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JungleMist: Mappers wanted

  • NvidiaN
  • January 12, 2005 at 11:46 PM
  • NvidiaN
    • January 12, 2005 at 11:46 PM
    • #1

    Hi,

    My name is NvidiaN and I'm a part of a Half-Life 2 mod called JungleMist. Our site is [email protected]

  • The Postman
    • January 12, 2005 at 11:47 PM
    • #2

    Oh boy! CS in the jungle!

  • NvidiaN
    • January 12, 2005 at 11:51 PM
    • #3
    Quote from The Postman

    Oh boy! CS in the jungle!

    now i've played cs, and cs:s but i don't ever recall getting weapon upgrades after 3 months of play, just because i've accrued a certain number of experience points...

  • Duff-e
    • January 13, 2005 at 12:04 AM
    • #4
    Quote from The Postman

    Oh boy! CS in the jungle!

    man....posty......lay off the guy.....seriously why do you have to flame him

  • The Postman
    • January 13, 2005 at 12:07 AM
    • #5

    look at the site. Same guns as CS, same realism feel, just happens to be in a jungle.

    Come on, I just wish people will vary up the guns a little at least is all. Oh boy! Another mp5! I hope it fires the same as the last 400 I'ved played with :-?

    I mean, good luck and all, but cripes, I'd kill for a little originality in the mod scene.

  • NvidiaN
    • January 13, 2005 at 12:10 AM
    • #6
    Quote from The Postman

    look at the site. Same guns as CS, same realism feel, just happens to be in a jungle.Come on, I just wish people will vary up the guns a little at least is all. Oh boy! Another mp5! I hope it fires the same as the last 400 I'ved played with :-?

    I mean, good luck and all, but cripes, I'd kill for a little originality in the mod scene.

    we have every gun cs has? i thought we had some original guns...like the python, tangfolio, jericho941, and FN 5-7...

  • mike-0
    • January 13, 2005 at 12:15 AM
    • #7

    shutup duffy

  • Kedhrin
    • January 13, 2005 at 12:15 AM
    • #8

    Modern Warfare = Modern Guns

    no way to avoid it, its nothing about originality

    kkkkkkkkkk

    thx

    die

  • Duff-e
    • January 13, 2005 at 12:16 AM
    • #9

    OH NO, FARCRY HAD AN MP5 IT MUST BE BAD

    OH NO EVERY GAME THAT IS ACTUALLY TRYING FOR REALISM HAS AN MP5 BECAUSE WHY *gasp* BECAUSE ITS A REAL GUN THAT IS REALLY POPULAR USED BY REAL SPECIAL FORCES

    its overused for a good reason.....people dont have to be running around with fucking G36C for it to be a good mod

  • chuckybob
    • January 13, 2005 at 12:20 AM
    • #10

    what seperates jm from cs is about 40 more weapons and a greater incline towards realism. the reason a lot of the weapons are the same is two-fold: 1) most of the similar weapons are very common in the world, or have a reputation for being good weapons (mp5, ak-47, barretta 92fs) 2) the less common weapons are renowned for their traits or the group that uses them and/or bring a different set of stats to the gameplay (bizon, svd, rpk-74).

    another thing that seperates jm from cs is the afformentioned ANGEL stats system. as far as i know, no fps in history has ever even attempted something like this. not to mention the ability to upgrade your weapons with LAMs, scopes, bayonets, grenade launchers, and an assortment of other attatchments.

    and i agree, theres a serious lack of originality in the mod scene and in the game industry, but fps's are (relatively) easy, and theres still room for innovation.

  • mike-0
    • January 13, 2005 at 12:20 AM
    • #11

    monkeystrike is teh pwn

  • Schmung
    • January 13, 2005 at 12:27 AM
    • #12

    theres room for variation, CS is basically shit where guns are concerned, people just say anything squad based with real guns is a ripoff regardless. Alas, the proble is, a lot of mods are. HI went too far one way for my tastes, what we really need is for someone to nail the point at which fun and realism converges and then give us exciting maps and varied weaponry.

  • The Postman
    • January 13, 2005 at 12:28 AM
    • #13

    The stats thing actually sounds pretty neat.

  • NvidiaN
    • January 13, 2005 at 2:08 AM
    • #14
    Quote from The Postman

    The stats thing actually sounds pretty neat.

    thanks

    if you want...go on our suggestions forum and suggest things to make it more original...we've all tried to add our own ideas as you'll see if you go on it

    btw, any mappers interested?

  • Algor
    • January 13, 2005 at 4:54 AM
    • #15
    Quote from chuckybob

    what seperates jm from cs is about 40 more weapons and a greater incline towards realism.

    That just scares me even more.

    I want to see mods that are original, very fun, and have extreme action.

    Usually mods that have modern real world weaponry and high levels of realism don't have any of those features.

  • mikezilla
    • January 13, 2005 at 5:14 AM
    • #16

    lets all tell him what we'd put in a mod and make him change his idea to what we'd do.

    or perhaps we could stop being assholes for like 5 seconds. if you dont want to join the mod DONT REPLY.

    and the idea of upgrading weapons based on stats sounds cool in theory but you really need to hammer out that design so that the rewards are awesome and dont through off the balance of the game so much that newer people dont want to play.

    in my opinion (and i've noticed this playing a lot of mmo type games) you dont have to reward the player with gameplay improvements nearly as much as aesthetic ones.

    what i mean is, if for example i had to play your mod and kill 200 people to "purchase" some cool goggles or a custom flak jacket (having no effect on gameplay) people would do it. its about looking like a status symbol.

    sorry for rambling, but to me, if cs allowed me to upgrade SOLELY MY APPEARANCE based on getting xp or whatever, i'd play cs more.

    cheech.

  • InsaneSingingBlender
    • January 13, 2005 at 5:42 AM
    • #17

    you better have alot of jungle crap to hide in

  • NvidiaN
    • January 13, 2005 at 5:50 AM
    • #18
    Quote from mikezilla

    lets all tell him what we'd put in a mod and make him change his idea to what we'd do. or perhaps we could stop being assholes for like 5 seconds. if you dont want to join the mod DONT REPLY.

    and the idea of upgrading weapons based on stats sounds cool in theory but you really need to hammer out that design so that the rewards are awesome and dont through off the balance of the game so much that newer people dont want to play.

    in my opinion (and i've noticed this playing a lot of mmo type games) you dont have to reward the player with gameplay improvements nearly as much as aesthetic ones.

    what i mean is, if for example i had to play your mod and kill 200 people to "purchase" some cool goggles or a custom flak jacket (having no effect on gameplay) people would do it. its about looking like a status symbol.

    sorry for rambling, but to me, if cs allowed me to upgrade SOLELY MY APPEARANCE based on getting xp or whatever, i'd play cs more.

    cheech.

    Display More

    you know, i never thought of that...and i play mmorpg's frequently. I like that idea, thanks!

    -e- i thought this up as sort of a spinoff or continuation of your suggestion...tell me what you think, it's in our forums in suggestions area if you'd like to read the whole post...but this is mainly it:

    I'm going to say there's 20 levels in JM, just as a nice round number. Now part of my idea says that like in mmorpg's, you gain the first few levels quickly, say a day for the first level, a week for the second, two weeks for the third level, etc. For each of say, the first 5 levels, I think 95% of the upgrades for each class of player should aid each player with gameplay...accuracy, reload time, recoil, etc. I think the upgrades should be as helpful to a player, as say the other fifteen levels combined Why? If you've ever played any MMORPG's, that's how it is. You want people to actually see they have reason to get better, while still being able to keep up with better people. That being said, I believe that the percentages should be switched for the next five to ten levels...with 95% of all upgrades being aesthetic (not having any gameplay value) and maybe 5% aiding gameplay, just so players don't give up. Keeping these levels (5-10[or 15])mainly aesthetic helps it so that the level 4 guy and a level 10 guy can be pretty even skillwise, but the level 10 will look cooler and have a weeee bit of edge So now we're up to either level ten or fifteen, depending on how you wanna think it up. From then on, the upgrades should be about 65% aesthetic and 35% helpful. Now, remember, I said that the last 10 levels of helping upgrades should be very weak. By this I mean that you should barelyyyy be able to notice the upgrades you get at these levels, if at all...but they should still help somewhat, even if they only help recoil by one pixel or decrease reload time by .070 seconds. Why? Because if you've played long enough to be level 20, you deserve SOMETHING, but it doesn't mean you're fucking god just because you wasted your life playing the game...nor does it mean skillwise you're actually better than someone else...SO YOU SHOULDN'T GET UPGRADES THAT MAKE IT SEEM LIKE IT!

  • mikezilla
    • January 13, 2005 at 6:54 AM
    • #19

    if i were you, i'd sit down with a pad and plan out every upgrade and such you want or need

    organization is KEY in getting a mod off the ground. like all your artists should know exactly how content is created and to how to make the base player models and stuff

  • Fletch
    • January 13, 2005 at 7:14 AM
    • #20

    Duufy, Posty: Behave or else I'll have to moderate. Lord know that nobody wants that to happen.

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