whoa whoa whoa WHOA!!!! Only been like 1 day and all this non-sense posts. There is no such thing as failure, it's a fact. A mod can't just
bleep error mod failed :P. Mod's never just FAIL. They only "fail" (stop) if development is halted. I could easily make a test map, start coding and editing the weapons. Then impulse 101 and try them out. Mod's do not fail. Also there is no percentage -
I don't mean to be offensive. But you need to think about it to prevent the failures of 90% of mod projects.
of failure.
Indeed, there is failure, in fact the sad truth is that in the end most mods fail.:cry:
Your pretty positive ;). (lol jk)
Oh and -
If this is a serious project, that last part about the levels is the first and main thing your team should be working on. Before tweaking weapons, before making model renders, before creating a custom webpage, before trying to recrute people, etc.
Kinda doesn't really matter in my opinion. I'm doing this project just for entertainment and fun for others. Also not to compete in "which is the best mod?" sort of thing. It's just for fun and the heck of it :). Thanks for the help though. I dunno if you guys know or not that i'm under 15....creating a mod and into game developing :lol:.
Oh and Sajo
Just write the name of the mod and if its for hl1 or hl2 and if its wip or not.
What the game the mod is for is on the link to its wiki, and the topic has WIP on it.
Also Ant
Too little information. You need design documents, a detailed outline of the maps, concepts...
A few lines of story isn't enough.
I'll be working on that, the maps need done first so I can make some nice media. Thanks.