Unnamed HL2 Mod Created 10 years ago2013-06-26 20:59:48 UTC by Dimbeak Dimbeak

Created 10 years ago2013-06-26 20:59:48 UTC by Dimbeak Dimbeak

Posted 10 years ago2013-06-26 21:07:30 UTC Post #314043
Hey guys, it's been a while since I've tried to leap into the mod scene. But now that I am finally releasing maps getting 5000 subscribers on maps and getting on the front CSGO page, I'm thinking about making a Source mod.

I've got an idea for a pretty small, mappack-like mod, basically about escaping a Combine prison where they're turning to turn you into a stalker.
User posted image
User posted image
User posted image
If anybody's interested in helping me out with mapping or helping me with designing levels, (and most likely teaching me half of the things I don't know how to do in Half-Life 2), send me a PM.
Dimbeak DimbeakRotten Bastard
Posted 10 years ago2013-06-29 12:23:05 UTC Post #314074
They'll never make a Stalker, outta me.
The concept and screenshots look pretty good so far; Very dystopian, as well. I like it. I've got my hands more than full at the moment, but maybe sometime in the future I can contribute something, somehow.

One tip: Don't fall into the trap of using themes from Nova Prospekt. If you do, the mod'll be stale from the get-go. It looks like you're doing a good job of avoiding that, though.

Be sure to keep us posted!
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-06-29 13:30:34 UTC Post #314075
Once you're done with the last map, re-open the first map and improve upon it with the stuff you've learned along the way. I'm doing that with SMJ right now.
Rimrook RimrookSince 2003
Posted 10 years ago2013-06-29 14:52:49 UTC Post #314076
Just don't do it too much, or you'll end up in a continuing cycle of improving all your maps start to finish until you finally master the craft, finish the mod with your perfect skills, then keel over from age before you can release.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-06-29 20:38:42 UTC Post #314078
not really, if you have a good sense of design economy, that wouldn't happen.

Design economy is basically a balance of positive and negative space and balancing detailed and nondetailed areas, surfaces, props, etc. Its hard to explain but is one of the many "senses" a designer develops. It comes naturally over time. Dimbark has experienced some of that already and his work is becoming pleasing to the eye.
Rimrook RimrookSince 2003
Posted 10 years ago2013-06-30 00:07:14 UTC Post #314079
Guess I have to keep working on that. :P That cycle I mentioned is one of the reasons C42 died, though on a smaller scale.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-06-30 14:25:47 UTC Post #314082
My plate is full as well but you know im in as soon as i free up.
I'll get some sketches laid out. you already know my ideas for an intro cutscene so maybe i'll start with that
Tetsu0 Tetsu0Positive Chaos
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