Need a team for creating new mod!!!!!!!!

Sharki

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Hello

I had an idea for long time now, I'm gonna create a half life 2 total conversion mod called "Dark Dimension".
I make good maps but I need people to help me.
What I need : -1 or 2 people that are good at mapping with source sdk
-at least 1 that understands C++ and coding
-someone who can work out some new audio material:
like voices and stuff
-and maybe (eventually) someone who can make a trailer and
work out the advertising part.
THx in advance:E

Greetings sharki
 
I'm gonna say this a bit more kindly before 'they' get here. But the following rules apply when asking for help on a mod:

1. Convince people you have talent/experience with examples
2. Give some proper info about the mod, a title is not enough
3. Describe what you need programming, what new gameplay features need adding?
4. Never use the phrase 'and stuff', it makes you look like you don't have a fully thought-out idea.
5. Advertising comes after you've got at the very least a basic tech demo. You shouldn't be worrying about trailers until 1-2 months before release, until then they are a mammoth waste of your team's resources, as fun as it might be to be Spielberg for a day.
6. If you really want to convince people you're serious, write a design doc.

The major reason most artists and programmers don't read the design document is that, if there are any practical design features contained within, they are usually buried in page after page of ongoing paragraphs. Simply stated, no one wants to weed through it to get to what they need to know. The template, in this form, serves the major function of being digestible in small relevant chunks.

Remember, this is a FEATURE-ORIENTED design document, which means that it is put together with certain goals in mind, and these goals are broken down into doable bits.

# 0 TABLE OF CONTENTS - This needs to contain EVERY major heading that you'll be dealing with. It should include sections like AI, collision, level design, front-end logic flow, controller input, and the like.
# 1 FEATURE HEADING - Describes and numerates the issue/feature in question. The numerical index, established in the TOC allows for easy finding and sorting once the project is underway.

* 1.1 Contact and "See Also" Information - Straightforward: Point of contact for who designed the feature and what other documents it relates to outside of this one.
* 1.2 Goals - A bullet list of associated goals including problems you may encounter implementing this feature and possible solutions to said problems.
* 1.3 Implementation - How you're going to affect the feature. This is where you'd include formula, diagrams, or flowcharts that layout the design feature in question that all relative parties may need to know/follow to get the feature up and rolling.
* 1.4 Impact - How this feature will impact the current status quo. You can't always crystal ball this, but in our case we're making changes to an existing engine/game, so some changes do affect the way we're currently implementing some features. An example of this would be having a new action for a wrestler to do, and needing a button-press to pull it off when we're already overloaded here. Another use for this heading is to help you identify extra resources you may need, and schedule relevant needs to bring the feature into line.
* 1.5 to 1.8 Tasks & Questions for:
o Designers
o Programmers
o Artists
+ 2D
+ Modelers
+ Motion
o Sounds
Source: http://www.gamasutra.com/features/20000630/huntsman_01.htm
 
I have C++ experience, but I've never modded HL2 before, just to be awkward :p
 
make me mod now. kthx
 
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