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The Mapcore Mod Team

  • Sprony
  • October 10, 2014 at 7:07 PM
  • Seldoon182
    • October 11, 2014 at 11:07 AM
    • #21
    Quote from RaVaGe

    "HURG SOFTWARE"


    [Blocked Image: http://i.imgur.com/ERwhRbR.jpg]

  • Squad
    • October 11, 2014 at 7:36 PM
    • #22

    Interesting topic!

    Willing to contribute to this if I can

  • tr0nic
    • October 11, 2014 at 8:02 PM
    • #23

    L4D2 campaign of 2 or 3 maps length that doesn't support versus mode at all so we can focus more on the story. ( Crazy crescendo events that splits party in 2 x 2, controlled semi-random special infected spawns to spice up intensity, cut scenes midway into campaign?, controlled equipment progression, some multi-path in between events).

  • FMPONE
    • October 11, 2014 at 8:18 PM
    • #24

    L4D2 or Portal 2 pls. They look visually better than HL2 and many will care about that (including me, as much as I love HL2)

  • Minos
    • October 11, 2014 at 8:20 PM
    • #25

    The way I see that this working is if small groups can contribute independently to the project. Interdependency is a big enemy of community projects like this. For example, a single-player campaign is pretty hard to pull off with a mod team because everyone will have different ideas about the storyline, continuity etc... wheres a multiplayer mod, something basic like let's say a post-apocalyptic arena shooter, offers an open canvas that anyone can contribute to. Playtests can be held often and things changed based on feedback.


    That's how we worked on Insurgency, we had a small core team working on the main features (code, weapons etc) and a much larger content creation (maps, characters, props, textures etc) team just pumping out stuff individually.


    If I could give my 2 cents I'd vote for something on the scope of the Decadence mod: a few player models, weapons and maps to start and see how the idea grows from there


    Another thing that could be cool is if this mod/game is created in "open beta" mode from the get go. This way anyone could download the base, create content for it and if it's good enough it's added to the game by the core team.

  • LATTEH
    • October 12, 2014 at 12:32 AM
    • #26

    count me in i would love to help out and get some more experience working in a group.

  • 2d-chris
    • October 12, 2014 at 12:46 AM
    • #27

    I think, something quite simple with small scope is good, like a mashup of world of warcraft, destiny with a little touch of skyrim would be great.

  • Em'
    • October 12, 2014 at 8:37 AM
    • #28

    I'm in for an exploration game, Ala Dear Esther. With some puzzle like Vivis was doing on Source few years ago !

    Imagine a game, mixing Mirror Edge for the climbing part and Dear Esther/Last of Us for the nature environment : you have to make your way throught a ruined city (designed as a corridor, idc that much )


    Everybody on Mapcore would be served : as we are much a group of env artist and leveldesigner / gamedesigner, this game would be focused on puzzle, exploration and art.


    edit : The plus thing would be to make it coop, so you can play with 1, or 2, or 3 or 4 players

  • RaVaGe
    • October 12, 2014 at 10:00 AM
    • #29

    Agree with Em', imo we should make something different, something without weapons like portal 2, like that since we are a mapping community, we will take way less time to try to tweak the AI and gameplay, and just focus on the level design and art.


    I want something in space though, don't know why

  • text_fish
    • October 12, 2014 at 10:17 AM
    • #30

    Here's a concept to fulfill the no-combat/exploration/space brief:


    Setting: Ark-like spaceship carrying remnants of human-kind through space after collapse of Earth. The ark is operated by a computer AI whilst the humans hibernate in pods until such a time that the ark discovers a habitable planet.

    Story: One of the hibernating humans (the player) is suddenly ejected from their hibernation pod during some sort of meteor shower causing damage to the ship. Only vital life support systems remain intact, so the player then has to traverse the ship, collecting equipment and resources to carry out repairs. During his explorations he comes across signs of previous strange events, such as other empty hibernation pods, strange writing on the walls etc. Eventually it emerges that the ark has been drifting in space for thousands of years, and at one point a group of humans woke up and went insane. Their ghosts still wander the hallways, but are they friendly or malevolent? And why does it feel like those humans still in hibernation are watching you? That's as far as I've got storywise with this one.

    Gameplay: Revolves mostly around exploration and puzzle solving, maybe with some platforming elements or something.

  • ics
    • October 12, 2014 at 1:03 PM
    • #31

    If you guys decide to go L4D2, i have some experience on that area and be very interested to dig in at that point. There just is too many L4D2 campaigns with ridiculous ideas and difficulty that divert off from base game too much and with a group of people who know what they are doing, it would be much much more interesting to brainstorm with.


    Quote from tr0nic

    L4D2 campaign of 2 or 3 maps length that doesn't support versus mode at all so we can focus more on the story. ( Crazy crescendo events that splits party in 2 x 2, controlled semi-random special infected spawns to spice up intensity, cut scenes midway into campaign?, controlled equipment progression, some multi-path in between events).


    I would see no harm including versus mode, it doesn't take much to incorporate it to the map itself. You end up doing most of the work in coop campaign anyway and it's easy to implement in at the same time or even afterwards. Versus is something that also brings players into it more than just coop but that's another story.


    2-3 maps (or 2 maps and finale third) would be a good task, not too long and not too short. Story is very important. Cutscenes mid campaign haven't been done much, would be interesting to dig in to that area. There are intro's and outro's but not "midtro's" seen in any campaign that i know of.


    **EDIT**


    Also interested participating in whatever the group decided to go with. Not just L4D2.

  • cincinnati
    • October 12, 2014 at 1:23 PM
    • #32

    level design (and gameplay) for l4d2 is vastly more interesting for versus, imo, but you pretty much have to have a dedicated steam group with serious enthusiasm to play it, since custom versus doesn't really work in the wild.


    if anybody could turn that around, you guys could.

  • tomm
    • October 12, 2014 at 6:20 PM
    • #33

    any fans of legend of grimrock ? would be cool to make a nice mod for that game.


    sequel is being released on 15th and it will most likely have a pretty dungeon editor with lua scripting and all that.

  • Puddy
    • October 12, 2014 at 6:37 PM
    • #34

    This sounds like an excellent time to come together and finally do the to my HL2 mod Precursor.


    [Blocked Image: http://media.moddb.com/images/articles/1/79/78474/auto/jokepreview.jpg]

  • Em'
    • October 12, 2014 at 7:34 PM
    • #35
    Quote from Puddy

    - Bilinear vector-casting per-pixel isotropic mastering renders


    Lol that sounds like the "random game feature generator" that came to the forums few months ago XD

  • Furyo
    • October 12, 2014 at 8:07 PM
    • #36

    It's been 7 years since I ran a mod team and shipped a mod, but if you should like some help with this endeavour, I'm all yours.

  • marks
    • October 13, 2014 at 10:18 AM
    • #37
    Quote from text_fish

    Here's a concept to fulfill the no-combat/exploration/space brief:


    I've actually kinda been working on a small game that fits that description for a while, could be a suitable thing ...

  • Em'
    • October 13, 2014 at 11:07 AM
    • #38

    I'm more into a prototype than into a source-mod. Whatever it is, I'd recommend starting small with a white idea and see how it's going : brainstorming a refreshing gameplay, then adding elements to it like setting and story (wich is IMO not as important when starting a project as the key features).


    So maybe we should update the original post with infos such as who wants to participate, what can i bring and what i want to do.


    Em'
    - can participate mainly as environment art, props and character art + can help on some basic fx /animation / sounds / technical things

    - interested on working on UE4 (I'm a total newbie, even if i paid that subscription for +3 months)

    - interested on a "arty" game with a refreshing yet simple gameplay

  • Sprony
    • October 13, 2014 at 12:31 PM
    • #39

    When I posted this I would never have guessed that there would be so much interest. The shared doc already has a list of people and their skills. It's great to see so many jump aboard and share their ideas but you can't steer a ship with that many captains. I'm unsure on how to proceed. Suggestions would be appreciated.


    Thoughts I had:

    • Pick one of the suggestions, post that as the mod we are going to develop and see who wants to join that.
    • Come up with something on my own and hope people are interested in that.
    • Going the other way around. Pick an engine and a genre, see who wants to work on that, form a team and discuss with them what we are going to make.
    • Drop the whole 'test' mini mod idea and directly start with what we want to make.
    • Open a poll asking the Core what mod they would like the see. Listing genres, engines and games and pick to most favorite as the Core's pet project and take it from there.
  • ShockaPop
    • October 13, 2014 at 2:18 PM
    • #40

    What doc? I want to know stuff Sprony.

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