|www.ubcs-mod.net|We Are In Need Of A Few People|

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Hello all.Well we are in need of a animator and someone who can compile and get our models into hl2dm.And also someone who can port animations over.Please either pm me or contact me.Also Heres a pic of a knife that we need the defualt css animations to be ported onto it.Heres my contact info if anyone is interested in joining a great mod and a great team.

EMAIL:[email protected]
MSN Messenger:[email protected]
AIM:Madmaxxkilla

I Am The Person In Charge Of Weapons.

Mod Founder *Red Spider*

MSN:[email protected]

o0o0o0 And heres the pic.Also A Pic Of Our M66 Lancher.(M66 Is Still Being Skinned but heres a render anyhow)

*Knife Skinned In Max NOT Final*
rtlwec.jpg


*M66 Rocket Lancher Skinned Body*
rtlxjb.jpg


Hope To Here Back.

Thank You For Your Time To Read This.From All Of Us At:
www.ubcs-mod.net
 
Problems with this thread:

  • Spelling. For example: "here" and "hear" are not interchangeable.
  • Grammar. Many of your sentences should not have begun with the word "also".
  • Capitalization. Do not, under any circumstances, capitalize every word in a sentence, unless it happens to be the title of something.
  • Spaces. They're generally necessary after a period.
  • A distinct lack of up-front description.
  • The use of IP based solely on the Resident Evil franchise is probable copyright infringement.
  • Resident Evil mods are a dime-a-dozen.
  • Nothing about your mod sets you apart from others.

If you want to make a successful mod, you generally need three things.

One, a clean presentation. Clean up your spelling and grammar, and describe the main ideas of your mod in detail. People will be far more interested in what you have to say if you use decent grammar, spell everything right, and most importantly, if you have something to say about your mod.

Two, a core gameplay element that sets your mod apart from the rest. Ideas you think may be interesting or cool are often uninteresting to those who might otherwise be interested in your mod. While, as a developer, it's always fun to see how games would turn out in different perspectives, engines, or gameplay modes, the end result is usually a lackluster, unoriginal one.

And three, a clear idea of what you want the end product to be like. It's one thing to think up a good, original (or at least uncommon) gameplay element, but it's another entirely to figure out how everything will tie together in the end. You may have the best gameplay idea in the world, but if you don't know what the end product should play out like, you'll have no direction, and things won't go together as well as you'd thought.

So far, it seems to me that you don't really know what you want, other than a (mostly) generic multiplayer shooter based almost entirely on the Resident Evil storyline, arsenal, environment, and bestiary.

I don't mean to be rude or insensitive, but it's better to hear criticism early on than 90% of the way into development. In my opinion, if you really want to make a mod that will stand out from its competitors, move away from pre-established franchises (RE, "Alien"-style, etc), or over-done themes (WW2, Modern-day Tactical, etc). You can keep the zombies, and even the core story ideas if you want, but if you differentiate your mod from RE and your generic multiplayer-coop shooter, you'll have a much better mod on your hands.
 
Amazing post Stigmata :O

And as for the rocket launcher: "Boom Headshot"
Does it really matter where you hit someone with a rocket? :p
I would rather see it on a sniper rifle or something... Wouldn't that make more sense?
 
Four: the willingness to put your blood into it when nobody else will. Can't find a coder? Pick up a book and learn.

-Angry Lawyer
 
hmmm i already learned how to hack models.maybe ill learn code next since none of you people will help us.
 
And also i am not the mod leader.Sooooo dont bitch at me all i do is the weapons :p.
 
way to bring your mod down lol you have the worst pr skills ever.
 
doesn't matter if your the mod leader or not. by posting a help wanted post (here or anywhere), you are representing your mod, and all errors you make reflect your mod.

just to point out, saying you know how to "hack models" sounds really bad.

it'#s been said that this mod is a Res Evil mod, and they are ten a penny, but when you look at their website, the first impressions you get is that it's a CS Clone, Zombie mod, with a Resident Evil theme. I haven't looked into it further, but no doubt it's also a co-op, RTS, RPG, FPS, post apoc mod as well. It's like they're taking all the popular mod types, put them in a mixing pot and came up with this :/

and finally, saying "Sooooo dont bitch at me" makes you sound like a whiney little bitch yourself and invites people to bitch at you (see above) ;)
 
Man o man.This mod is not even related to css in any way.Its a mod for hl2dm.And we will have a real nemesis which will always be a human player.And also zh sucks really bad.All it is bots with high health and knifes.WOW sounds boring.Unlike our mod.Also that boom headshot thing was for laughs man.Just chill out geeez.
 
love the progress you guys have made so far keep up the hard work,
my piece of advice dont let peopl on these forums get you down just do what you want to do , cuz your making this mod for yourself mostly.

ps that zombie horde mod for css does not even look like this mod but its still freakin awesome!
 
I have to agree; keep up the hard work, dont let people bring you down, and if you have any coding problems PM angry lawyer.
 
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