Mod layout

OD-Black_Fire

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Teh_Sup

I'm a new person to modding, and really, I haven't had much experiance in editing outside of mapping. However, through makeing a mod with other team members, I will learn, and advance in skills.

But I need help now. I have made a team layout, (actually first 1.5 pages of the whole game plan), and I need suggestions and tips.

Help the newbie!

NOTICE: The name is a totaly randomly thought up name thought up in 5 seconds, It will change, probably. Since I cant upload .doc files, its the copy and paste!

CORNERED DEFENCE
A Half Life 2 mod

PLAN

DEVELOPMENT TEAM LAYOUT
THESE ARE THE MAXIMUM, NOT MINIMUM

TEAM LEADER: Kyle “Black Fire” Frye
VICE TEAM LEADER:

Coders
1. Head coder
2. Vice Head Coder
3. Coder
4. Coder

2D ARTISTS
1. Head Texture artist
2. Texture artist
3. Head Weapon Skinner
4. Weapon Skinner
5. Head Player Skinner
6. Player Skinner
7. Object skinner
8. Object Skinner

Modelers
1. Head Weapon Modeler
2. Weapon Modeler
3. Head Player Modeler
4. Player Modeler
5. Object Modeler
6. Object Modeler

Mappers
1. Head Mapper
2. Mapper
3. Mapper

Sound
1. Head Weapon Sound
2. Weapon Sound
3. Head Player Sound
4. Player Sound
5. Other Sound/Ambience
6. Other Sound/Ambience

and

1. Modeling woman, to make our hott 10k polygon main character babe~

We must have 2 of each type of dev, 1 head for each type, and one other.
This is not the maximum. This layout is subject to change.

EDIT: Cut everything in half. Now there is only 20 slots.

EDIT 2: I should also say, one person can take up more than one slot. Like a Weapon skinner can also fill up a player skinner slot. I'm expecting atleast 10 people in the team.
 
Pendragon said:
You realize this is 50 people, right? Beyond the obvious magnitude of people you're looking to hire, where's the mod design? You can't make a mod without a design no matter how many people you have!

Thats just the team D:

And that's just a maximum.

Oh yeah, nice suggestion, pffft.

EDIT: Ok fine, I'll slice everything in half.
 
EDIT 2: I should also say, one person can take up more than one slot. Like a Weapon skinner can also fill up a player skinner slot. I'm expecting atleast 10 people in the team.

It's going to be a semi realistic, near future FPS. It's going to have realistic guns, physics, such as iron sights, 1-3 hit kills (usualy...), and weather effects.

But, you'll not only be shooting at fellow human beings, you're going to have your sights on aliens also. Big, scary, bloody, freaky, aliens.
 
Always keep mod teams small. It's difficult to manage tons of people when you're working together in the same office. Imagine managing 50 people over the internet.
 
Yes, I have I'm just not saying everything yet.

Pendragon, I think you misunderstood me. I'm new, I'm not a expert, maybe thats why im asking for help, to make this "unoriginal and unplanned" project better.

Work with me people...work with me....
 
Pendragon said:
A good design isn't written in a day. Beyond it being physically impossible to write enough to be eloquent and descriptive of an entire mod in a day, designs are evolving, living things, not static pieces that you can churn out and forget.

As a general comment to others, gameplay should come first--if you've got a solid (by which I mean well-written and dedicated) design, the people will come to you (even unbidden). If you go out to find people with a crap design (again, this is a general comment), you'll find no one.

Careful, he bites and bites hard :imu:
Though I shall concur that concept/idea precedes team organization.
 
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