Want to Creat a mod but dont know how...

  • Thread starter Thread starter Bellshazer
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Bellshazer

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Dear Peoples,

I have been brainstorming (:smoking:) ideas for some cool but simple mods lately and wanna give em a shot. Can someone recommend me a good site for beginners or maybe some wisdom filled tips and suggestions.

Thanks
 
Wisdom filled tip: You need a really good idea if you plan on finding a team of people to make it for you

Wisdom filled tip: Or, you need an idea that is simple enough to do on your own or make a basic working beta to get people interested.

Wisdom filled suggestion: Give up now.
 
Wisdom filled tip: You need a really good idea if you plan on finding a team of people to make it for you

Wisdom filled tip: Or, you need an idea that is simple enough to do on your own or make a basic working beta to get people interested.

Wisdom filled suggestion: Give up now.

This.

www.moddb.com
 
wisdom filled tip: ignore vegeta. Seriously, get familar with the basics of source..build some maps for dm or tf2 or something before jumping into making a full mod. Remember minerva was done by ONE guy and it was pretty ace.
 
Wisdom filled tip: My last line was a joke
 
cut/paste:

My biggest piece of advice to a potential modder is JOIN AN EXISTING TEAM..

Here's why.

- You get experience of working with other modders.
- You get to see how a mod is run (right or wrong) and this will help when you do your own.
- You make contacts in the modding world which will be incredibly valuable
- You get to help make something and build a portfolio without having to worry about the details of running the mod
- You stand a better chance of seeing a finished product, hundreds of mods are started a year, each year about 10 are released. That should give you an idea of your mods success out of the gate.

Plus your idea is going to be there in a year when you finish the project you are working on and the experience and knowledge you will have gained will be your largest asset.
 
As Zunni says, look to get more of an understanding of how different game engines work and in general how games are made. Once you can comprehend how much work each feature and asset of your game will involve, and how much time you will need to invest to manage everything smoothly, you will be at a stage where you can judge whether it's a good idea to begin putting together a team for your idea.

Good ideas will stand the test of time.
 
Wow, thanks for the advise... I want to do something real simple to start so I'm thinking about making just a new (really small) mini campaign. My inspiration for this campaign is the game "Call to Duty". Basically, you are never alone and in the midst of a major battle, all the time... I think thats what I'll do anyways... :thumbs:
 
Wow, thanks for the advise... I want to do something real simple to start so I'm thinking about making just a new (really small) mini campaign. My inspiration for this campaign is the game "Call to Duty". Basically, you are never alone and in the midst of a major battle, all the time... I think thats what I'll do anyways... :thumbs:
That still sounds like a big project!!!!

'never alone and in the midst of a major battle' makes it sound like you will have lots of people on-screen at once, all playing animations with sound effects, and in a custom setting that will require new artwork.

If you set it in the Half-Life 2 universe (or in the same universe as the game the engine is on e.g. CryEngine, etc.), you don't have to make any custom art assets and you can try to create the crux of this idea in a more diluted (but achievable form).

In the learning process, don't try to take on anything too big. A major, major part of the experience comes with getting something to release, big or small.
 
You should learn how to make an RPG fire crossbolts that explode on impact.

If you can do that, you'll have enough knowledge to start a mod.
 
Pick an area to learn for modding (coding, level design, modeling, texturing, etc), learn it (moddb.com, interlopers.net, etc, tons of good tutorial sites), join an existing mod team and work on it. Starting a mod with no skills or knowledge related to modding is not feasible and has a 99.999% (repeating of course) chance of total utter failure.
 
Pick an area to learn for modding (coding, level design, modeling, texturing, etc), learn it (moddb.com, interlopers.net, etc, tons of good tutorial sites), join an existing mod team and work on it. Starting a mod with no skills or knowledge related to modding is not feasible and has a 99.999% (repeating of course) chance of total utter failure.
My first mod failed because I knew **** all. Looking back, I'm actually disgusted by how little I grasped about what was involved. It's not just about learning a discipline, it's also about learning how all those disiplines go together to make a game. Joining a team is really the only way you're likely to get this knowledge and experience.
 
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