The Battle of Evermore accepting modders!

  • Thread starter Thread starter ZoSo|Percy
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ZoSo|Percy

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Greetings, forum. I've registered here to announce a new project I'm beginning for the source engine. I will be recruiting people for all aspects of the mod creation starting today. The mod will be titled "The Battle of Evermore." It will be based very loosely on celtic lore with a middle-earth backdrop. I intend to have magicians, warlocks, multiple spell-sets, and massive maps. If you're interested in participating, drop me a line.

Thanks.

Stephen Howard
(ZoSo|Percy)
 

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If you are looking to do massive outdoor maps than I suggest you find something other than the source engine which preforms horribly with large open ended maps. Also, what's already been gone over in about 1,000 other threads here is that if you want people to join your team you should:


A. Have a game design doc, or at least some extensive details about the game.

B. Have some media or work to show that you've already put some time into it.

C. A bit about your background and what mod's you've worked on. General exp.

D. The members of your team if you have one.

E. And if you are insistent on recruiting, a list of what position and how many you want.

F. Post more here... One post and you want us all to help you? Sheesh we don't even know you!

If you do not have these things you will probably get bashed and flamed by about 75% of the members on these forums. If you decide to make an attempt to fulfill one of my suggestions I'm sure you may do a tiny, TINY bit better. Good luck, have fun...

-Evan
 
Can I see your design document please.
 
SixThree said:
Can I see your design document please.
Normally it's best to make the design document after recruiting a team, that way people aren't just making a mod for the leader, but creating a mod they want to.
 
No... not really... things never get anywhere if it's that open ended. If there isn't at least a basic common goal set nothing ever goes anywhere. Look at mods like hitchhiker. Team members can help influence the mod they are creating while following the game design document. To argue this point would pretty much prove futile. It's like if a game studio hired a bunch of people for no apparent reason and said, "Hey what do you guys feel like making?" "Oh I think dragons are cool, lets make a game about dragons!"
 
Docm30 said:
Normally it's best to make the design document after recruiting a team, that way people aren't just making a mod for the leader, but creating a mod they want to.

Sure, if you want to fail.
 
I do have a design document finished. It outlines the basic ideas for the mod. If you're interested in seeing it, and can contribute to the project, drop me a line.
 
egoncalo said:
No... not really... things never get anywhere if it's that open ended. If there isn't at least a basic common goal set nothing ever goes anywhere. Look at mods like hitchhiker. Team members can help influence the mod they are creating while following the game design document. To argue this point would pretty much prove futile. It's like if a game studio hired a bunch of people for no apparent reason and said, "Hey what do you guys feel like making?" "Oh I think dragons are cool, lets make a game about dragons!"
Yes... yes really... I mean, though, have a very solid idea of what the mod is, but make all the precise decisions as a team (like how jumping and shooting goes about), but it it's not like doing it either way has an earth-shattering impact on the mod; it's mostly a matter of preference.

SixThree said:
Sure, if you want to fail.
No need to be so arrogant, I could very well say doing it the other way would mean failing, but neither of us would be right.
 
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