My Mod

wolvesrdogs

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Hey all im looking for everything for this mod.
Artists, Mappers (expecially mappers)
Anyways some infomation bout the mod.
Its gonna be a round based hl2 dm where u get killed easy, maybe easier then in css.
Anyways the maps are gonna be bigger better more engaging bits r gonna be destructible using simple techniques. New weapons will be added, such as sniper rifles for the combine. There is also gonna be those mounted pulse rile machine guns u can find in hl2.
I am gonna be mod leader and map designer and abit of concept.
Anyways hope ur intersted.
private message me if your interested and make a post.
Thank you
 
What makes this any different from hl2dm? Website? Any concepts or media to show or is this just an idea at the moment?
 
=\

The idea seems tired and used. Paragraphs are your best friend, and does it even have a story or a website?
 
Not yet please dont flame it, i no i can make it a great mod, if i get the right ppl ive roughly designed a map but its on paper.

What makes it different from other hl2 dm, you get killed easy like in css, you have to wait till the next round wen u die, more weapons, no gravity gun, no sprint ability.

Also i think it mite be a good idea not to put in individual players scores and just to put in the teams score because this will promote teamwork instead of ppl wanting kills.

You can use them mounted guns and its gonna be better in my point of view.
Thanks once again.
 
wolvesrdogs said:
Not yet please dont flame it, i no i can make it a great mod, if i get the right ppl ive roughly designed a map but its on paper.

What makes it different from other hl2 dm, you get killed easy like in css, you have to wait till the next round wen u die, more weapons, no gravity gun, no sprint ability.

Also i think it mite be a good idea not to put in individual players scores and just to put in the teams score because this will promote teamwork instead of ppl wanting kills.

You can use them mounted guns and its gonna be better in my point of view.
Thanks once again.

To be honest, that doesn't sound very fun. =\
 
wolvesrdogs said:
Well i think it does, and please state why not.

The gameplay itself with HL2DM is not made for that sort of CS gameplay.

Here, I'm going to give you an idea out of my Big Book (Word Document) of Gameplay. You can use it if you so wish to.

HL2DM TOURNAMENT

Upon joining a server, you are presented with a tournament ladder. If you join early enough, you can join in the Team Tournament matches. HL2DM T is a single life only game, once you die, you go to spectator view and watch the other players.

If you join late (IE: Join when it becomes 1 vs 1) and all slots are full, you can not join the tournament until a slot opens. You may spectate the others players. Commenting is always allowed. =)

HL2DM T uses powerups as well as a few new weapons. Some of the powerups include faster running, higher damage resistance and a super jump. You may come up with your own weapon ideas, but please keep it true to the Half Life universe.

All menus are handled with VGUI2, because everyone loves VGUI2. If you don’t love VGUI2, you’re a Freedom Hating Communist Terrorist Nazi.

Enjoy.
 
I'd set your sights on something a little more original, it also helps to refine your writing a little more if you actually want people to take you seriously. The second I see someone saying "ur", "ppl" and using abbreviationsor acronyms of words that are only a few letters long, I start laughing. Is it really that hard to type "you're" or "people"?

Also, if you're going to be recruiting for a project, it helps to have a website for people to visit, some well written information on your feature set and development goals goes a long, long way. You've left no contact information either, which is big mistake.
 
also youd probally have better luck just saying you need modelers or mappers.
 
Bill said:
I'd set your sights on something a little more original, it also helps to refine your writing a little more if you actually want people to take you seriously. The second I see someone saying "ur", "ppl" and using abbreviationsor acronyms of words that are only a few letters long, I start laughing. Is it really that hard to type "you're" or "people"?

Also, if you're going to be recruiting for a project, it helps to have a website for people to visit, some well written information on your feature set and development goals goes a long, long way. You've left no contact information either, which is big mistake.
I said for people to private message me i dont want randoms adding me, its annoying.
 
Another dead mod to be :(
with more original concepts you'd get more people interested...
 
I said for people to private message me i dont want randoms adding me, its annoying.

Good luck then, if you can't deal with randoms IMing you, then you're not going to get very far. For a mod team with no members, PR is key, and good PR at that. I get so many randoms IM me every day, it's just part of the job :p
 
well it depends how you define started. techically it has b een started. so it can die.
 
crackhead said:
well it depends how you define started. techically it has b een started. so it can die.
If you consider "Hey let's combine HL2 and CS:S into one game!" to be "starting" a mod, then I guess so... :|
 
Normally I would be glad to be a part of any mod that would let me join but this one dosen't really seem to be planed out well and its very uncreative, but then again maybe if you refine your idea a little...
 
Ok im finding it you dont think it will be good at all since its just halflife 2 bascially, with css. What if i changed round the characters like not combne vs rebels, and made my own story and soldiers up, refined it and such with the same kinda concept, but keeping a dark atmosphere and pilotable weapons e.g mounted machine gun. What you think of that would i be able to get somewhere with somthing like that.
 
...well, honestly, mods should be based on good gameplay first, and not a storyline and not a blend of your two favorite games. Unless the storyline is very, very, very good... nobody (at least not me) will want to play a boring old game. The whole rounds thing with CS only works with games like CS, and in my opinion, it makes the game too goddamn boring. I dunno, think about it and tell us what you come up with. :)

If you have talents, you should try to join an existing mod team instead of making your own. There are wayy too many mod teams out there, and most of them won't survive, but you'd be better of joining one instead of making your own. Even if that one dies-- you learn a lot from the experience that you can build upon.
 
Erestheux said:
...well, honestly, mods should be based on good gameplay first, and not a storyline and not a blend of your two favorite games. Unless the storyline is very, very, very good... nobody (at least not me) will want to play a boring old game. The whole rounds thing with CS only works with games like CS, and in my opinion, it makes the game too goddamn boring. I dunno, think about it and tell us what you come up with. :)

If you have talents, you should try to join an existing mod team instead of making your own. There are wayy too many mod teams out there, and most of them won't survive, but you'd be better of joining one instead of making your own. Even if that one dies-- you learn a lot from the experience that you can build upon.
Ok thanks for the advice
 
i think you need to work with a writer and get a concept. then think about characters and weapons and enviroments. then you will have a good concept and a good idea of exactly what needs to be done.
 
If you have talents, you should try to join an existing mod team instead of making your own. There are wayy too many mod teams out there, and most of them won't survive, but you'd be better of joining one instead of making your own. Even if that one dies-- you learn a lot from the experience that you can build upon.

Pretty sound advice, I never went down that road but it will certainly pay off a little quicker than always trying to do your own thing, believe me :)
 
Oh you will, most certainly. Although that's dependant on many different things. If you're the type of person who wants to see your hard work pay off (i.e. see a mod released) a little sooner, unless you've got the experience, doing your own thing is much harder and slower. But then it's all circumstantial really :)
 
crackhead said:
no i think you learn alot more from doing it on your own.
Most cases, no you won't.

Being under an experienced leader first and finding out how a successful (or unsuccessful) mod is organized really gives you a lot more understanding of what you need to do.
 
You learn a lot either way, it's just easier when working under someone else.

I mean seeing a mod leader handle a modeller leaving the team, or finding out the coder is stuck on a problem, or handling it yourself as the leader, you still learn a way of dealing with it.
 
Posting on a messageboard asking for a team and not doing anything beyond "ideas" and "PR" isn't what I'd call experience.

-Angry Lawyer
 
yeah i agree you learn alot either way. but i think you learn more on your own.
 
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