Mapper Wanted Created 20 years ago2004-07-10 09:17:41 UTC by Tycell Tycell

Created 20 years ago2004-07-10 09:17:41 UTC by Tycell Tycell

Posted 20 years ago2004-07-10 09:17:41 UTC Post #40172
Hi, I'm Tycell and I've got a good deal of mapping experiance under my belt, recently I've decided its time I put it to some use. I'm looking for a fellow mapper with good skill to make a short mod with me. Anyone want to volenteer?

Must know: R_Speeds, Zoner tools, advanced mapping tech's.
Will need: 1 example map.

If your interested or you want further information contact me @

Tisell2000@hotmail.com

or post a reply. Thanks.
Posted 20 years ago2004-07-10 10:32:59 UTC Post #40198
Thousands of people have tried it this way. And thousands of people didn't succeed, you won't either.
You can't just come and say, 'Hey I want to make a mod. Wanna join. You must be good.'.
If you seriously plan to make a mod, get to work!
Will it be SP/MP? Think of a story! Think of what you want to change! Make a little website which presents your ideas in an interessting way.
Otherwise you will drown in the masses of people who didn't manage it either.
Posted 20 years ago2004-07-10 11:31:26 UTC Post #40201
Ok, I have the story, I have begun the mapping, Its a single player Half-Life based mod with minimal (but good) changes. The mod is planned already. All I need is one or two people who want to jump on the wagon and make it with me. Its not a HUGE project, its not going to be totally radical and has no coding or AI changes. Its just a nice, well made group of single player maps.
Posted 20 years ago2004-07-10 11:32:52 UTC Post #40202
NOTE, All that is stated in the above post was done way before i started posting around looking for a co mapper. I didnt just come up with a story and such on the spot. The reason I am looking for a mapper fast is because the person I was going to make it with backed out at the last minuet and now I need a replacement.
Posted 20 years ago2004-07-10 12:46:08 UTC Post #40207
I am always looking for a change to do anything.

I'll do a map or two.

if you really want people to help, make a website for it. I Know it may not be so big, but everyone needs a website ;) .
Posted 20 years ago2004-07-10 16:24:15 UTC Post #40266
http://groups.msn.com/Tycellmappingdistrobutioncenter

The website is under construction, come take a look around, it aint much but it will serve its perpose.
Posted 20 years ago2004-07-10 17:14:16 UTC Post #40276
Hmmm...I may be interested in mapping a non-combat/intro level or two.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-10 17:17:38 UTC Post #40277
And what do you consider "advanced mapping techs?" Quite a bit of VM skill? Editor functions? Entity setups?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-10 20:26:09 UTC Post #40321
Yes, VM, entities setup, basically all the skill required to make the original half life in mapping. Sorry to say but I need a co mapper not somone who will make the intro (i'm making it ;)).
Posted 20 years ago2004-07-10 20:31:15 UTC Post #40322
Hmm...how big will this map pack/mod be? I may be able to construct a small set of maps (2-4 levels)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-10 22:25:13 UTC Post #40331
I beilieve I am very good at action stuff. enemy placement, and such are my strong point. Brushes are not, lol.

I'll help/
Posted 20 years ago2004-07-11 00:11:25 UTC Post #40342
I could map the brushes and you could do the entity setups/enemy placement, BL :P. I'm skilled (at least, I say I am) at brushwork if I work at it enough.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-11 07:37:34 UTC Post #40387
The best way to attract mappers is to do the hard stuff your self - make a few screenshots (make them really good)

Write up your story,

Make a website or just upload some pics somewhere and post in this forum, and ignore ieatmonkeychow... :P
Posted 20 years ago2004-07-11 07:37:59 UTC Post #40388
At last progress. I appreciate you guys wanting to chip in, the mod should come to aprox. 17 maps give or take 4, there will be a few custom sentences and perhaps a few custom textures if I can get my hands on a texture artist.

If you like i can give you a few maps to make, if your interested go to the website.

http://groups.msn.com/Tycellmappingdistrobutioncenter - don't laugh i know its piss poor for a website and looks like it was slapped together in five mins (which is was).

So yea just go to the website, sing up and start posting on the forum.
Posted 20 years ago2004-07-11 07:40:43 UTC Post #40391
In reply to Kol, the storys done, there is a website which has pics but i'll get some scrreinies as soon as this first map is done and I am posting in this forum :D
Posted 20 years ago2004-07-11 07:56:51 UTC Post #40399
Great, Be sure to keep a new report going - to give the impression that the mod is moving on :D
Posted 20 years ago2004-07-11 08:04:05 UTC Post #40400
yea I've got a news page and its getting bigger :) + I'll let you guys know how its going.
Posted 20 years ago2004-07-11 08:48:13 UTC Post #40406
The website needs some work in order to give off a better impression of the mod. First, get another webhost, one without all the msn-frames. http://www.websamba.com does a fine job for me with 30 MB free space and a smaller advertisement frame (wich you can get around with a little different url :)).

Then, the site itself. Little content, it could do with some less pages as some aren't necessary at this moment. The color schemes are very inconsistent, the pictures on the pages look good but somewhat misplaced. The whole website has a very incoherent look. Also, you may want to dedicate the website fully to your project instead of calling it a maps distrubution center. After all, a website to show off your mod is worth more than 5 minutes...

Well, so far, we'll see how this turns out. Good luck anyways.
Posted 20 years ago2004-07-11 09:37:38 UTC Post #40421
get a freewebs account. they are always good, are free, allow you to use their web builder, or you can program HTML, and have all kind of extras, and besides, in order to post in your fourm, you need to do something silly to my computer. I don't truse anything/

good Idea Rabid!

also, I can do texture work, with my handy dandy digital camera. I would consider myself a graphic artists, among many other things.
Posted 20 years ago2004-07-11 09:43:26 UTC Post #40422
I could host it somewhere else but I aint gonna coz MSN is the only place i know how to make a webpage lol, I cant HTML code or ne thing. I'm not trying to make some super mod here, just a cool mappack with a few extras. Nothing fancy and so i figured the webpage would be good, nothing fancy, just what you need to know.
Posted 20 years ago2004-07-11 14:17:25 UTC Post #40460
Ever heard of Frontpage? I've used it for both of my two websites so far, and it works ok so far. Although I feel I'm gonna need something better for the improvements I want to make to my sites, but so far it has served me well.

I don't use it's automatic webpage managing system though, as it puts some extra files in and such, wich I don't really like. But well, that may just be me... ;)

Your website looks so... prefab-alike. That's the problem I have with it. Nothing that looks as if there was spent time on it to make it look good. I'm sure you can do better, and you should do better when you want your mod to stand out of the crowd. Once again, good luck!
Posted 20 years ago2004-07-11 16:59:35 UTC Post #40479
Thanks, I apreciate the advice. websiting just isnt my feild though, I could use Front Page but I dont really have the motervation, when the mod takes off I'll no doubt use it when the mod gets going. As for now this is just a temporary "prefab" site as u put it :)
Posted 20 years ago2004-07-11 17:35:28 UTC Post #40483
First Screen shots on one of the main maps from Missile Logic are avalible on the website. The map is WAY not finished yet and lots of detail is still missing after two thirds of my map got corrupted, but i've re constructed most of the main room and some other parts. Take a look and tell me what ya think.

http://groups.msn.com/Tycellmappingdistrobutioncenter
Posted 20 years ago2004-07-11 18:07:07 UTC Post #40494
BL, catch me on AIM or through E-Mail and we can chat.

I like the screenies, especially the final control room one, but the center picture is lacking detail. More equipment, pipes, or lighting, or a decal on that wall might make things more interesting. The first image, the control room, looks decent, but the background walls look a little bland to me. Again, a decal or two or some pipes, equipment, etc. might help a lot. As you said, lots of detail is still missing, so I think they'll look a lot better once it is added. The basic architecture looks good for now.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-12 08:13:02 UTC Post #40641
Thanks, the map was fully detailed with additional areas and such but my comp currupted the file and so i had to start from the basic box with another box in it layout.

I'm designing this map so that it will make a challenge once you come back to it later in the game when its all blown to hell :). Like I said if your interested in mapping bits of this mod send an example map to my email address (which u can get off my site) and post in my site forum.

Thanks again for the criticism.
Posted 20 years ago2004-07-12 11:51:09 UTC Post #40669
hey rabid, you can comunicate to me through e-mail. I will be leaving on vacation soon, and will only have access to a computer that does not have worldcraft, or half-life. We could orchestrate a small example map for tycell first.

brattylord@yahoo.com

e-mail.
Posted 20 years ago2004-07-12 13:05:41 UTC Post #40685
sweet :) nice one. There are new improved screen shots avalible in the media section of my site. I put a lot more detail in, there is still more to come though (need decals :) ) And dont worry, I wont be posting new SS's everytime I add a gaurdpost with a barney in :)
Posted 20 years ago2004-07-12 15:31:41 UTC Post #40726
Looking much better. I think a better texture on the guardpost might help, though, maybe in the lab theme. The added details definintely help, though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-12 15:35:44 UTC Post #40728
I thought those screens were pretty good
Posted 20 years ago2004-07-12 16:26:43 UTC Post #40745
Just wondering, but if BL and I work on an example map, what theme would you like it to be, if any? (ie outdoor, lab, tunnel, etc...)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-12 16:40:09 UTC Post #40749
well, by the looks of it, its a lab. there could be a tunnel going to the lab? maybe we could do a grunt filled missel silo?

Great screenshots! I like that control room hovering over the room!
Posted 20 years ago2004-07-12 18:22:47 UTC Post #40788
Ok, The story goes that this base has been put together very hurridly and is still under construction, hence why the security checkpoint is basically a prefab shed. Its the style of the base that things have been put together at the last minuet.

If your going to make an example map make an underground lab area that has mainly concrete walls and flooring and very sloppy security and equiptment setup (make it look like a lab that was rushed in the making).

Possible a few areas where the bedrock that the base was built on is showing, like a place where a room has been carved out of the rock to make more space or a guardhouse or somthing. Use your imagination, the labs could be working on Xen crystals, that would fit with the story.

I'll post some more screenies when the map is totally finished will full detail :).
Posted 20 years ago2004-07-12 18:36:07 UTC Post #40799
What enemies? Alien dudes, or gruntys?
Posted 20 years ago2004-07-12 18:53:43 UTC Post #40807
OK for this map consider; when you first walk through its pre disaster (the part your making) and then later you will come back to it when its all gone to hell so make it peaceful with a few scientists (not too many) and a barney ot two milling around but make it so that it can be... "forged" into a good combat or puzzel based map later on.

Have some high tech and neat looking stuff to show off your skill, the player starts in an elevator, get out and makes his way to a Level 7 security clearance point (check the sign textures in the HL wad). The level 7 checkpoint should be at the end of the map, have it so that there are clearance levels 5-3 checkpoints allong the way.

At the end of the map the player reaches a big door (one of the double edged metal ones) This will be like an airlock chamber for level transition. You should include about 4 points where the player has to wait 10 seconds for clearance (use the 3-5 checkpoints), this is where the credits will show up so you can have some interesting stuff happening around the area to keep the player occupied. And there you go...

Heh, if that don't give you the basis for a map I don't know what does. :cool: Thanks for doing this too guys.
Posted 20 years ago2004-07-12 22:42:38 UTC Post #40875
Hmm...this sounds fun. A makeshift lab in an old missile silo....I especially like the idea where the base has been 'expanded' and the rock is showing. gets mapping
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-13 19:42:47 UTC Post #41126
Ok. Screen shots from the final version (minus level transition triggers and generator which will be added in final version) of the main reactor map of Missile Logic are on my site, enjoy.
Posted 20 years ago2004-07-13 23:07:48 UTC Post #41170
Very nice. I like G-man's little room.

I'd compile and snap some shots of what I'm working on, but I'm having some compiling issues. The portion I'm working on looks a lot more silo/industrial-y, if you get what I mean (Think Blast Pit with some lab materials/areas being constructed)...but I'll make it look more lab-y and make the construction look more complete as the player goes through the different checkpoints. Right now, there are a few lab panels lying around, some pipes, toolboxes, etc, but as the player advances, there may be some computer equipment being setup, in the next checkpoint there's some final lighting work being done, etc etc. Ideas, Ideas! goes back to mapping
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-14 06:53:34 UTC Post #41256
Great, remember this place is being built in an old missile launch facility. So silo's and such are ok.
Posted 20 years ago2004-07-14 16:43:51 UTC Post #41366
Alright. Screenies should be up on my site within the hour. (Temporary screenies, the lighting won't be final as BL is going to handle that when I finish the brushwork, along with all of the other entities).
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-14 16:44:45 UTC Post #41368
Posted 20 years ago2004-07-14 18:10:10 UTC Post #41392
Very nice with al the pics of the airbase and such but where r the screenies?
Posted 20 years ago2004-07-14 18:25:21 UTC Post #41397
They're coming, I'm having some more compiler issues.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-14 21:01:17 UTC Post #41433
The page should be up with early screens. If the link is dead, give it a few minutes, the FTP server is slow sometimes.

http://dhost.info/RabidMonkey777/mapscreens.htm
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-15 10:50:49 UTC Post #41560
I like what I can see (some pics refused to load), I like the lighting and the pipe that holds the door open. However you wont need the surface area of the base, that come at the end. I like the half built labs, Remember though some labs are operational with computers, tests, machines and such all up and running in them, its about a third of the base that isnt complete. But carry on at your descretion. This stuff looks good.
Posted 20 years ago2004-07-15 16:12:56 UTC Post #41657
Thanks :) . I fixed the images that were broken, and re-lighted a few things. I can just take out the surface area and have the player start in the elevator instead, we can recycle the entrance for something later on. Through the next security door we get into the complete labs, I just haven't finished or compiled again so I havent' screenshotted them.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-15 18:25:17 UTC Post #41707
ahhh i see, nice idea, good work :) Like the other screens 2
Posted 20 years ago2004-07-17 09:34:51 UTC Post #42271
WEll if you finished working on that mod just go to the website (stated above), have a look around and send me a mail, or just post in here.
Posted 20 years ago2004-07-20 07:40:32 UTC Post #43124
Ok the second map is nearing completion now, hows things at your end Rabid? The Websites going to go under some serious changes soon, I'm thinking of getting a Geocities site purley because theres less advertisment space and it will look much better than it does now lol.
Posted 20 years ago2004-07-20 15:03:15 UTC Post #43217
I finished the first little sector of the map and the second sector has the initial architecture in place. I've sent it to BrattyLord so he can do the entity work for the first area.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-21 05:31:51 UTC Post #43392
Sweet sweet. all looks well... The site looks better now too, i got rid of most of the pics that looked outa place and re coloured it all.
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