So you want to make a HL2 mod...

Adam

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Ok this was original a responce to CDNFutballer who posted that he had a mod idea that he wanted to be made and become leader of. I thought he was joking at first, but then he was serious afterall, so I decided to offer my opinion. It got bigger than I expected, and deserves its own post since it may help other potential modders who are new to the HL modding community.

His post: http://halflife2.homelan.com/forums/showthread.php?s=&threadid=13092

Ok since your not joking I formly appologise.

CDNFutballer, I love when more people join the mod community and embark on the challenging but enjoyable experience of creating a Total Modification for the Half-Life engines. If you really are serious about wanting to create a new and engaging mod for the HL community, I have some pointers and constructive critism for you and your mod.

My opinons are based around previous experiences I've had with other mod teams I was apart of in the dev team or as a freelance contributer of various content.

Alright before you even start, reading this MOD FAQ by botman is HIGHLY RECOMMENDED!! Read it more than once, as the info provided is CRITICAL to know and understand.

http://www.planethalflife.com/botman/MOD_FAQ.shtml

Ok, now I know you already have an idea for a mod that you have planned out, as posted above, but I'm going to give you some advice on getting a great mod idea that not only you would like, but one that the mass HL community would embrace with full open arms instead of sticks and stones. This is obviously the most important factor and having a bad mod idea can instantly send your mod into the eternal abyss of never released mods. Some ways to get ideas is to think about the games that were already done, and what you liked and disliked about them. Was it great gameplay that could have made that game top of the line if only the developers had fixed some fatal flaws? Did the game try something completely new, but failed to execute it to its full potential?

These are the questions you think about, and from that you can say, "If I made this game, what would I do to make it better?". Sometimes you want something completely new and never done before, in this case you should put on your innovation hat, and basicaly start brainstorming. Writing down all your ideas, and then later sifting through the list, and then thinking about each one and how it would effect the others in the list. You would also want to take into consideration how hard it would be to implement, and if this idea would although unique, still allow for balanced play, and a exciting 'sensible' gameplay. Make sure your mod makes sense to some degree, it's annoying to players when they download a new game and contuniuly die because they don't understand the point or objective.

Once you've decided on a mod idea you would like to make, you have to give a well thought out objective look at your overall mod and form the base guidelines that absolutly must be in place. You will have to take into consideration development time, balanced multiplayer, addictive gameplay, ease of learning/use, and alot more. These guidelines should keep a consistent theme with the purpose of the mod and it's story. Although a story is not required, it does add alot of depth to your mod. Natural-Selection is a good example of a mod with a good story backing it up, adding to the realism that your actualy there and becoming part of something big and important.

Half the mods ever created whos project leader is not the coder, are known to fail early. Mod teams where the project leader doesn't do anything even remotely related to creating 'content' for their mod is even worse. Running the website is normaly not considered content for the mod since you don't need a site to play, and often running a good site takes more time than leading the mod team. So a common bit of advice often given is that one should learn how to code, map or atleast model, before even attempting to create their own mod.HL community developers would rather help someone who has created work of their own first, than to join someone who just got a PC for christmas and wanted people to make his ideas reality for no charge or work done on his own.

So basicaly, once you get your mod idea, you should choose a dev field to learn and get cracking with the many tutorials available online and start creating some rough concepts. In many cases from learning how to actualy develop for the HL engines you may find you can do some of your ideas easyly and others you might find would be exceptionaly difficult to reproduce. What's more important though, is that you would now have something to show to other HL dev candidates, and they will be more inclinded and willing to join your team. Since you would have shown that you are indeed serious and dedicated enough to actualy teach yourself how to develop your own content.

Now about your initial mod idea... Basicaly its not very innovative at all. The concept of "Make a mod with 1000 guns that all do the same thing but have different sounds and skins!" is pretty much a gimmick. The kind of gimmick no one cares to bother with. Infact this mod idea has been tryed so many times (and failed) that it actualy registers as an old mod idea cliche. Firearms that you mentioned has alot of guns, but not THAT many. Also, they were the first mod I believe to offer an RPG like stats gaining system to improve your abilitys during each round. Thats one of the many reasons why Firearms stood out from the crowd. Your mod should offer something new and different. I mean, even if you ever released a mod like that, it would immedieatly be labeled the infamous 'CS CLONE'. No one wants to play a mod that offers nothing new beyond having the most guns ever.

Ok I think I said enough. I hope this helps you, and anyone else reading who might be a potential modder to better survive and release an actual beta for the rest of us to play and give feedback on.
 
Originally posted by Adam
Ok this was original a responce to CDNFutballer who posted that he had a mod idea that he wanted to be made and become leader of. I thought he was joking at first, but then he was serious afterall, so I decided to offer my opinion. It got bigger than I expected, and deserves its own post since it may help other potential modders who are new to the HL modding community.......


WOW ADAM THX. I NEVER KNEW.

uhh yah for got about that

*edit* U SHURE CAN TYPE FAST*
 
Re: Re: So you want to make a HL2 mod...

Did you have to quote that all?:dork:
 
"*edit* U SHURE CAN TYPE FAST*"

But I have bad spelling and make typos. :/
 
Re: Re: Re: So you want to make a HL2 mod...

Originally posted by Yatta
Did you have to quote that all?:dork:

uhh yah i wasnt thinking:bonce:

OH WELL BACK TO THE SUBJECT. yah i like mods too
 
Originally posted by Adam
"*edit* U SHURE CAN TYPE FAST*"

But I have bad spelling and make typos. :/

thats waht makes you 1337
see^
 
A good mod idea never comes to mind in a split second. Once you have the idea, run with it for a while. Let yourself contradict your ideas and hopefully evolve to the better. You have to replay in your head how the mod will work, over and over. In time, your creative gene(if you have one) will be able to add on to that.
 
Yeah if anyone else has some more advice on modding, please don't hesitate to share. :)
 
i changed my avatar and no your not stupid chu

or u adam
 
No problem. Good luck to you and your future modding.
 
heres another way but it might be to old.


How To Make A Mod
This is an overview document intended to answer the most basic question, "How do I make a mod?" This isn't to teach how to code, or create 3D models, but rather how to set up a mod so that it will run in Half-Life. Each mod has different components from other mods: some have new weapons, some new maps, some new monsters. There are just a few basic things that all mods must have, and this document is meant to outline what those are.

Half-Life has introduced the Custom Game Browser into the interface for people to more easily find and download new game content. No longer do people have to scour the web to find out about your mod, they can now have notice of your mod show up for them instantly within the game. Updates to your mod can also be shown within the game automatically, so players never have to worry about whether or not they have the most current version of you mod.

Changing the interface:

A Mod can change all the graphics of the Half-Life interface to give the entire game a new look that fits with the theme of the modified game.

The main logo can be changed by creating a new "logo.avi" and placing it in your custom game directory in a media\ subdirectory. It can be a single frame AVI if you want a non-animating logo, or a standard AVI of any length you desire.

The graphics for the various elements of the interface are BMP files, and would go into a gfx\Shell\ subdirectory of your custom game directory. The individual elements can be obtained from either SDK, in the Shell\ directory.

The "logo.bmp" is the image that is used to create the console background, which gets compiled into the "cached.wad" file that resides in your custom game directory. A sample LS file to compile the cached.wad is in the Shell\ directory of the SDK.

Another aspect of changing the interface is customizing the key bindings menu. Many mods have new actions that Half-Life does not have, like "drop the flag" or "feign death". These actions can be inserted into the interface for easy key binding by editing the kb_act.lst and kb_def.lst files, found within the Shell\ directory.

This covers the basics of making mods functional within the Half-Life interface. As always, the best resources for information are talking to other mod authors. The forums at www.planethalflife.com and www.valve-erc.com are great places to start.

In addition, with the release of version 2.0 of the Half-Life SDK, mod authors may modify the strings shown in the Half-Life launcher. Care should be taken, of course, to consider localization/translation issues when overriding strings ( perhaps offering multiple versions of the strings.lst file ). Exact details may be found in the documents in the Launcher Strings subdirectory of the SDK.

In addition, the color of the help text in the launcher may be modified be editing gfx/shell/colors.lst. Finally, additional launcher graphic content has been moved to the gfx/shell directory ( scroll bar thumbs, close and minimize boxes, etc. ).


does this make sence i didnt want to read but heres the link http://collective.valve-erc.com/index.php?go=howto_mod
 
You gotta have skill to start a mod, being a 'Director' just is not good enough.
 
The leader should, in theory, have at least some knowledge of all aspects of game design and development... since he is in charge of everything.
 
Originally posted by OCybrManO
The leader should, in theory, have at least some knowledge of all aspects of game design and development... since he is in charge of everything.

Exactly, he should be able to bake cookies or brownies for his mod team. :cheese:
 
Heh, that FAQ was the first thing I read when I was thinking about a mod :)

OES (the concept) is the result of nearly a year of planning, and thought :)
 
I always annoyed by stupid MOD ideas. In reality it's all the coders, modelers, etc who make a game work.

In support of the first post, if you aren't pretty good at modeling or coding, you probably will have no idea what goes into a MOD, and at best only belong as a story-writer.

Here’s the basic leadership breakdown for a successful MOD
Level1: One (maybe two) Coder & modeler person with decent experience or skill.
Level2: coders and modelers
Level3: Texture artists, sketch artists, story writers, etc…

The only reason any person on level 3 should be in a level 1 or 2 position is if they have extensive experience in 3D Modeling or Coding, or have extensive experience in game/MOD development.


So if you have a cool idea, present it and see if any of the MOD teams will want to adopt it. Otherwise, you're most likely wasting your own time and other people's time.

And in my case, I say screw it and make the initial build myself then consider asking for help.

I'm rambling...sorry :)
 
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