HYPERMOD Team
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- Posts: 681
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- Posts: 370
- Joined: Sat Feb 14, 2004 9:25 am
- Location: Some where other than the Anti Noob HQ
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- Posts: 681
- Joined: Tue Dec 23, 2003 4:47 pm
- Location: Makayo, Tanzania
- Contact:
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- Posts: 681
- Joined: Tue Dec 23, 2003 4:47 pm
- Location: Makayo, Tanzania
- Contact:
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- Posts: 681
- Joined: Tue Dec 23, 2003 4:47 pm
- Location: Makayo, Tanzania
- Contact:
What is the mods purpose?
To point a out possibility Im sure isn't one of the goals so it has be more more geared twoards gameplay.
What kind of gameplay that you expect your audience to experience?
You should set a distictive remark about your map modification other than just adding weapons and some sorts.
Like for example, I want to make a mod for Hang em high to make it the perfect sniper map. Sorta deal (not that I am, I can't even figure out where spark edit is), make a plan, draw it out, execute, test and reconfigure if nessecary. This should make your mods more successful for gameplay purposes.
Other factors to consider for the gamplay enhancing mods.
It is biased? (the map heavily favors blue or red? Snipers or gunslingers?)
The number of people you indtend to have on this mod at a time, and consideration for the fun factor for that many people.
What games would be more interesting due to your modification?
Is it possible to crash it because of suped up weapons (Downloaded a mod with a grenade launching warthog, froze up with little or no memory left) and possible to tone it down by increasing firing rates?
Are the weapons balanced enough that they could be overcome or become usless in one or more situations and counter others as well?
Mabey I should have made this a topic by itself. :P
Seriously though, I used to produce (as in producer, not creator) my own games and these are very good tips from a former expert.
To point a out possibility Im sure isn't one of the goals so it has be more more geared twoards gameplay.
What kind of gameplay that you expect your audience to experience?
You should set a distictive remark about your map modification other than just adding weapons and some sorts.
Like for example, I want to make a mod for Hang em high to make it the perfect sniper map. Sorta deal (not that I am, I can't even figure out where spark edit is), make a plan, draw it out, execute, test and reconfigure if nessecary. This should make your mods more successful for gameplay purposes.
Other factors to consider for the gamplay enhancing mods.
It is biased? (the map heavily favors blue or red? Snipers or gunslingers?)
The number of people you indtend to have on this mod at a time, and consideration for the fun factor for that many people.
What games would be more interesting due to your modification?
Is it possible to crash it because of suped up weapons (Downloaded a mod with a grenade launching warthog, froze up with little or no memory left) and possible to tone it down by increasing firing rates?
Are the weapons balanced enough that they could be overcome or become usless in one or more situations and counter others as well?
Mabey I should have made this a topic by itself. :P
Seriously though, I used to produce (as in producer, not creator) my own games and these are very good tips from a former expert.
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- Posts: 681
- Joined: Tue Dec 23, 2003 4:47 pm
- Location: Makayo, Tanzania
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Re: awesome
uh dude you n00bsucky244 wrote:cool site... i recommend joining outwar.com
FUCK YOU YOU GAY ASS FUKTARD! YOU BETTER
FUKIN GET THE HELL AWAY FROM HALOMODS IF YOURE GUNNA HAVE A
SIGGY LIKE THAT! FUKIN N00B!
ok flaming is done
you guys should do a "jetpack" mod...
models and everything
maybe add a tuned down version of the longsword... the size of the bandhee
Yippy-kye-yay Mother Fucker
Re: awesome
yeha honestly, sucky, wtf are you thinking? anyway, I still suspect you are Hex...New Age wrote:uh dude you n00bsucky244 wrote:cool site... i recommend joining outwar.com
FUCK YOU YOU GAY ASS FUKTARD! YOU BETTER
FUKIN GET THE HELL AWAY FROM HALOMODS IF YOURE GUNNA HAVE A
SIGGY LIKE THAT! FUKIN N00B!
ok flaming is done
you guys should do a "jetpack" mod...
models and everything
maybe add a tuned down version of the longsword... the size of the bandhee
but for the jetpack mod, you cant really make it so you can move freely in all directions... the closest you can do is make the jump value really high or make the gravity modifier on the MC really low... but even then, you couldn't move that easily...
This post printed on 100% recycled electrons.
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- Posts: 681
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- Location: Makayo, Tanzania
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