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  4. Non-Professional Recruitment

Looking members for hl2 mod

  • McRouni
  • November 17, 2004 at 5:09 PM
  • McRouni
    • November 17, 2004 at 5:09 PM
    • #1

    Now I got working website: [email protected]

    MSN: [email protected]

    AIM: MC Uhawk

    You can also contact me at our forums.

  • st0lve
    • November 17, 2004 at 5:16 PM
    • #2

    Atleast tell us the theme of the mod.

    Its hard to say "yes I'll join you" if you do not even know what its about..

  • McRouni
    • November 17, 2004 at 5:29 PM
    • #3

    Nothing to see here

  • insta
    • November 17, 2004 at 7:22 PM
    • #4

    That sounds like a well thought-out story.

  • KidDynamite
    • November 17, 2004 at 7:25 PM
    • #5

    maybe he doesn't want to say, because then we will steal the idea :x!!!!``1`!~~

  • Fletch
    • November 17, 2004 at 7:49 PM
    • #6

    what existing talent do you have? Do you have expereinced coders (plural) already? Do you have experienced modelers? do you yourself have any level of experience or skill?

  • McRouni
    • November 17, 2004 at 9:22 PM
    • #7

    ...

  • insta
    • November 17, 2004 at 10:17 PM
    • #8

    So do you have anything else planned for the mod except "kicking alien ass" and going to the moon?

  • Skjalg
    • November 18, 2004 at 4:09 AM
    • #9

    i dont think that this project will make it very far

    /me hides

    but seriously tho, you should straighten up your act, look at how other "big" HL2 mod makers make requests, ie, dont use slang etc..

  • von*ferret
    • November 18, 2004 at 5:04 AM
    • #10

    Stop, erase your first post, and all the consecutive ones.

    Go back to the design of your idea. Be able to describe the mod's idea in 25 words. No more, no less. From there get some concept art and more of the features and story fleshed out in document form. Than really conceptulize it and start looking for people. NO ONE who has talen would sign on to this project with your current situation. People do not like having their time wasted.

  • Rovient
    • November 18, 2004 at 5:40 AM
    • #11

    While I feel the last post was a little harsh in it's wording, I'm afraid I do agree with it's substance.

    Sounds like a man who speaks from experience.

  • Skjalg
    • November 18, 2004 at 5:58 AM
    • #12

    yes...

    i like you rovient Welcome to mapcore!

  • Fletch
    • November 18, 2004 at 8:03 AM
    • #13

    I wasn't trying to be a dick or anything with my previous line of questioning. Mapcore is full of very talented artists, many of them currently or previously working in the game industry. Nobody is going to join any mod team without there being some sort of core team established. If you don't have EXPERIENCED coders and modelers on board, the mod will in all likelyhood fail. Sorry. That's a fact of life.

    Again, not trying to be a dick, just asking reasonable questions if you want help.

  • Euro*Brew
    • November 18, 2004 at 8:52 AM
    • #14

    Its a sad truth that unless you have the credibility to land an experienced coder and mod team, you will not be able to get one. This is not always accurate, but proves true most of the time. There are hundreds of people with good ideas, you just need to be the one who is doing something different from everyone else and prove you know what you are doing.

    Euro*Brew

  • von*ferret
    • November 19, 2004 at 7:38 AM
    • #15

    Eurobrew knows what he's talking about. As much as I give Insurgency a hard time, they definately know what they are doing and it shows in the way they hold themselves and their proffesionalism. That is why talented artists and coders are flocking to them.

  • Uncle Ho
    • November 28, 2004 at 7:51 AM
    • #16
    Quote from Fletch

    I wasn't trying to be a dick or anything with my previous line of questioning. Mapcore is full of very talented artists, many of them currently or previously working in the game industry. Nobody is going to join any mod team without there being some sort of core team established. If you don't have EXPERIENCED coders and modelers on board, the mod will in all likelyhood fail. Sorry. That's a fact of life.Again, not trying to be a dick, just asking reasonable questions if you want help.

    Well, out of curiosity, where do experienced team members come from? Don't you need to start somewhere? I've noticed that people don't want to help n00bs, but as n00bs stay n00bs, the numbers of them will only increase. You need to be able to help beginners out. I mean, think about Half-life, Valve was just some 3rd rate Washington game studio, what right did they have to do anything.

  • Fletch
    • November 28, 2004 at 8:58 AM
    • #17

    Well, since you ask, here's your answer. The community breeds expereince. The best thing anybody can do when learning (whether it's coding, mapping, art, modeling, etc) is to start of getting a good grip on their skills and then trying to get a low level position on a mod. This means doing the shit work and helping out. Then over time, they'll be able to get some expereince and start moving up in skill and capability, eventually being able to work on some of the upper eschelon mods and possibly get a job doing this.

    The problem is when you have mods (like many posted in this forum) that are start off and run from people who haven't worked their way up yet. They're at the bottom of the ladder yelling up at people asking them to come down. Hence why a lot of us tend to be..well... negative towards these people. It's great that they would like to start a mod, but there isn't a high likelylyhood of them succeeding. Hence why many people at MapCore are hesitant to join mod teams unless we personally know the people working on it or have a level of professional respect for them. If we joined every mode team with an enthusiastic leader promising that this will be the best mod ever, nobody would ever release anything because the mods always tend to fold.

    But really, if you'd like to contradict my logic, feel free. Please avoid using any arguements centered around "being nice" or "this mod could be different" because those will just make me laugh.

    Oh, and Valve wasn't a bunch of Newbs. They were formed with former game developers that had worked across many platforms and had some damn good resumes going in.

  • JynxDaddy
    • November 28, 2004 at 9:07 AM
    • #18

    Fletch wins.

    These threads make me sad.

  • Uncle Ho
    • November 28, 2004 at 9:20 AM
    • #19
    Quote from Fletch

    Oh, and Valve wasn't a bunch of Newbs. They were formed with former game developers that had worked across many platforms and had some damn good resumes going in.

    Ok, bad example. What about Counter-strike though, or DOD. Also, what kind of experience did Sam Raimi have when he made Evil Dead. I understand what you're saying, and I'll be honest, this particular project doesn't sound all that interesting to me. But what if writing is your area of expertise? What if concepts and story line are what you're into. I realize how arrogent it seems to have a n00b give you orders. I'll be honest, I'm probably not one to talk, all I've done are a few cruddy reskins for HL and MOH, anything else I ever tried to do was killed by viruses killing my hard drive.

  • Fletch
    • November 28, 2004 at 9:34 AM
    • #20

    Counterstrike was created by two former members of Action Quake, one of the biggest Quake mods ever.

    DoD was originally shit, cubed. When they got better coders on board, better mappers and artists came on board as well. Proving my model posted above.

    If writing or coming up with good ideas is your talent, then you need to take up writing, not mod making. If you're truely interested in modding you need to pick one of the four basic categories (coding, mapping, 2d art, modeling) and make an attempt to learn. No mod will ever survive if the team members have to take commands from somebody who doesn't contribute anything beyond the storyline. First off because most people invovled will be between 15-25 year in age and have giant egos. Secondly because it's insulting to put 40+ hours into a map and have your leader spend 2 hours writing the plot. In the actual industry, all of the writers have a stable background in other aspects, usually level design since you can write and produce your own basic single player story once you get some skills in place.

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