JungleMist Is looking for a few additional team members

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We are currently looking for the following. If you would like more info or are interested in a position, please email myself at [email protected] or Ganj at [email protected] or post on our forums at http://www.junglemistmod.com/forums


Positions
Mapper/level designer
World object modellers
-will work with the mappers to create object models to be used in maps and in game.
Weapon modeller
Mesher
Skinner


Our site is http://www.junglemistmod.com feel free to check it out. Not only are we creating a FPS mod for HL2, our mod will also have a unique statistics and experience points tracking system so your experience points and upgrades will stay with you from game to game.

Feel free to contact us if you are skilled and interested in any of these positions.

-Overclocked Jesus
 
before anyone says what I know they're gonna say about mod information :D

let me say this,, jm currently has an organized design doc of around 50-60 pages and we are constantly updating, although we have no public version released yet. I plan to make a waterred down version of the document for the public..

anyways if you are interested in joining the team you can get a hold of me at [email protected], or PM me on the JM forums and I will go over the game specifics with you
 
k here is a small amount of information about the team curently behind the game

We realise that communication is key so we regularly talk on the phone as often as we
talk on IRC, we also have meetings sometimes on ventrillo (basically a voice chat program).

Our team consists of some very talkented individuals, our animator did many (if not all ) the animations for firearms halflife, firearms quake, and has done some amazing work. We also have another animator who's work I'm yet to see but I've heard is very talented.

Our coder has worked on numerous halflife mods, and has done some coding tasks I honestly didn't think were possible :D

Our team leader is great at keeping everyone talking with each other and having the team move forward

Our Sound guys are just next level :D they did some stuff already that blows me away

We have 2 modellers who are both very talented,,, whoa I didnt mean to start listing the whole team :D llet's just say it's a team of talented individuals who are also dedicated and hard working

I myself am somewhat head of production, but I hope to move back into mapping once the SDK comes out, I'll be mapping primarily as well as creating textures and map props. I'm currently enrolled in the CIA game design college (www.gamercollege.com)

I've been designing the gameplay with our team leader, animator and head modeller. I started working on the game doc back in september while I was living in mexico and we've been working hardcore ever since I got back to north america.
 
so whats the mod about then and apart from you tell me its the same as TFC in your about I have no clue what all these new features etc... actually are? LOL!
 
lol, omg I can't believe that about page is still up :D


ok disregard that info,, I don't have web page access so I can't remove it right away


basically all that stuff was for an HL1 version of jungle mist which is actually in a playable state but we decided not to release it for a few reasons including

-The team would be better off working on higher poly models for HL2
-Releasing an HL1 version would confuse people
-aprently some goofs already released TFC for HL :D


anyways we're refraining from posting any info because we want to wait until we have the SDK and our game design document isn't in feature lock yet

so email me at [email protected] and I'll fill you in or talk to us in IRC (#junglemist on gamesurge) and I'll tell you what the game is all about :)
 
Well its a class based system. and here is our best achievment. the game is based on a statistic tracking system that was programmed by mazor. who is the programmer for Firearms, and Cheating Death. as you play the game you earn exp points which then earn you credits that you can use to upgrade your skill ability determned by the class you have selected, or you can use them to unlock different and newer weapons and weapon upgrades/accesories. all of our weapons are very balanced and customizable. yeah i know what your all thinking gee this sounds good on paper but will it work. we say yes. because we have like a 80 page design doc that balances everything and described all of the mods features and things we have to accomplish in great detail. we have a talented team and were always looking to add to it. thats about all i can say at the moment. if you have other questions come to our forums http://junglemistmod.com/forums and post. or you can get ahold of me in the following ways

Email [email protected]
AIM Ganj527
irc irc.gamesurge.net

and if you ever wanted to contact me via phone pm me :D
 
hmmmm, I have never played a game that has this (except planetside, but thats a MMO game) but I can see a lot of mods for hl2 already doing this. Is there anything else that puts your mod apart from the rest? what style are you going for? and what flow of weaponry ? Surly you can tell us these because these will be noticed in media releases. Have you got any concepts of evnviroments and settings?
 
well for one thing the server system code is already finished :)

weapons list as well as updated gameplay overview will be up soon

as for environment concepts and stuff, I have 2 concept artists working on stuff and I have a small number of maps through the planning stages... I gotta go to school so I'll post something more in depth later
 
And the orginality is where? Seriously, unless every single point of the mod is intensely polished beyond belief, a simple stats tracking system is not enough to distinguish your mod from the hordes of other war mods.
 
well its not a simple tracking system. and there arent any mods to my knoledge using this stats system. its a war mod yeah everyone knows of em. but how we go indept into gameplay is what extends us. we are looking for a doc release in the next week so i will post here when its available
 
Gameplay, that intangible element ;) well, best of luck to you, and signitures are 4 lines max.
 
mrBadger said:
And the orginality is where? Seriously, unless every single point of the mod is intensely polished beyond belief, a simple stats tracking system is not enough to distinguish your mod from the hordes of other war mods.

Isn't that the entire challenge? Where did originality get anybody? A few players who like it, big whoop. The fact is gamers seem to like war mods, so we're delivering it. Its not even like we're basing our mod around a war, just modern weaponry like Firearms did.

I hate to say this, and you can delete/ban my account or whatever, but for an HL2.Net staffer, you're not the nicest guy. Regardless of if a mod sucks or not, its a good idea (especially for being a staffer) to encourage the modding of HL2. At any rate, thanks for the 'good luck' statement.
 
Mazor said:
Isn't that the entire challenge? Where did originality get anybody? A few players who like it, big whoop. The fact is gamers seem to like war mods, so we're delivering it. Its not even like we're basing our mod around a war, just modern weaponry like Firearms did.

I hate to say this, and you can delete/ban my account or whatever, but for an HL2.Net staffer, you're not the nicest guy. Regardless of if a mod sucks or not, its a good idea (especially for being a staffer) to encourage the modding of HL2. At any rate, thanks for the 'good luck' statement.
Hmm, so you think Badger isn't being nice??

Hey, I'm Fenric, and I'm gonna be your thorn in the side today

War mods are ten a penny, their oversaturated the market, both commercial and amature

We are not going to BS you and lie by just telling you what you want to hear, if you'd rather we do that than tell you the truth then your doomed to failure


The fact is, everyone thinks they can do the best WWII mod, yet all any of them seem to be doing are lost of weapons which, lets face it, all still fire bullets and just look a bit different. Where's the REASON to go play them? What makes your mod stand out from all the others? Why should people play yours and not someone elses.

Ignoring advice from people who DO know what their talking about, is the same as running with your eyes closed through a field of lions.

So its upto you, listen to those people who you want to be playing your mod. Or ignore them, do what you want to do then wonder why they aren't that interested


If your making a mod just for a few of you guys working on it, then thats fine, you do what you want, cause its only you guys playing it. But if you want other people to notice it and give it a chance, then it pays to listen to advice and not throw it back in the face of those who go out of their way to offer help

Lastly, you need a rethink about originality. "where did originality get anybody?" lol, are you seriously? Hmm, well originallity got you HL1 and HL2, Quake, Doom, Wolfenstien, Radeon cards, DX9, Lord of the Rings, 2001, Alien. Blade Runner, The Thing and so on and so forth
 
we know that their are alot of war mods, but you will all just have to wait and see our document then you can critize all you want. we accept it in order to make us aware.
 
Fenric said:
Hmm, so you think Badger isn't being nice??

Hey, I'm Fenric, and I'm gonna be your thorn in the side today

War mods are ten a penny, their oversaturated the market, both commercial and amature

We are not going to BS you and lie by just telling you what you want to hear, if you'd rather we do that than tell you the truth then your doomed to failure


The fact is, everyone thinks they can do the best WWII mod, yet all any of them seem to be doing are lost of weapons which, lets face it, all still fire bullets and just look a bit different. Where's the REASON to go play them? What makes your mod stand out from all the others? Why should people play yours and not someone elses.

Ignoring advice from people who DO know what their talking about, is the same as running with your eyes closed through a field of lions.

So its upto you, listen to those people who you want to be playing your mod. Or ignore them, do what you want to do then wonder why they aren't that interested

Thats fine, I'm not BSing you either.
And how do you know that I DON'T know what I'm talking about? Just because you run a website called HalfLife2.Net doesn't mean anything. I never expected you to play the mod anyway, you guys had nothing good to say about it in the first place. Ganj simply asked for team members, then it turned into a flame war (which wasn't supposed to be between me and you). I'm simply defending my work, nothing more, nothing less.

I'm done arguing, all I wanted to do was defend my work up to this point; and there's nothing wrong with that. If I started bashing HL2.Net's website design (which looks great btw), you'd natually be doing the same thing. I hope you can understand.
 
We don't own the site, we just work here. We tend to critique any mod we see on any page, not just here. And ffs, we aren't going to ban/delete people for opposing us, thats just not right.

This isn't a flamewar. You have to realise we don't hate your mod or anything. We try and make constructive criticism. If you make a good mod, everyone wins.
 
Pendragon said:
Originality is the lifeblood of the community. If everyone continues to make crappy, unoriginal mods that claim to be unique and new when in fact they offer nothing new at all, the whole community will suffer, assuming they stay around long enough to.

Doing real-world weapons was cool and original when Firearms did it, and the way they did it. Doing that again is not only unoriginal, it just doesn't appeal anymore.

it''s not a firearms clone,, I suppose you could call it evolutionary, it has innovations but it might not be genre breaking... but on that same note, most people who mod for halflife 2 don't have 10+ years of professional game development experience and can't really be expected to make the next, say chrono trigger or wolfenstein.

Next point is I've always had a rabid addiction to team based multiplayer fps's, especially mods but I've always seen things that could be improved in the genre and I'm going to do my best to apply those ideas to junglemist, including making a balanced gameplay system which encourages team play while still catering to players various styles of playing the game.
 
well I myself am looking for a skewed realism team based shooter,,

by that I mean a game with realistic weapons etc.. but not a game that is realistic per say.

anyways I can't speak for anyone else on the team but I personally wanted to work on a game like this,, I looked into the various other mods and setteled with this team because of the great talent within the team. Our weapons modeller/uber animator has a vast weapons knowlege which has proven to be a wonderful asset which will help us in more ways than we could have imagined gameplay wise.

on the same note, I can't think of any mod in particular announced for halflife that is really genuinely original,, of all the mods I can think of off the top of my head, I can think of an equivalent commercial game or previous mod. I don't mean to say this to be mean, but to point out that most game development has been fairly evolutionary.

I'm currently working on 2 other game proects totally unrelated to the source engine or fps games for that matter. The games all have vastly different themes so at least I'm not creatively stifled :)
 
You have to understand that the staff members here are trying to help you design a mod tht will stand out. I can almost guarrentee you that there is another, already extablishised hl2 mod out there that has the same, or better plans as you.

Mazor: so this is the project that you and some firearms guys were working on? hehe, we suddenly got a huge increase in applications, and now we have enough coders, many of whom were in the indy-game field making thier own engine :o

good luck.
 
SidewinderX143 said:
You have to understand that the staff members here are trying to help you design a mod tht will stand out. I can almost guarrentee you that there is another, already extablishised hl2 mod out there that has the same, or better plans as you.


We've been established for quite a while now, since before last July as a matter of fact. This is just the first time posting on your site about it now that we're looking expand the team a bit more. by no means are we just "starting up" as you apear to think.
 
Code 0%
Maps 0%
2D 0%
3D 15%
Sound 28%

Since last July? Looks like a startup to me.

As for the stats system - it's neither revolutionary or original. I've seen several mods proposing a similar idea. Presumably, you've addressed the downsides to such a system? What to do when the central server falls over. How to pay for the server/bandwidth, etc.

Oh well, best of luck.
 
that's for the halflife 2 version, we have a working playable HL1 alpha but we decided to not release it and focus on the HL 2 version instead,,

I still play the old JM alpha every now and then :)
 
PiMuRho said:
Presumably, you've addressed the downsides to such a system? What to do when the central server falls over. How to pay for the server/bandwidth, etc.



yup :)


although I am working on another version of the design doc concurrently that doesn't account for a central stats system,, always a good thing to be prepared
 
[idle thought] AAOPs: has a central stat system..... [/idle thought]

anyway, July isn't that early :p

Have fun ya'll :)
 
we will have fun :)

and in the end that's one of the4 most important parts :)
 
July: phah! OES was started in May :eek:

Anyway, good luck, even if I don't like the idea :E
 
Okay let's take a Reality Check here for a second.

Please read the post and try to understand where I am coming from before you decide to "flame" me.

First off you modders need to back off of the people that you want to play your mod. And start being more respectful to the people in this community as well as the people that run it. So far you have shown that you are extremely hostile towards the people that will help your mod get noticed. And don't tell us were wrong when we tell you that you mod doesn't sound original. The customer is ALWAYS right. What company that you know of argues about how good their product is with the people that buy/use it?

You also need to understand where we are coming from. All you have told us about this mod is that it has an "80 page design document" that you "can't" show to the public, how good your team is, and that it has a unique stat system. That describes at least two other mods out there that I can think of. Originality is something that sets your mod apart from the large amount of other mods out there.

Keep in mind you are trying to release a mod for probably the most modded game that will be coming out for a long time. There are hundreds of mods already out there for HL2, and most have ten times more progress on their mod for a game that isn't even out yet. So if you want to survive I suggest you learn to understand what orignality is. We're not saying that you need a totally different idea, we just want to know what is it that will make us notice your mod over the others out there. And don't give me some "unique stat system" garbage. Tell us what is so unique about your stat system. Sell us your product. Make us WANT to work on your mod team. Telling us HOW cool it is isn't going to help you. Tell us WHY it is so cool. Let us decide for ourselves if it is orginal or not.
 
Agreed. Now theres a mature, well balenced post.

Thanks :)

I tend to be rather short and brutal in my comments, but it's really because I've been part of the HL2 modding scene since May of last year, and I've pretty much seen it all. (I like to think :) )
 
Icarus said:
Okay let's take a Reality Check here for a second.

Please read the post and try to understand where I am coming from before you decide to "flame" me.

First off you modders need to back off of the people that you want to play your mod. And start being more respectful to the people in this community as well as the people that run it. So far you have shown that you are extremely hostile towards the people that will help your mod get noticed. And don't tell us were wrong when we tell you that you mod doesn't sound original. The customer is ALWAYS right. What company that you know of argues about how good their product is with the people that buy/use it?

You also need to understand where we are coming from. All you have told us about this mod is that it has an "80 page design document" that you "can't" show to the public, how good your team is, and that it has a unique stat system. That describes at least two other mods out there that I can think of. Originality is something that sets your mod apart from the large amount of other mods out there.

Keep in mind you are trying to release a mod for probably the most modded game that will be coming out for a long time. There are hundreds of mods already out there for HL2, and most have ten times more progress on their mod for a game that isn't even out yet. So if you want to survive I suggest you learn to understand what orignality is. We're not saying that you need a totally different idea, we just want to know what is it that will make us notice your mod over the others out there. And don't give me some "unique stat system" garbage. Tell us what is so unique about your stat system. Sell us your product. Make us WANT to work on your mod team. Telling us HOW cool it is isn't going to help you. Tell us WHY it is so cool. Let us decide for ourselves if it is orginal or not.
Beautiful, just beautiful. If I could sig that many lines, I definately would.
 
If you've read all my posts in my theard I think you'll notice I've been argumentative but always cordial.

As for the 80 page design doc, that's the reason we said we'd like prospective candidates to contact us is so we can personally introduce them to our game. By having a more personal interview process both parties can make a more informed decision to whether they will work well as a team . This also let's us take our time to refine the gameplay and setting without making a news release about a feature then scrapping it.

Now as for your thoughts on the actual game, you can see we are not receptive to your input in terms of scrapping the project and making an orginal game where space pirates sell jukeboxes (that's a different project I'm working on :P). Rest assured we are very receptive to your sugguestions on the specifics of gameplay and issues within the JM game design.

You guys seemed to have gotten offended and for that I'm sorry, but I would hardly call it flaming, I will still continue to be an active member on the halflife2.net forums because I like this place :).
 
btw: is there any more info on OES other than the interview? I did a search on the forums and that's all I could find
 
Shinobi said:
btw: is there any more info on OES other than the interview? I did a search on the forums and that's all I could find
No, since our brand spanking new website is still in development :E

Theres quite a few news posts about, the halflife2.net interview, as well as the HL2Central one :)
 
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