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Posted

the mod leaders are trying to build a model aeroplane, and they have all the parts but glue is missing.

Nice analogy, I agree.

So perhaps then, when you're looking for a mod, ask a few questions about the coder. Whether or not they have one, if he/she seems dedicated enough, etc...

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Posted

I tried starting a mod. Had all all the staff I'd ever need, but we just couldn't find a coder willing to invest the time or effort, whichw as a crying shame. It seems your mod is basically screwed unless the leader is the coder.

Posted

I tried starting a mod. Had all all the staff I'd ever need, but we just couldn't find a coder willing to invest the time or effort, whichw as a crying shame. It seems your mod is basically screwed unless the leader is the coder.

It is still a crying shame :(... After TS 2.2 im sure we will have it all figured out

Posted

I tried starting a mod. Had all all the staff I'd ever need, but we just couldn't find a coder willing to invest the time or effort, whichw as a crying shame. It seems your mod is basically screwed unless the leader is the coder.

You are right, a mod is screwed if you can't find a coder. It is however possible to survive. After the first public release of Sands of War(http://www.sandsofwar.net) we also ran into the problem that our old coder left. We searched and searched but were unable to find another coder.

We could have stopped there, just as so many other mods have done before us, that however did just not fit in the SoW spirit. So we continued on and tried to add lots of great things in all the other divisions. SoW beta 1.1 and 1.2 were made completely without a coder.

We did not have a coder for those versions, but that did not hold us back from improving SoW a lot. We got better models, maps, sounds and everything else. People noticed that and in the end a good coder found us:)

We were so lucky that our first coder had completed the code base for the mod, so that we could just improve the content. If however a mod have not even been release, then I understand that it might be tougher to do what we did.

Posted

I tried starting a mod. Had all all the staff I'd ever need, but we just couldn't find a coder willing to invest the time or effort, whichw as a crying shame. It seems your mod is basically screwed unless the leader is the coder.

You are right, a mod is screwed if you can't find a coder. It is however possible to survive. After the first public release of Sands of War(http://www.sandsofwar.net) we also ran into the problem that our old coder left. We searched and searched but were unable to find another coder.

We could have stopped there, just as so many other mods have done before us, that however did just not fit in the SoW spirit. So we continued on and tried to add lots of great things in all the other divisions. SoW beta 1.1 and 1.2 were made completely without a coder.

We did not have a coder for those versions, but that did not hold us back from improving SoW a lot. We got better models, maps, sounds and everything else. People noticed that and in the end a good coder found us:)

We were so lucky that our first coder had completed the code base for the mod, so that we could just improve the content. If however a mod have not even been release, then I understand that it might be tougher to do what we did.

And thus we find the position my mod is in. Our coder left us for WoW.

Posted

It is alsow better if you know your team personal.

So you can discus things private and descent.

Than alsow you know that your team really wants to work on the mod.

And a other thing is that you must support your teammates.

If they are stuck on something you could help them so they wont be to about it and wont quit so easlly.

If you know you can count on someone , you know that your mod is strong and you will believe more and more in it.

Posted

It is alsow better if you know your team personal.

So you can discus things private and descent.

Than alsow you know that your team really wants to work on the mod.

And a other thing is that you must support your teammates.

If they are stuck on something you could help them so they wont be to about it and wont quit so easlly.

If you know you can count on someone , you know that your mod is strong and you will believe more and more in it.

It is difficult to garner relationships amongst team members, although I agree that this is importaint.

If you're going to join a team, ask the leader why the other members have joined, and if it's due more to interest in the project or if it's simply because the offer was made. If you feel like members are not in it due to interested, then you should re-evaluate your discision to work for the team.

Posted

I know I wouldn't have joined a mod team unless I know atleast a few of the team members, cause then I always know abit about how they work, what they can do etc..

  • 5 weeks later...
Posted

How bout fortress forever? You think they will do a good job capturing the essence of TFC? I would like to map for this mod.

Posted

I only join teams in which I know some people and how they work etc or if the mod already had some releases and was succesful at it.

Its also not just a matter of quality but also how the mod is being run and how the members are, they might completely not fit your personality or so which wont work out in the end anyway :)

I dont join something if it just looks good and pro, they need playable releases prefferably. Too many mods release great art work or maybe a playable demo but they never seem to find the time and effort after that anymore to actually make an entire mod out of it..

Since the last year or 2 its getting increasingly common to act like a company while theyre actualy just a mod. Absolutely horrible, last thing on earth Im going to join is a group of wannabes...

Posted

That point can be argued... considering the time and effort that a modern total conversion demands, how can you possibly coordinate enough people without running the organization "like a company"?

I think that mismanagement spells the death of most failed mods.

Posted

We may just have an opening for a level designer for FF soon, and obviously mapcore has some of the best talent so the chances are this is the place we'll be looking for recruits :) Stay tuned.

Oh, and our second map texture artist has disappeared without a trace. What is it with those dudes? :( Someone gimme one!


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