One small thing about describing mods

Dan

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I dunno if this is just me, but I find it very annoying when people describe there yet to be started mod in terms of what it WILL bring. "My amazing mod WILL revolutionize the fps genre with it's unique blend of guns and intense online action"
"This brand new rpg mod built in a vast world stretching 5 continents WILL provide exactly what all players desire, lots of stuff and space to attack eachother with the 400 possible unique and interesting weapons to choose from"
How bout people just say what their mod will contain and not the predicted effect of each element. Just my $0.02
 
My mod will RULEZ YOOO!!!!!!!

There, good enough? :)
 
Originally posted by Dan

How bout people just say what their mod will contain and not the predicted effect of each element. Just my $0.02

If you look at my mod - Defense Command - you WILL see I have only one "will" sentance, and a pretty general one at that, more of a loose goal than a concrete prediction. All but one of the "wiil" sentances on my site are in the design doc describing what it WILL contain.

So, at least one mod out thier endevours to fulfill your wish that modders describe what they will contain, and no what they will do.

/shameless plug

On a different note, I think the reason alot of these mods describe what they do instead of contain is becuae the person making them knows the game they want ot play, but dosent know how to get there. They state the goal instead of the path becuae thats what they konw (at least for the time being).
 
I would read your site, dawdler, but it doesn't like me using a popup blocker, so I can't.
 
Originally posted by PiMuRho
I would read your site, dawdler, but it doesn't like me using a popup blocker, so I can't.
Hehe, maybe I need a new forum :)
Anyway, I posted this in another thread, quicke feature list:
clean-screen-policy (no health, ammo, crosshair)
3rd person (aiming is via a lasersight)
group morale
group forming
stronger/slower/innaccurate gameplay
dynamic damage/health dependant on the group morale/groups
ability to surrender (with score gains on both sides if doing so)
CTC (capture the commander) as standard MP mode, where you have to kill the enemy commander (selected randomly) and carry his dead body back to base (support can resurrect, only scout can carry). Totall specifics of the mode is not finished, like I'm thinking on adding that the scout only can carry the enemy commander if your own commander is nearby. (carrying is via the manipulator, so feel free to toss him around to get to the base faster )
(addition here)
Supremacy, capture a percentage of the map
Gauntlet, one team have to get to the other side, the other team have to stop them
Capture The Thingie, objective based capture and retrieve
Classes (both sides are basicly the same):
Scout Combine: pistol, SMG, manipulator, ability to dress as the enemy.
Light Combine: pistol, rifle, grenade launcher
Heavy Combine: shotgun, rocket launcher, assaultshield (shields an area in front, big enough for more people)
Support Combine: heavy duty pistol (more damage than normal, he needs to be able to use it), medkit and repairkit and ammunition packs.

Has enough facts to constitute a mod right, not just a theory on how it will play?

Sidenote: There may another combine side, got blue, white and black :)

Another edit: The background story is something like:
Black Combine: "You suck!"
White Combine: "Who me?"
Blue Combine: "Yeah, you to!"
White Combine: "LETS GET IT ON!!!!!!"
And that's it.
 
It's a start, yes. Ideally you want details on characters/classes, weapons, items, maps (although maps can generally be left out) as well.

The more detail you have, the easier it is for you and other people to build the mod as close to your original vision as possible. Obviously, things will get removed/added/changed as you go on, but that's development for you :)
 
I completly agree with you on this 'will' thing. I try my hardest to not promise any features or things that will necessarily be in the mod. That will keep the disappointment factor among the fans down if things aren't able to be created. Not only with the 'will' issue, but also having a ton of features and goals set out in stone right away can be a problem. That's why I am sort of skeptical at LGW...
 
Originally posted by Argyll
I completly agree with you on this 'will' thing. I try my hardest to not promise any features or things that will necessarily be in the mod. That will keep the disappointment factor among the fans down if things aren't able to be created. Not only with the 'will' issue, but also having a ton of features and goals set out in stone right away can be a problem. That's why I am sort of skeptical at LGW...
Who cares about dissapointment? A mod is a free thing, something most do in their freetime... What's in it or not is delivered without a cost to players, for their pleasure. Also, a mod is ALWAYS a moving project. Saying that it will have 400 weapons is being ambitious, yes, but something that can be done in the same time that a real game could be developed (2-3 years). Problem is, people want it NOW, NOW, NOW!!!!!!! So you release an alpha with 20 weapons after a month. Should people be dissapointed?
 
People will be disappointed ;) It shouldn't be that way, but it is.
 
well. my mod will be alright and not get very far and proberly not even become as popular as NS/dod and end up like rication and everyone other mod. Tbh no point been stupid and saying it will be amazing when its a fact that no mod will be as good as cs.
 
Originally posted by IchI
well. my mod will be alright and not get very far and proberly not even become as popular as NS/dod and end up like rication and everyone other mod. Tbh no point been stupid and saying it will be amazing when its a fact that no mod will be as good as cs.
Have to go back in time for that. There wont be another Elvis, same thing :p
 
Originally posted by MadMechwarrior
Not everybody likes elvis... what about the beatles.
Hate them. Elvis (pre-fat Elvis) was fairly good, but not darn Beatles...
 
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