things you can actually achieve. Then you need to cut that list down to things you can actually achieve with this modding community. Then you throw everything out and start from scratch. About 6 times.

When that's all done, you'll have a document that's almost ready.

Negative advice? You've so far shown that you are, at the very least, inexperienced. I could use some other adjectives but they are kind of mean. You would be better served not wasting your time, and joining up on an existing project. I'm not sure who would have use for you, but there are quite a few mods that involve playing as a combine soldier. Combine Destiny, Subject A-8765, The Combine Force, A Combine's Life and of course, Human Error, which I've mentioned multiple times.

Amusingly enough, any number of those may be dead for the same reason that yours will be.

You could also join an unrelated or just plain bad mod because experience is experience, and seeing things collapse in on themselves is a sure way to learn.

If you don't want to join up on one of those, then you really need to decide what's gonna set yours apart, and make it good. In Heppa's "Human Error", he's already got controllable manhacks, drivable APC, and new/old creatures including the Alien Grunt and Controller.

lmao @ that chart

yorick has never spit more truth :D

<3


Also Killerraven, I was gonna quote your post but it would just take up unnecessary space. I like you. You seem like you're not a moron.

In any case, I can't see any of you embracing this mod in the slightest.

As negative as we can be, which, poking through about four threads here should let you know that and lack of research bothers me, we do like to be impressed. If you admit defeat here then the project was never gonna go anywhere anyway. But that's not the worst thing ever, all it's done is save you time. There is the chance you could prove us wrong, but so far that amount of understanding and ability to work hasn't been shown by your colleague.
 
Don't take what I said the wrong way, by no means am I giving up on the project, even if Saint does. I feel that, once this has been brought to a presentabe level, and not just a crap-ton of disjointed ideas slapped together because they sound 'cool', this mod will have something unique to offer.
 
Really, I just thought it'd be nice to have a third party. Since right now it's basicallly just me and Killerraven, it'd be nice to have someone join the conversation (presumably someone who knows the limitations of Source..) and help us figure out how this mod can become presentable. Sorry for the mess I made with all this.
 
I really can't take you seriously with that atrociously passe spoiler nest.
 
Another mod annihilated by the HL2.net posse. How do we sleep at night.
 
I really can't take you seriously with that atrociously emo signature.
 
Modding this engine is hard work. Making one map is a lot of work. This isn't for everyone. Don't get discouraged by the people here, they used to have dreams like you.
 
Well, It would seem as though I've been made project lead. Saint has been having computer issues, and, just as well, thinks the project would be better in my hands.

Wiki page has been cleaned up a great deal. Story has been trimmed somewhat, Buggy is dead, Nova Prospekt has been replaced with a new location, The "Leviathan" compound. The thing is still 10 freaking chapters, though, two of them lack combat and a few of them would be incredibly short (I also tend to organize things waaaaay too much, and lets not forget that I'm an Idiot). I've also listed many things that would make this a "different beast" as Yorick put it, though you could easily assume I stole the ideas from other mods (APC, Controllable Manhacks, Combine Sniper Rifle, etc). A lot of other things are being discussed, such as Combine Trip-mines (they were used in Nova Prospekt) and some things that I don't think I've seen in any other mod.

Do these alterations change the situation? Not in the slightest. You really have to wonder why I'm going through the trouble of doing this, what with my lack of a real team. But hey, it's cool, the underdogs always end up winning in the end, right? right?! Oh, I seem to have forgotten that this is the real world. Must have gotten high off the pipe-dream, you'll have to excuse me.
 
i think we need to have a sticky in here warning people about yorick and pesh ... this is just ridiculous . i mean yeah i agree with you guys , this guy was shooting WAY WAY too high but you dont have to be so rude :( . what if they were the next big thing ? the Einstein of game modification ? .... :( even if it is just opposing forces meets hl2 . heres my 2 cents , write out your epic adventure , then break those chapters down into scenes. storyboard the scenes , draw out concepts and work on the level design . then at that point you will have enough material to actually attract coders that do understand the limitations of the source engine . you really shouldn't look at the project from a functional perspective , the features you introduce to the mod should be based on the story line and not the other way around (IMHO) . also you might want to do some research on how some commercial games were made , there are several articles out there that detail how hl2 and other singleplayer games were created.

ps: sorry if this isnt readable ... i cant be arsed to fix it :).
 
i think we need to have a sticky in here warning people about yorick and pesh ... this is just ridiculous . i mean yeah i agree with you guys , this guy was shooting WAY WAY too high but you dont have to be so rude :( .

Why not?

I mean, it sounds like a real asshole comment to make, but really, why not?

I got started with modding in a very harsh community. Being openly honest and something of a perfectionist is a good thing. Do you think my comments will stick with the guys more if I sugar coat them?

In seven years of modding, I've seen more mods than I can count go down the shitter for a lot of problems. Nightfall's post mortem was a great read, but it's also the 'same old story'. How many mods for HL2 have been announced? How many have been released?

Look, the odds of someone getting into modding, and releasing their first mod ever, is ridiculous. The only time that I have EVER seen anything like that come close to happening is Au-Heppa's "Human Error" and even that will only happen because he is a goddamn renaissance man who can do every goddamn thing a mod needs.

It is not practical for anyone's first mod to be released. You spend 90% of the time feelign things out and guessing, pretending that you know what's going on. Paradigm Decay is going to be my first release, and you know what, that's after seven years, and dozens if not hundreds of projects. And I'm still learning things constantly.

The point is that it is a good idea to join up on a project that already exists, and see how things are done first hand.

The point is that I could be a nice guy, and tell these guys that their ideas are good, and that it's gonna be fun and great, but that's bullshit.

Their idea is okay. Maybe it'll get better. My goal is to push for that. We are limited in many ways. Sometimes more than a real studio, sometimes less. While we have to keep a realistic cap on what we can and can't do, there is no reason to intentionally plan for something that is anything less than perfect.

So what's wrong with the full honesty up front? If they were to release the mod, or even go ahead with it, with what's included in this thread, are you telling me that you'd think it was good? You'd download it? You'd be excited to play it? You shouldn't be. Because it is nowhere near as perfect and awesome as it could be. Mods take time to evolve.

I like to speed that along. Some people will just write me off as a jerk, but I like to hope that some people will understand the things I say, and why I say them. One of the things I asked in this thread is "What do you feel makes your mod awesome enough that people will want to work on it?"

Part of the key to being able to really commit to a mod is believing that it's the most goddamn awesome idea to ever cross a computer screen. Go as Pi Mu Rho about how different and awesome Tide's Reach is. Ask Samon how pleased he is with the progress on Paradigm Decay. Ask him how his contributions in Writing are.

If you don't know what makes your mod great, if you don't get up every day, excited to think about what can be done with it, then you've got a lot of work still to do. I can't honestly believe that 2008 is going to be the year that I get something released. I think about all the work we put into it and how there's still more to go.

And I'll tell you something right now. Paradigm Decay grew out of a failed mod.

Maybe Necrotics Inbound will be awesome. Most likely, it will die. There may be nothing wrong with that. A lot of mods die. A lot of great mods die. A lot of shitty mods die. It is a statistic. HL2 has had, what, over 1,000 mods announced? How many have been released? A dozen?

No matter what happens, working on a project gets you experience and knowledge that is useful to the next. I have done every single mistake you can possibly think of, and I've seen a number of them done by others too. It is important to get that experience and knowledge BEFORE making your own project. I learned that the hard way, numerous times.

LackingSaint handed the project over to killerraven. Whether or not this is a good decision is, to me, right now, irrelevant. Not believing in yourself or believing in what you're doing is a bad thing. Raven is an intelligent guy, though his sense of self-doubt is about worrying.

I've been in this long enough to know what I'm talking about. Maybe something I've said will be of use to them. Maybe not. I'm still coming here and speaking my mind, and in my own way, trying to give new modders some of the same warnings that I myself was too stupid to listen to. My presentation is admittedly harsh, but I have no problem with that.

Being brutally honest is how I am with everything and everyone. I'm abrasive and rude in every scenario. It is who I am.

If my being a jackass is enough to stop anyone from modding, then they don't have the drive to be in it to begin with.

what if they were the next big thing ? the Einstein of game modification ? .... :(

They aren't. Anyone with experience modding can tell that right away. And even if they were going to be the next big thing (it could happen). That product and this product are not the same thing. Many changes would occur and many things would evolve.

I find Counterstrike to be one of the worst games ever. I've always hated it. But it really changed the way the industry looked at modding. I can respect something's achievement and still not like the thing itself. Right now, this game is not something that I would play.

you really shouldn't look at the project from a functional perspective , the features you introduce to the mod should be based on the story line and not the other way around (IMHO) . also you might want to do some research on how some commercial games were made , there are several articles out there that detail how hl2 and other singleplayer games were created.

Either way can work, really. Portal was based around a simple gameplay feature and came out wonderfully. The problem is that planning for a ton of features when you don't know how to code can be disastrous. In many mods it is better to work up a good storyline, I agree.

ps: sorry if this isnt readable ... i cant be arsed to fix it :).

I am amused by you telling me to actively be 'less rude' when you are too lazy to make your opinion come across as legible or intelligent. Mindless "Moder" indeed.
 
I didn't read anything above because TLDR, but I'm gonna go ahead and say Yorick is right.
 
I didn't read anything above because TLDR, but I'm gonna go ahead and say Yorick is right.

As do i :) . You're right mate they certainly needed to hear it but it just feels like maybe they're getting the wrong impression . Making a mod certainly is a lot of work and even when you have the right team with the right kind of people there is absolutely no gaurantee that it will make it to fruition.

edit: I really wish i could change my name :( .
 
I appreciate what Yorick is doing, telling me exactly what he thinks, regardless of how harsh it may seem. You can't expect people to hold back when you finally release something to the public.
 
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