System Shock 2: Source?

^ Even if you do manage to put a team together, you’ll have a hell of a time keeping it that way. So many mods fail because the members of the team gradually lose interest, or drift apart over time.

I can work evenly, it’s just hard to explain.

But why? Can you design levels? Make textures? Edit sound? How can you be so vague about your skills?

Just brainstorm what you know you can do, and then tell everyone. That way, everyone here’s happy.

^Your avatar is fitting.

It’s not hard to explain if you actually have the skills, though. Just rattle off some specifics, or give examples of what you have done. If it’s hard to explain what you can do, you probably can’t do anything (in which case learn something you’d enjoy!) or don’t really have enough experience with it to be able to tell (in which case get more, but even then you at least have something to go off of).

For example, can you do passable image manipulation? Experience with sound engineering? Can you draw pretty rooms, or write some backstory to one?

You’ll need to list actual skills if you’re serious and want a serious team. There are countless 12-year-old Ideas Guys who can “design” and want to lead a project, but they never get anywhere because they didn’t try to be useful.

If you’re serious about getting into modding at all, read this.

Also read this whole index, if you want to make Source mods.

And if you get past the above, here’s an interesting post worth thinking about before you go creating profiles for your mod. You don’t want to start off with a bad rep, it’ll be hard to shake it and be taken seriously later.

Experimenting is also a great thing to do. Reading tutorials can you only get you so far; with the right mixture of viewing tutorials and experimenting on your own, you’ll learn far more about modding much faster.

I think the bet thing to do at this point would be to start learning to use Hammer, and see if you can’t push out a simple custom map.

[COLOR=‘Green’]Moved to the correct forum although I’ll be watching this closely. Currently very inclined to close.

As someone who attempted to start a mod before without any notable game making skills beforehand: listen to these guys, they’re right. Once you pick up skills and do some research into the game development process, then try to start a project. It will work out much better.

I don’t think he’s even here anymore. Did we scare him off?

They only came to try and recruit and didn’t like that we introduced a bit of reality to them. With that mindset, they probably aren’t going to be returning.

I do know some skill, I can mess with hammer and make a simple map, but right now I’m a bit busy. I’ll list some examples of what I can do later. I’m hoping I can get Mark Valentine on my team (If you don’t know him, look him up)

P.S. Crypt, see me on steam. I come on at weekends.

If you are busy then you shouldn’t be asking other people to do the work you want :stuck_out_tongue:

Also Mark Valentine… okay nvm I’m not taking this thread seriously anymore.

Carry on.

The only relevant-seeming result I’m coming up with for him, uh, doesn’t bode well.

I’d really rather not.

If you’re too busy to even LIST what skills you’d bring to the project yourself (other than your original (!) idea) then a project on this scale is certainly out of your reach. ‘make a simple map’ won’t cut it.

My recommendation:

  1. Get “Legend of Grimrock” and build a good adventure with reasonable story, interesting puzzles, challenging combat and good pacing in it. This can all be done by a single person, because the modding tools for LoG are very simple to use (making the maps = drawing on tiled paper; coding = Lua; monsters are already available and there are dozens extra you can download from the community easily). Clock your work on that one to see how exhausting / time-consuming it is to do it. Steam workshop will be a great help, as people will report all sorts of crazy bugs to you.

  2. Learn either Unity, Hammer (Source) or UDK (UE3+) - at least level-design. Try to build a simple battle arena for one of the multiplayer brawlers built on these platforms. Again, listen to feedback, fix your map until it gets good feedback. Try to have one element in the map that stands out, that really makes people go “Whoa!”

  3. Make a scripted “adventure” map for a racing game - Trackmania 2 (= Maniaplanet) has a great, easy to use and still quite powerful editor where you can use simple logic to script certain things (such as “If the player did not yet visit location A, if they reach point B, fade their view to black”), which allow reasonable “adventures”. Decorate your track with pre-made blocks, make the map look stunning, play with visual effects (blurs, color saturation, trails)…

  4. Only after you’ve visited all these areas, come back and have another realistic look at your System Shock remake/mod idea.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.