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Final Stand Set Application

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Craziestdan

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Post Mon Mar 30, 2009 7:06 pm

Re: Final Stand Set Application

Mod's that get noticed these days are like he said, something new. Look at the Steamworks mods, Dystopia: Cyberpunk space genre, Diprip: Vehicle action, Age of chivalry: Viking theme / melee combat, Eternal Silence: space theme / flying ships (screw the other Steam mods on there). If you wanna' make something new, start looking at what's already been done out there and do the opposite. It's the same with the Source games (non Valve) most of all of them are really new genres and for that reason they got their commercial status.

But that depends, what are your goals for this mod? If you're not interested in a successful mod, then I just wasted 2 minutes of your life.
:t3lol: :t3blkninjavanish:
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vecima

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Post Tue Mar 31, 2009 10:08 am

Re: Final Stand Set Application

modding doesn't have to be so "professional" or "successful". What I read from people these days seems like they only do it because they think it's a chance to get noticed by Valve and get a job, or that they're going to make a mod so great that they'll be able to sell it.

Sure, a mod should go on your resume if you're looking for a game industry job, but remember that modding is supposed to be for fun. that's not to say that it isn't hard work, but it's work that's also satisfying - not just work you do to try to get a job.

I know I've stated that I want to work on games for a living, and that the aim of Type 3 is to eventually do that, but in the mean time I'm not taking this hobby as seriously as if it was already my career.
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joff

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Post Tue Mar 31, 2009 1:13 pm

Re: Final Stand Set Application

i think the aim for all modders is to be noticed, although any type of game that is interesting and gets people hooked will do well, look at peggle if you explain it it is **** but if you play it its addictive
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gordon.freeman12

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Post Tue Mar 31, 2009 2:59 pm

Re: Final Stand Set Application

What I hope players will do if they play FS is that they get an insight into the Half Life universe. In Final Stand, I try to make everything come together. I try to explaing the gman's intentions, explain Aperture Sciences role in everything, and reveal Black Mesa's true intentions. Im not going to say to much involving the plot. But I dont want this mod to sell, or to be noticed by valve (I dont think Im getting into the buissnes. This is more of an obbsesive hobby :P) I just want players to think about what would happen if this happend instead. Think of this as Half Life 2, Episode 3. Obviously, this isnt going to be a rushed project at all. Thanks to alot of advice I have been reading here, Ive been doing billions of dev maps just to experiment with different things.

Thanks alot for the advice from all of you. Your feedback is so helpfull! ^^
_________________________________________
There is no innuendo behind the Flounder Box
It is simply a box
and there so happens to be a flounder in it that box
Hence, the Flounder Box

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Kenny

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Post Tue Mar 31, 2009 7:09 pm

Re: Final Stand Set Application

Holy hell that sounds ambitious.

Perhaps... too ambitious. How good are you with the SDK?
Image
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Limpet

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Post Tue Mar 31, 2009 7:51 pm

Re: Final Stand Set Application

It sounds like he can just plug in stuff Valve have already made and eliminate a need to do heavy work in the SDK outside of hammer. Later, he could get modelers to make up anything else custom needed.

That's how I'm starting out, anyway.
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gordon.freeman12

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Post Wed Apr 01, 2009 8:44 am

Re: Final Stand Set Application

Exactly what limpet said. Im just using the tools valve has given me to create a project. Only two custom models need to be made (Some textures to, but I have that down np)

Some of you may see blind ambition. I make everything I say sound like that ^.^ I was born with that gift.

My skills with sdk are not on the level I would like them to be. But I hope to fix that. Ive been studying peoples maps, obsesivly reading the articles in the valve dev community and been taking advice from alot of you guys (Lets face it, if it wasnt for this site, Id still be cutting brushes for everything :P)

Right now, Im learning about displacments and how I can build with them (Collums, ect) And also Im learning about area portals. They'll help loads ^.^

One of the things Im trying to develop is my pattern/system of making a map. I never know where to start, and what to do next. So far, I make a box, seal it up and work from there. Its not the greatest system, but Im trying to work on that ;)
_________________________________________
There is no innuendo behind the Flounder Box
It is simply a box
and there so happens to be a flounder in it that box
Hence, the Flounder Box

http://www.atomiccrowbar.com
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Nicadeamas

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Post Wed Apr 01, 2009 10:48 am

Re: Final Stand Set Application

.
I think the best system for any general map would be to get the layout on paper or in your head, build the brushwork all in nodraw, texture it, add props, add lighting, add effects, add any npc's, add optimization, and then finish it.
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vecima

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Post Wed Apr 01, 2009 10:58 am

Re: Final Stand Set Application

sketches don't have to be works of art. they don't even have to be particularly good. just having something to work with will be a *tremendous* help when you get to the actual mapping. you'll be able to solve some problems on paper that you'd otherwise have to work out in the map, saving you time.
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gordon.freeman12

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Post Wed Apr 01, 2009 2:42 pm

Re: Final Stand Set Application

Actually, thats some really good advice ^^

Im gonn try it out today with a small map and see how it works for me.

And just for the future, Im so bad at drawing, I need a ruler to draw a sort of straight line :( But thats some really good advice, but I cant organize my ideas on paper (I can use microsoft paint though. But I dont have access to it 24/7)
_________________________________________
There is no innuendo behind the Flounder Box
It is simply a box
and there so happens to be a flounder in it that box
Hence, the Flounder Box

http://www.atomiccrowbar.com
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