Need a TEAM to develop a mod! Join and let's make it happen!

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FelipeRRM
22 Posts
Posted May 30, 2012

Hello there guys!
I'm assembling a team to work on a very ambitious Portal 2 Mod, and I'm in need of a really good modeler, sound designer and a good mapper too, all of them must know Source Engine really well. I really can't offer any payment, so you must really love doing this, but I'm sure long-term-rewards will appear (maybe the work we do will be so high-quality it will get Valve's attention :notworthy: )

Some early screens of the project (very ealry on the development, and that was using fast compile, didn't even setup the expert compile options yet):

http://alunos.decom.cefetmg.br/~2012120 ... al2-02.jpg

http://alunos.decom.cefetmg.br/~2012120 ... al2-01.jpg

http://alunos.decom.cefetmg.br/~2012120 ... al2-03.jpg

All of the above was my work alone, but I just realized I can't do everything by myself and that I'll need a very dedicated team. The main goal of the project is to push the boundaries of the Source Engine, achieving a visual quality like no other source game has ever done. And I expect you guys to want the same goal, as we will be working very hardly to achieve it.

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FelipeRRM
22 Posts
Posted May 30, 2012
Replied 1 hour later
Guys, I'm sorry if I do not answer your PM's, thing is I'm new on the forums and it seems I'm not allowed to send PM's yet :dealwithit:
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ChickenMobile
2,460 Posts
Posted May 31, 2012
Replied 2 hours later
I'm sorry to put you down Felipe, but many people like you have asked to create a mod without any real direction. These projects usually start full of ideas and then slowly die (or quickly depending on how dedicated your team leader and/or group members are).

If you want to create a mod, why not join an already existing modding team and help them complete theirs?

^ HINT HINT ^

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FelipeRRM
22 Posts
Posted May 31, 2012
Replied 6 hours later
Because I already have a really good story, and I simply cannot join another mod and lose what I've already done!
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josepezdj
2,386 Posts
Posted May 31, 2012
Replied 31 minutes later
Hey Felipe, those screenies are really nice. I liked the lighting projected from the skybox a lot. Also I like what you said about pushing the boundaries of the source angine... sounds promising.

Although as chickenmobile said it's not the first time, and won't be the last, that ppl come to the forum asking for cooperation with a few ideas, even if it's an awesome story... but the sad truth is that a mod takes out a damn lot of time! I'm myself developing a mappack, eventually turned into a mod because of a higer technical ease, and dude, it's hard when you're alone designing puzzles, mapping, learning a lot, solving problems, mounting everything... overall if you're a busy person (your real life, work ,etc.).

I'd suggest that, apart from this call in the forum, you create a steam group, try to develop some complete maps, full of puzzles and all that stuff, apart from that story you mention, and post more pictures,... make ppl be real interested and motivated to follow you up along your journey: make them believe in you...

FelipeRRM wrote:
achieving a visual quality like no other source game has ever done.

Hmmm... about that, well, I think that it sounds a bit pretentious...

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Brainstone
401 Posts
Posted May 31, 2012
Replied 30 minutes later
The second picture doesn't look that good, IMO. Mainly because of the misaligned textures.
And like josepez, I have my own mod, I'm working on, and that's far enough work for me.
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josepezdj
2,386 Posts
Posted May 31, 2012
Replied 33 minutes later

Brainstone wrote:
The second picture doesn't look that good, IMO. Mainly because of the misaligned textures.

True... only that there are good lighting settings for that skybox then.

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FelipeRRM
22 Posts
Posted May 31, 2012
Replied 41 minutes later

Brainstone wrote:
The second picture doesn't look that good, IMO. Mainly because of the misaligned textures.
And like josepez, I have my own mod, I'm working on, and that's far enough work for me.

Could you please point out the parts where the textures are misaligned?

And thanks josepezdj, actually lighting is my speciallity =D

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Paradoxic R3mix
87 Posts
Posted May 31, 2012
Replied 11 hours later
Well at least you're not an "ideas" person. I remember once when one of my close friends had this really "ambitious" idea for a mod, then gathered a team of map designers to work on it, it failed within that one week, mainly because everyone hated him. But I really like the design for this mod. I hope you don't end up having a failed mod, but hopefully you'll be able to (in the least) release a mappack.
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FelipeRRM
22 Posts
Posted May 31, 2012
Replied 41 minutes later
I'm actually finding difficulties on fiding at least another person to work with me, it would help me sooo much :sad:

What I most need right now is a modeler, but I guess I'll have to do it all by myself then =/

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Logic
298 Posts
Posted Jun 01, 2012
Replied 1 hour later
I'm interested in creating a mappack with a nice interesting story. Something similar to the campaign. I'm still pretty new to Hammer even though I do some pretty detailed stuff.

Now I'd love to work together with some other people and create an epic story, but I've been left in the dust before. I'm also not too fond of creating someone else's idea and rather make something of my own. You didn't tell us much of your idea in the post though. You might want to expand on that, if you're not frightened that someone might steal your idea x)

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josepezdj
2,386 Posts
Posted Jun 01, 2012
Replied 4 hours later

FelipeRRM wrote:
Could you please point out the parts where the textures are misaligned?

img

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SpAM_CAN
103 Posts
Posted Jun 01, 2012
Replied 3 hours later
I'd join if I wasn't already working on Destination Hostile. Good luck finding people, I've been looking for a modeler for months :<
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FelipeRRM
22 Posts
Posted Jun 01, 2012
Replied 3 hours later

josepezdj wrote:
FelipeRRM wrote:

Could you please point out the parts where the textures are misaligned?

img

Oh, thanks =D
But I had already changed those tiles :razz: Those screens are a lot old now, many htings have changed.

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Lpfreaky90
2,842 Posts
Posted Jun 02, 2012
Replied 17 hours later
oh and to be nitpicking: :wink:
img

If I weren't already working on two different mods I would consider helping you out, the screenshots look promising. Can't wait to see the result :thumbup:

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CamBen
973 Posts
Posted Jun 02, 2012
Replied 11 hours later

lpfreaky90 wrote:
oh and to be nitpicking: :wink:
img

If I weren't already working on two different mods I would consider helping you out, the screenshots look promising. Can't wait to see the result :thumbup:

also, the black tile on the ceiling gets cu off near the hole.

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Vordwann
767 Posts
Posted Jun 02, 2012
Replied 30 minutes later
Also in screenshot 2, your indicator lights have no reason to travel up and then back down the wall... just make them go in an L shape across the floor.
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Lpfreaky90
2,842 Posts
Posted Jun 02, 2012
Replied 2 hours later
updated nitpicking.png:
img
It's really the tiniest details but it does make your map look so extremely much better without any of these tiny errors :thumbup:
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FelipeRRM
22 Posts
Posted Jun 02, 2012
Replied 2 hours later
Thanks guys! Some nice tips there! Some are already fixed (like the button, it doesn't even exist anymore!).

The project is going slowly, but I work on it everyday! The main problem now is the compile time (is taking like 30 minutes to compile this map), and this makes it very very hard to fix bugs :sad:

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portal2tenacious
393 Posts
Posted Jun 02, 2012
Replied 6 minutes later
Could somebody just send you a test chamber .vmf to use in the mod, instead of actually becoming involved.