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 What do people want in a mod? 
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Post Re: What do people want in a mod?
Fixed broseph. :grin:


Wed Aug 12, 2009 11:17 pm
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Post Re: What do people want in a mod?
i speak for myself, but i want something i can imagine a story around.

I want something with a solid and creative explanation behind it. I want something that begins to build its own world. It hasn't got to be groundbreaking code-wise, but the visuals are key for me. i need to see the art behind it and know exactly why each pixel was put where it ended up in the sprite. I want sprites that reflect good art, and vice versa.


Thu Aug 13, 2009 12:04 am
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Post Re: What do people want in a mod?
Allen wrote:
i speak for myself, but i want something i can imagine a story around.

I want something with a solid and creative explanation behind it. I want something that begins to build its own world. It hasn't got to be groundbreaking code-wise, but the visuals are key for me. i need to see the art behind it and know exactly why each pixel was put where it ended up in the sprite. I want sprites that reflect good art, and vice versa.


That's a tall order rarely filled here...


Thu Aug 13, 2009 12:56 am
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Post Re: What do people want in a mod?
it's less something i've seen before that should be imitated, but something i hope to see/create. The thing i love about vanilla content is that i can look at Prom's art and see why things look the way they do in game. I project that over the sprites, it improves the graphics in a subconscious way that great sprites alone can't even approach.

Not to advertise, but this is a big objective of mine in the art direction of Zombies 09. It's a hell of a lot of work, but it's possible, and that's why it's such exciting work for me.


Thu Aug 13, 2009 2:41 am
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Post Re: What do people want in a mod?
Allen wrote:
I want something with a solid and creative explanation behind it. I want something that begins to build its own world. It hasn't got to be groundbreaking code-wise, but the visuals are key for me. i need to see the art behind it and know exactly why each pixel was put where it ended up in the sprite. I want sprites that reflect good art, and vice versa.


YES!!! Perfect! My entire army(ies) lies around a single plotline! I will upload scans of my paper sketches come the weekend, and try to make a few paintings in GIMP. I have dozens of pages devoted to nothing but sketches for this mod (not to mention some backstory), and it should give you a better understanding of what I'm trying to do.


Fri Aug 14, 2009 12:36 am
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Post Re: What do people want in a mod?
Good spriting has been done. Just look at the Emporeans or DSTech. Creative weapons have also been done in many mods. Good and unique coding, though sparse, can be found as well in a few lua based mods like Grif's dispenser. I think that the only thing mods lack is a good storyline. Though this is a minor detail, I sometimes get tired of reading about apocalypse wars and rebelling robots. Though all of the described factors are important, the only one that in my opinion has not been achieved is the last.


Fri Aug 14, 2009 2:56 pm
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Post Re: What do people want in a mod?
I favour those little gems that people sometimes make.

Mods that contain an actor or two, or maybe a handful of extremely unique, creative, and aesthetic weapons, or something else altogether un-anticipated. I don't like the big faction mods at all, really, not because they lack quality, which is certainly not the case, but because I find them to be unwieldy, and I have absolutely no interest in a weapon of an actor if it is merely one of a set of nearly identical iterations (I used to play with the text turned off to cut down on screen clutter, and this meant that I chose every weapon and actor I used very carefully, as each had to be instantly recognisable in the buy menu, and to have a specific purpose or set of characteristics of use. I still do this, although the text is back.).

So basically, a mod maker who puts a lot of work into making something beautiful and unique -- simple, even -- is the mod maker whom I respect the most.


Fri Aug 14, 2009 8:49 pm
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Post Re: What do people want in a mod?
No one wants sketches and drafts. We want results. Playable mods, sprites. Honestly, you start with your own sketches--keep them to yourself, then start making sprites. Post the sprites and we'll critique.


Fri Aug 14, 2009 9:58 pm
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Post Re: What do people want in a mod?
Crow wrote:
a set of nearly identical iterations

This might be fixed with the advent of the script in Geti's zombie mod. Mods would only have one or two actors but far expanded graphical appeal with randomly applied sprites.


Fri Aug 14, 2009 11:32 pm
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Post Re: What do people want in a mod?
Duh102 wrote:
This might be fixed with the advent of the script in Geti's zombie mod. Mods would only have one or two actors but far expanded graphical appeal with randomly applied sprites.
hooray, im useful!
i still think that its the way the ronin should go..


Sat Aug 15, 2009 12:13 am
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Post Re: What do people want in a mod?
Duh102 wrote:
This might be fixed with the advent of the script in Geti's zombie mod. Mods would only have one or two actors but far expanded graphical appeal with randomly applied sprites.
This would be great for those mods we know of that are too diverse.


Sat Aug 15, 2009 2:38 am
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Post Re: What do people want in a mod?
double post, but definitely agreed. if only there was a way to apply to it weapons already in an inventory, not just ones placed on the field..
oh well, weapon appearance randomisation can come later.


Sat Aug 15, 2009 3:45 am
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Post Re: What do people want in a mod?
ProjektTHOR wrote:
No one wants sketches and drafts. We want results. Playable mods, sprites. Honestly, you start with your own sketches--keep them to yourself, then start making sprites. Post the sprites and we'll critique.


Ok, so I won't post the sketches or paintings, but can I have a link to my deviant art page with all the sketches and paintings on it so people can see what I'm trying to make?

Jon wrote:
I think that the only thing mods lack is a good storyline


I'll think of something!

Crow wrote:
I favour those little gems that people sometimes make.

Mods that contain an actor or two, or maybe a handful of extremely unique, creative, and aesthetic weapons, or something else altogether un-anticipated. I don't like the big faction mods at all, really, not because they lack quality, which is certainly not the case, but because I find them to be unwieldy, and I have absolutely no interest in a weapon of an actor if it is merely one of a set of nearly identical iterations (I used to play with the text turned off to cut down on screen clutter, and this meant that I chose every weapon and actor I used very carefully, as each had to be instantly recognisable in the buy menu, and to have a specific purpose or set of characteristics of use. I still do this, although the text is back.).

So basically, a mod maker who puts a lot of work into making something beautiful and unique -- simple, even -- is the mod maker whom I respect the most.


So you're saying to make the weapons and actors look unique, play very well, and to not include too many of them, right?


Sat Aug 15, 2009 7:34 pm
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Post Re: What do people want in a mod?
ProjektTHOR wrote:
No one wants sketches and drafts. We want results. Playable mods, sprites. Honestly, you start with your own sketches--keep them to yourself, then start making sprites. Post the sprites and we'll critique.


Speak for yourself, man. I'm interested in the entire process.


Sun Aug 16, 2009 3:13 am
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Post Re: What do people want in a mod?
That one bomb/gun/actor/shield/turret that everyone remembers.

Like when you describe the mod but can't remember the name, it's the one with x in it.

while typing this, Shockwave generator came to my mind for some reason...kinda like the Scumer on Perimeter (sends earthquake cracks toward the target) or the C&C 3 one that's like a shockwave pulse.


Fri Aug 21, 2009 3:49 pm
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