So, as the title states, I need some hammer mappers for a mod I'm working on. I can't tell you much about the mod here on FP. I refuse to give out any important or crucial info, if that makes sense. I need some, at least, experienced mappers who know how to get stuff done. If you would like to be associated with me and the mod, post on the thread or add me on steam. Thanks.
Why can't you provide details?
[QUOTE=OfficerLamarr;49156773]Why can't you provide details?[/QUOTE]
I'm simply afraid someone may steal the idea, but, if you say so. I won't say too much, but you play as a combine modified headcrab and basically a zombie, but what the combine did to you also changes what happens to the zombie. It creates a new type of zombie, the Overnome.
[QUOTE=Gsilverleaf;49158266]I'm simply afraid someone may steal the idea, but, if you say so. I won't say too much, but you play as a combine modified headcrab and basically a zombie, but what the combine did to you also changes what happens to the zombie. It creates a new type of zombie, the Overnome.[/QUOTE]
Overnome? The fuck? like the gnome statue?
Anyway you still haven't provided any useful information. Is the mod first person or third. Is it a shooter, a platformer, a walking simulator, stealth game?
Will the scale of the map need to be changed considerably since headcrabs are generally really small, and how fast will they be moving?
The mapping section isn't some sort of black bag selection center where you choose someone and not talk to anyone at all.
Frankly, if you don't trust the community enough to fully explain your idea then why should anyone trust [i] YOU [/i] to actually complete this mod or not just take the work and disappear?
What exactly is your role on the project? An idea guy or something tangible?
If you don't trust us enough to tell us what the hell it is you want from us, you are kinda shooting yourself in the foot right from the start.
[QUOTE=Framperton;49164220]Overnome? The fuck? like the gnome statue?
Anyway you still haven't provided any useful information. Is the mod first person or third. Is it a shooter, a platformer, a walking simulator, stealth game?
Will the scale of the map need to be changed considerably since headcrabs are generally really small, and how fast will they be moving?
The mapping section isn't some sort of black bag selection center where you choose someone and not talk to anyone at all.
Frankly, if you don't trust the community enough to fully explain your idea then why should anyone trust [i] YOU [/i] to actually complete this mod or not just take the work and disappear?
What exactly is your role on the project? An idea guy or something tangible?[/QUOTE]
The mod is first person. It's a shooter and sneaking game.
Maps do not need to be scaled. Headcrabs would only be used if the host died or you jumped off if it. There will be things that do require using the crab. "Your" speed will be the same as the headcrab, as the combine didn't mess with speed, but your zombie speed will be changed throughout the game.
Look, if you want me to share my ideas, fine. I just get worried someone would steal my ideas, but okay.
My role is the story writer, the idea guy and design. My other friends are the modeler and programmers.
[QUOTE=Gsilverleaf;49164536]The mod is first person. It's a shooter and sneaking game.
My role is the story writer, the idea guy and design.[/QUOTE]
Literally every GTA mod I've seen in the past before I found this wonderful place ended with idea guys trying to run the whole show and flunking. I don't know if they still do that. Fuck 'em all anyway.
I can do it but it'll cost. No free rides with me, no sirree.
[QUOTE=Gsilverleaf;49164536]The mod is first person. It's a shooter and sneaking game.
Maps do not need to be scaled. Headcrabs would only be used if the host died or you jumped off if it. There will be things that do require using the crab. "Your" speed will be the same as the headcrab, as the combine didn't mess with speed, but your zombie speed will be changed throughout the game.
Look, if you want me to share my ideas, fine. I just get worried someone would steal my ideas, but okay.
My role is the story writer, the idea guy and design. My other friends are the modeler and programmers.[/QUOTE]
OK, can you show us a proof of concept that you have this head hopping/host discarding functionality more or less working?
You don't need a complex environment for that just a simple box with different platforms showing us acceptable scale and jump distance would do/how small we can make vents and things like that for the headcrab to scurry into.
I would highly urge potential level designers to wait for this to be demonstrated considering it SHOULD be done before any level design is completed considering the mechanics he described are pretty important for this project to get anywhere at all.
[QUOTE=Framperton;49165045]OK, can you show us a proof of concept that you have this head hopping/host discarding functionality more or less working?
You don't need a complex environment for that just a simple box with different platforms showing us acceptable scale and jump distance would do/how small we can make vents and things like that for the headcrab to scurry into.
I would highly urge potential level designers to wait for this to be demonstrated considering it SHOULD be done before any level design is completed considering the mechanics he described are pretty important for this project to get anywhere at all.[/QUOTE]
Yeah, I can't really show it right now. I just got an apartment and the whole mod is just in concept stages and on paper, one of the main reasons why I need more developers. 3 developers isn't enough to make anything. However, once I get my setup back, I can promise at least some things, such as the head hopping. If you didn't know, I got the idea for this mod after I saw Half-Life 1: Zombie edition and wondered, why not make a successor. I promise to show something, I just need time. We don't have any release date, I'm not rushing shit. Good mods take time.
[QUOTE=Gsilverleaf;49165071]Yeah, I can't really show it right now. I just got an apartment and the whole mod is just in concept stages and on paper, one of the main reasons why I need more developers. 3 developers isn't enough to make anything. However, once I get my setup back, I can promise at least some things, such as the head hopping. If you didn't know, I got the idea for this mod after I saw Half-Life 1: Zombie edition and wondered, why not make a successor. I promise to show something, I just need time. We don't have any release date, I'm not rushing shit. Good mods take time.[/QUOTE]
May I ask, how did you convince the other developers to join on if everything is on paper? What've they done to show for this mod you're trying to make?
[QUOTE=Gsilverleaf;49165071][B]3 developers isn't enough to make anything[/B]. We don't have any release date, I'm not rushing shit. Good mods take time.[/QUOTE]
I beg to differ. There are plenty of small indie teams out there at or around that number that have made TONS of things. The trick is that they know how to scale their projects and set realistic deadlines.
I mean The Stanley Parable was made with [B]2[/B] guys for pete's sake. You said you have at least two other friends to help you (a modeler and programmer (s)).
Which brings me to my next point and why seeing this mechanic in action is imperative before you go shopping for a designated level designer:
The whole "I'm not rushing shit, good mods take time" mentality is nice and all, but time is a commodity that not a lot of people can freely spend. Are you guys a bunch of college students doing this for a game design project/portfolio? High school students looking to learn an engine? Hobbyists doing this in your free time?
If this project has any sort of precedence, then I don't really see any reason why you can't give us a working proof of concept the fundamental mechanics in say... a month. That's plenty of time for even doing this as an 'after work' project and reducing your gaming free time. You don't need a level designer at this stage while you're still "coming up with ideas". You need to flesh out the mechanics in the first place and get your programmers working on making it happen, and your 3d modelers concepting your characters and weapons.
I can't really help you until I see that fundamental part of the mod working.
Also; keep the scope SMALL. Scale your game to maybe 5 levels to start and use that to test the waters. See if people like the mechanics or your story and make changes to those 5 levels.
[QUOTE=Framperton;49165542]I beg to differ. There are plenty of small indie teams out there at or around that number that have made TONS of things. The trick is that they know how to scale their projects and set realistic deadlines.
I mean The Stanley Parable was made with [B]2[/B] guys for pete's sake. You said you have at least two other friends to help you (a modeler and programmer (s)).
Which brings me to my next point and why seeing this mechanic in action is imperative before you go shopping for a designated level designer:
The whole "I'm not rushing shit, good mods take time" mentality is nice and all, but time is a commodity that not a lot of people can freely spend. Are you guys a bunch of college students doing this for a game design project/portfolio? High school students looking to learn an engine? Hobbyists doing this in your free time?
If this project has any sort of precedence, then I don't really see any reason why you can't give us a working proof of concept the fundamental mechanics in say... a month. That's plenty of time for even doing this as an 'after work' project and reducing your gaming free time. You don't need a level designer at this stage while you're still "coming up with ideas". You need to flesh out the mechanics in the first place and get your programmers working on making it happen, and your 3d modelers concepting your characters and weapons.
I can't really help you until I see that fundamental part of the mod working.
Also; keep the scope SMALL. Scale your game to maybe 5 levels to start and use that to test the waters. See if people like the mechanics or your story and make changes to those 5 levels.[/QUOTE]
Thanks for the feedback, I'll follow what you said and find mappers and such at a later date. I'm doing the game as a hobby and I'll finish the story before I get to the important stuff.
[editline]22nd November 2015[/editline]
[QUOTE=gnampf;49165150]May I ask, how did you convince the other developers to join on if everything is on paper? What've they done to show for this mod you're trying to make?[/QUOTE]
I pitched the idea to them and they were happy to comply and join. They're very good at what they do. My programmer friend is making a game engine for other purposes, while helping out with the mod and my modeler friend is very experienced with animation skills and modeling. He also making a game as well, albeit, a batch adventure game.
I mean there's a difference between showing what they've done and saying what they've done but okay.
[QUOTE=Gsilverleaf;49165889]Thanks for the feedback, I'll follow what you said and find mappers and such at a later date. I'm doing the game as a hobby and I'll finish the story before I get to the important stuff.
[/QUOTE]
Sounds good, just make sure to keep your other team members busy with [I]something[/I] so they don't lose interest while you work on the story.
I've said this before, and it's always relevant: if you want to start a mod, indie game, etc. You need to know what these things entail. You can't fathom anything feasible without first diving into the process and experimenting. You're going into this without a clue.
You need to start posting works in progress, showcase some of your work, get an idea of where you are at, and create proof of concepts before people are going to trust you with their time and expertise.
I say this not as someone trying to shit on your parade, but as someone who naively contributed to efforts like these only to get burned in the end.
[QUOTE=Yadda;49200301]I've said this before, and it's always relevant: if you want to start a mod, indie game, etc. You need to know what these things entail. You can't fathom anything feasible without first diving into the process and experimenting. You're going into this without a clue.
You need to start posting works in progress, showcase some of your work, get an idea of where you are at, and create proof of concepts before people are going to trust you with their time and expertise.
I say this not as someone trying to shit on your parade, but as someone who naively contributed to efforts like these only to get burned in the end.[/QUOTE]
Thanks, I needed some more feedback. Once I get a working version of the game showcasing mechanics and what not, I'll be sure to post WIP's & PoC's like you said.
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