Souldier Mod

  • Thread starter Thread starter nex.machina
  • Start date Start date
N

nex.machina

Guest
Due to the poor response i got for interest in becoming a part of Mod team i decided to post the idea to see what kind of answer i get.

Souldier Mod has been an idea of mine for a very long time. The idea is inspired mainly by Japanimation. Not the characters, but the story in general. Set in the future (ad 21xx), the world has rid itself of self government, and opted for religious rule. The two main religious factions involved in ruling the world are the The Federation and The Corporation. You can compare the Federation to the Roman Catholic Church, and the Corporation to the Church of Satan. So straight from the getgo the scenario is that of good and evil with two common religious entities. *Since my goal here is not a Quake, Doom, or Unreal like futuristic game, the amount of fantasy or futuristic weaponry will be cut to the minimum. On the contrary the world in Souldier isn't too different from ours now. Of course the modern day weapons we are used to will be modified to create unique weapons for both sides, staying within the realms of gun-powder not lasers.
Continuing the story... Both the Federation and Corporation will consist of Human like characters. Don't be mislead by my analogy of the two factions, there will be no robots, zombies, angels or demons in this game. Just human characters that bleed red blood. There will be character classes to choose from (to minimize pre-game delay)

Light Infantry
Infantry
Heavy Infantry
Recon/Stealth
Priests/Medics

So here you can see i've taken the class selection, and medic character from TFC which in my opinion were one of the things that made it great. The game is geared to depend on all classes. There will be scenarios where the skill of a Heavy Infantry will be needed, others where Stealth will be required to achieve the objective (which only Recon/Stealth can do). *By stealth i don't mean invisibilty, i simply mean rapid mobility. The incorporation of female characters will also be a focus. The attributes of a character will depend on its class, that includes mobility, firepower and armor. For example Infantry are average in speed, normal armor, but have a wide range of weapons to choose from. Characters will be able to carry a maximum of three weapons. One primary, one secondary, and one tertiary. Proning will also be included in the model behavior. So will mounted weapons, such as MGs.

Weaponry will be the second main focus of this game. With lots of attention to detail. Weapon behavior and looks for the most part. All classes will start with a pre-defined set of weapons. They will have the option to purchase new weapons from a limited list depending on their class. All weapons will be unique for both sides,<-This element is taken from DoD. No RPG's in this game. The game will focus on skill and use of weapons. Not spray and pray. What i'm trying to achieve here is the element which was lost post 1.6 in CS.

Scenarios will take place in urban, and desolate areas. Objectives will range from destroying a point or set of points, to point capture where the capturing can depend on the team. The point system of the game depends on Points captured, rounds won, and frags accumalated by the team. So yes, frags are an issue in this game, so are capturing points, and deaths. This allows for all kinds of gamers to benefit. At the end of each map (not round), the total points are tallied and the team with the most points wins. I won't get into the details of the points system, but i will tell you that deaths count as negative points. Games can also be won by frags alone. If no one captures or destroys points in a game, and one team has a larger amount of frags than the other, than that team wins the game. So you must not only defend/attack, but also try not to die, and kill a lot. The main rules of modern combat...

To purchase new weapons a point system will also be used. This one will vary depending on what each player has done throughout the map. This element taken from CS. Like i said there will be a set of default weapons per class, with the option to purchase new ones. Class restrictions on weapons will apply. For example Infantry can purchase all rifles (except scoped), all smgs, all pistols, all shotguns, no Heavy weapons.

I think i pretty much covered the basics. The Corporation and The Federation. One is trying to damn you the other save you. I have so much material it's not even funny. From all weapons used, ammunition, character traits, scenerios, all written down and in my head. What i'm looking for is a group of motivated individuals who have a skill needed for Modding looking to become a part of a Modding team. No pay unfortunetly, i wish i could pay people. Maybe in the future. But the main focus of this is not monetary gain, at least not for me. The main goal is to create a hybrid of all other mods and wrap them into one. Have fun and most importantly game. If your interested let me know. I'm looking for everything, from Sketch Artists to Coders. I mainly do level design, modelling, and some coding. Will require other Modellers and level designers. Also proof of work. I'm open to ideas. I want this to become as Open Source as possible. So ideas are welcomed and so is constructive criticism.

nex
 
Where is the killer feature? Now, its just a mix of the most generic and bland (and overused) styles from mods. You need a unique feature that stands out from the crowd and sets the tune for the whole mod.
 
it's spelt SOLDIER

edit: read it all -sorry to say it sounds like every other sub standard mod never released :|
 
Majestic XII said:
Where is the killer feature? Now, its just a mix of the most generic and bland (and overused) styles from mods. You need a unique feature that stands out from the crowd and sets the tune for the whole mod.

Where is the killer feature in Counter-Strike Source? No, the game is called Souldier, not Soldier. lol. Man did you even read what i said? Looks like the same attitude that applies to the HL2 community and all its mods applies to the modding community as well.

By the way what i just explained is the basics. There is a story, but it would take a lot of time and writing to express it in a forum.
 
No, the game is called Souldier, not Soldier
yeah i pointed that out before i read the piece - i get it, very punny
souldier

look the game idea has nothing going for it - this community loves nothing more than a mod to succeed, half of us get hard ons when something high quality is released :)
now your game doesnt offer anything that isnt already catered adequetely for
you need to offer something unique - an original method of teamwork (plan of attack), a virtual cyberspace (dystopia), an invisible enemy (hidden: source) or simply improve on an area that was neglected (hl2 CTF)

i could offer you ideas but that is not my job and i'd be wasting my time i reckon anyway
 
Well by your attitude like i mentioned earlier people such as yourself seem to doom mods. You have too high set of standards there. I think you've voiced your opinion.
 
Well I like how you said that the future human race opted for religious rule instead of governmental rule - Something that isn't seen that much (by me at least).
However, it's one of those things that seems very heavily story-based. I'd suggest that you actually post up that small story that prequels where the game is set. If people flock to it then you have a great basis for a mod. You will need to change a few things that people don't agree with, though.

nex.machina said:
Looks like the same attitude that applies to the HL2 community and all its mods applies to the modding community as well.
Just a little pointer - if most of the 'modding scene' which you just described don't like your mod, then chances are there's something fundamentally wrong with it. I'd get to changing that.
 
Where is the killer feature in Counter-Strike Source?
compare it to the mods of its time

this mod doesn't have anything original at all, why should people play it when there's mods that already does what your mod will be doing?

try adding new elements to the ideas you've ripped off, distort them, modify them. seriously, you've got to be more creative than this, right?

is there anything you'd love to play online but never have been able to?

I know creativity always uses references and sources to drag material from, the brain can't make something out of nothing.

What i'm saying is, go to an unexpected source, play around with it, maybe combine it with another odd source, and make a mod of that.

Go back in time, read the history of various parts of the world, look for inspiration in nature.
 
This is a basic description of what the MOD is about. There are gonna be so many elements not seen in any other mods. The gameplay can be compared to a mixture of mods, but in truth what mod's gameplay is in general creative? They all follow the same path, CTF, Domination, Search and Destroy. So where's your point? How can you expect me to tell you everything i have in mind for this mod in a forum? The main reason (which apparently three of four people posting haven't understood yet) is this post is a brief (BASIC) outline of the mod. Once again all you have done is repeated the same thing John and Majestic said. No use to me. Thanks for the post.
 
nex.machina said:
This is a basic description of what the MOD is about. There are gonna be so many elements not seen in any other mods. The gameplay can be compared to a mixture of mods, but in truth what mod's gameplay is in general creative? They all follow the same path, CTF, Domination, Search and Destroy. So where's your point? How can you expect me to tell you everything i have in mind for this mod in a forum? The main reason (which apparently three of four people posting haven't understood yet) is this post is a brief (BASIC) outline of the mod. Once again all you have done is repeated the same thing John and Majestic said. No use to me. Thanks for the post.

Why didnt you mention the unique elements of this mod instead of just the unoriginal ones? I'd love to see something new.

Why do you have to go the same path as the other mods? They don't innovate or anything, just use the same thing over and over again (like you said). The concept of modding is interesting because you dont have to follow any "rules" or fads (WW2 for example) like they do in the real gaming biz. Modding is an excellent place to innovate and try out new genres and game mechanics, why not use that advantage?
 
Just don't make a CSS clone or WW2 mod, I'm sick of those.

Heres a plan - MAKE A SINGLEPLAYER GAME!
 
sounds really cool to me, but i think it would be more likley developed as a single player game
 
Back
Top