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Posted

objectives that can be pushed in both directions

Play ins_baghdad. Its currently the only map with the 'Battle' gametype (which allows pushing in both directions).

Yea and that is probably one of the better maps along with Sinjar; unfortunately I cannot really play it as INS because I get a huge FPS drop when I play on that side :(

Does anyone have a link to a stats page where you can see how many ppl play which mod?

Posted

He doesn't know what it means to manage dozens of people and create something that is really complex in the making.

Because a mod that took 5 years to produce anything really needs to lecture other people about proper project management....

Posted

He doesn't know what it means to manage dozens of people and create something that is really complex in the making.

Because a mod that took 5 years to produce anything really needs to lecture other people about proper project management....

garry has never managed a big team with G-Mod... thats a fact. What exactly is your argument, other than starting some flame shit with INSUX LOL?

btw, fletch on mods:

"Just because Insurgency took 5 years to release anything doesn't mean you have to be bitte ..."

"Nothing impresses industry professionals more than dragging a mod out to DNF-like levels of delays." @ ND

you're so fucking whiny on this stuff not to mention you edited my damn post ugh you fail pretty badly overall duder

Posted

Well first off, I never called INS shitty in any way shape or form. I think it looks nice and has some definite room for improvement in terms of gameplay (good base is there).

I took offense to them taking potshots at Garry just because he's not drinking their Kool Aid.

Posted

Well first off, I never called INS shitty in any way shape or form. I think it looks nice and has some definite room for improvement in terms of gameplay (good base is there).

I took offense to them taking potshots at Garry just because he's not drinking their Kool Aid.

Well you fairly cut and dry did before you edited your post and mine, but Step just stated a fact (no clue where you get this Kool-Aid nonsense from, whose Kool-Aid exactly?) and you started some catty shit, but again you've been doing it for a while now as I pointed out with the post history stuff

Posted

First off, let's have a little history lesson: Jim Jones had a cult called The Peoples Temple in a quaint little place called Jonestown. He had them all drink poisoned Kool Aid at gun point. Hence the phrase "Don't drink the Kool Aid" being introduced into popular culture in reference to not agreeing with a position just because everybody else does. Then again, I have the sneaking suspicion you're about 15, so this is probably over your head.

I never disagreed with Step's comment that Garry doesn't lead a big mod team. I just thought it was fucking hilarious to come up with that position coming from Insurgency. I guess you just don't appreciate my sense of humor. My utmost fake apologies.

Posted

I agree that we should have released a lot earlier... but I'm also pretty confident we have a solid game now and with lots of tweaking it can be even better.

The main problem that I see with the mod community is that devs are too ambitious. If I ever lead a mod I'll define the goals (and estimated deadlines) even before starting the actual work. I'd be realistic. Ok I came up with lots of cool ideas but can I implement them quickly ? Am I even capable of implementing them ?

Mods should be developed in pre-defined stages. Let's say, for the first 2 months we would work on getting a simple working internal alpha (as bugless as possible and with bots included if possible). No problem if we use CS weapons at this stage, but we REALLY need a solid alpha to test our stuff on and eventualy grow from there.

Another golden rule would be to implement simpler features first. Why would I focus on a complex player class system with lots of custumizable shit if I can't even get the basic alpha with CS weapons done ? If something is broken fix it as soon as possible, instead of doing workarounds and moving on to new stuff.

I'd also take many other variables in account. How talented and hard working is my team ? Are they capable of creating what I envisioned ? Do I really need a bigger team ? Big teams can be a nightmare to manage and the wrong newcomers can destroy a mod atmosphere completely.

Another thing that I really hate about the mod community is overhyping. Media coverage is good for you ego but it might distract you from the actual work process. I'm not saying media coverage is bad but you have to be reasonable. Media coverage should be a result of your work and not your main goal.

We made many mistakes with Insurgency but we also matured a lot in the proccess. I trust the INS team completely and I'm pretty sure we could start a new project from scratch and get it done in a matter of months with our built up experience.

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