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 What do people want in a mod? 
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Post Re: What do people want in a mod?
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Actually, seeing as your starting modding, try making a polished item.


I fully understand what you're saying; that huge itemized post I made is a master plan that probably (even with a lot of help from you guys) will not be finished until build 24 or later.

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And Joe, you're definitely going in the right direction, just be careful that you don't get overwhelmed by the amount of work required.


I sincerely appreciate the concern, and I will give how ever much time it takes to this mod (though I am starting an advanced placement high school, and therefore might not have much time to give except on weekends). That said, I will need all the help that I can get.

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a mod doesn't have to be huge pack of the same old shotgun, sniper rifle, assault rife and grenade launcher, it can be a single, fun to play with, innovative mod (see: Zalo). Yes I have had fun with darkstorm, AAL and the rest of those awesome packs, but I've had much more fun playing with, for example, Zalo's ghost clone.


I see what you mean. I play with Zalo's Ghost Clone too, and it is an excellent mini mod. With that said, I will probably release the mod slowly and in stages, starting with the key unit (Berserker), it's primary weapon (exploding shotgun), and maybe one or two bombs.

Oh, and just one more thing, I don't intend for the weapons to be all that unique, but instead, for the actors themselves to have specific "Sparkle Magic induced" traits (for instance, a Berserker will have a forward charge ability that triples it's speed and jump power for a short time, a Vindicator might have cloaking ability (like the Darkstorm Shinobi Tengu only without your own team thinking you're the enemy) and so on and so forth).


Tell me what you think

-Joe


Mon Aug 10, 2009 11:36 pm
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Post Re: What do people want in a mod?
I usually like mods that are unique, original, useful, and have a decent sprite. While I've downloaded all the major factions, I don't keep them for very long because maybe only a handful of items do something interesting, while everything else looks pretty but uninteresting. All of the successful mods I've made are some what unused ideas in single packs, or a large pack of random but useful/sorta unique devices.


Tue Aug 11, 2009 7:24 am
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Post Re: What do people want in a mod?
mail2345 wrote:
Huge pack of randomness
Extremely well polished one-itemers.

Exactly what I was talking about.


Tue Aug 11, 2009 8:35 am
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Post Re: What do people want in a mod?
the big answer is: replayability. what everyone needs in a mod is the ability for it to stick around. an incredibly well presented superweapon will usually be rather unsuccessful unless it can be applied to more than one situation and be enjoyable in all of them. for example, it would be more fun to have a ship with a sweeper beam and swarmer missles on it than the ypsilon bomb, due to the ypsilon raping the ♥♥♥♥ out of anything and therefore only really being fun once, in a "wow, that thing there died, violently" kind of way.
there are a few things that contribute to replayability:
    sprites: you dont want to look at something ♥♥♥♥ ugly very much more than once. however, even something particularly well sprited will not be replayable if it doesnt fit within the game. it needs to be consistent with the base CC style. other than that, spriting doesnt matter that much.
    effects: something should react in an interesting way to the player doing things to it, or in the case of a weapon, with it. a shotgun that ejects a shell and some smoke along with a hail of fleshtearing shot is going to be more fun than just a hail of fleshtearing shot. a rocket with a smokey trail that explodes into smoke, fire and varied shrapnel, as well as maybe some secondary clusters is going to be more fun than a rocket that explodes into 150 grenade fragment grey mopixels. and actor with interesting wounds and gibs is more fun than one with boring wounds, and base/no gibs. i should also mention that good sounds help out a lot.
    playability: why would you want to play with something more than once if its hard to use? making whatever you make usable is really, really important. if the AI can use it, all the better (though that kinda limits you to bulletsprayers and rocket launchers.. - -;;)
    originality: dont do rehashes of base stuff unless its a ♥♥♥♥ good rehash. weve had a countless shotguns, miniguns, and grenades. if youre going to do these, give them something interesting, for example, to make a shotgun more fun, add some variation to the shot, or even add some incendiary shot particles. however, its better to come up with at least a partially original idea, to add something to the game. the more creative you are, the more likely people are going to want your addition to stick around.
    balance: its important that you balance your creations with vanilla content. because its always in the game, its always going to be around for comparison. if you want your mod to generally overpower vanilla content, go for it, but remember that close shaves are more fun than complete dominations in the long run. if youre going to make an ubercrushinator of doom style robot, at least give it interesting functions and damage, for example: attachables and visually interesting wounds, shielding of some sort, a cool, powerful looking jetpack, all that sort of stuff. make it so using your ubercrushinator doesnt feel empty after 10 minutes of play. overall, though, your mod should be on about even ground with the vanilla stuff. itll make it more replayable
remember, youre trying to make something fun. a huge faction that you delete after a day or two isnt that fun. a gun that you smile at the first time you fire, and the thirtieth, is. something that explodes nicely and can alter the play field a little, and even kill units is fun, but something that explodes and destroys everything isnt. make explosions dramatic, but not over the top. make gore comic, but not sickening. in the end, if you enjoy playing with it after youve spent hours fiddling with it to get it just right, its probably got at least a bit of replayability, and that, overall, is what you should aim for.


Tue Aug 11, 2009 8:59 am
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Post Re: What do people want in a mod?
i want one think is a guy whith two machine guns and he es very giant and he health is 10000 is very strong the cost can be $10000


Tue Aug 11, 2009 2:28 pm
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For me, a mod has to have at least either decent sprites or [have]/(be) a good (proof of) concept if either is applicable.


Tue Aug 11, 2009 6:59 pm
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Post Re: What do people want in a mod?
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i want one think is a guy whith two machine guns and he es very giant and he health is 10000 is very strong the cost can be $10000


That's what a Titan unit is. BIG walking tank with BIG guns, BIG health, and BIIIIIIIIG cost. When I get the time, I can upload a sketch or maybe even a preliminary sprite.

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For me, a mod has to have at least either decent sprites or [have]/(be) a good (proof of) concept if either is applicable.


By proof of concept, do you mean originality in the mod, or content (sketches, paintings, etc.,) before I relaese the mod?


Wed Aug 12, 2009 1:11 am
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Post Re: What do people want in a mod?
proof of concept: almost anything by zalo.


Wed Aug 12, 2009 5:33 am
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Post Re: What do people want in a mod?
jaimd wrote:
i want one think is a guy whith two machine guns and he es very giant and he health is 10000 is very strong the cost can be $10000
That amount of health would only serve to increase the cost by a factor of health/100. And it'll still die after losing 100 health.


Wed Aug 12, 2009 8:12 am
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Post Re: What do people want in a mod?
What? How long have you been playing CC allstone b/c you're pretty dumb if you think so.

While if you don't elevate gibwoundlimit and gibimpulselimit an actor might gib at roughly the 100 health lost point there's nothing that says AFTER 100 HEALTH DIE.


Wed Aug 12, 2009 4:18 pm
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Post Re: What do people want in a mod?
Yeah, go mess with the Behemoth. I use 200 HP on him and he definitely doesn't die at the 100 mark.

Also, Proof Of Concept mods are generally not mod releases, though they may evolve into one.
They are more demonstrations to other modders on a new technique or concept. Usually this is something that may have previously been thought impossible or extremely difficult to implement in the game.

Zalo, Kyred, Mail, Grif, etc. have collectively done quite a few.

(Seriously, most if not all of our top coders have. If your name isn't mentioned here, it's not because I don't like you.)


Last edited by LowestFormOfWit on Wed Aug 12, 2009 11:17 pm, edited 1 time in total.



Wed Aug 12, 2009 4:41 pm
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Post Re: What do people want in a mod?
Grif wrote:
What? How long have you been playing CC allstone b/c you're pretty dumb if you think so.
Right, my mistake for trusting the word of members with less than 30 posts and being too lazy to check their statements.
The Haunted Shadow wrote:
OK, anyway the link is updated, all health is at 100, no matter how high the health is it will still die. Say if it was a 200 you would die when health is at 100!
Actually I'd be extremely dumb, which I am, what with the directly agreeing with your condition and all.


Wed Aug 12, 2009 4:42 pm
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Post Re: What do people want in a mod?
The Haunted Shadow wrote:
OK, anyway the link is updated, all health is at 100, no matter how high the health is it will still die. Say if it was a 200 you would die when health is at 100!
Confusing death by wounds with death by health loss.

411570N3 wrote:
Right, my mistake for trusting the word of members with less than 30 posts and being too lazy to check their statements.
Those with no idea what they're talking about can make very convincing statements.


Wed Aug 12, 2009 5:56 pm
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Post Re: What do people want in a mod?
I think it's important to highlight, however, that postcount has no direct relation to intelligence.
Just because someone has posted retarded ♥♥♥♥ 1000+ times doesn't collectively make it smart.


Wed Aug 12, 2009 10:17 pm
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Post Re: What do people want in a mod?
LowestFormOfWit wrote:
Also, Proof Of Concept mods are generally not mod releases, though they may evolve into one.
They are more demonstrations to other modders on a new technique or concept. Usually this is something that may have previously been thought impossible or extremely difficult to implement in the game.

Zalo has done quite a few.
Kyred also has done a couple.

*ahem*


Wed Aug 12, 2009 10:43 pm
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