Debriefing > Off-Topic Lounge
Getting Started
novax druid:
I apologize if this has been asked several times. I understand there are plenty of tutorials here too, but needed the questions sorted out. My questions are that in general on how to begin a base of starting such a mod based in Source.
1. What does one need to do to be able to start beginning their mod?
2. How does one obtain a server for their mod? (if it's needed)
3. Where is a good site to start up a forum? (any free sites?)
4. How does one gather team members on sites other than Mod DB? (any tactics or the such?)
5. What tools should one work with to jump start their mod?
6. Any tutorials that will also jump start one's mod? (beside this site, no offense)
7. How do I go by distrubting the mod to those who don't have a Source/Valve game?
Again, I apologize if this is very noobish, offends anyone, and if this has been asked several times in the past.
kraid:
Actually this has not been asked very often, at least not here in our forum.
There's no magic "jump start mod" button, this is a lot of hard work and requires time, patience and the willingness to learn and improve your skills.
Assumimg that you're new to modding, i'd suggest you to join an existing mod team to get an idea of the development process.
Since you didn't say what's your field of interrest (e.g. modelling, mapping, coding, composing) i cannot say any more specific things for now.
But you surely should focus on one or two aspects of modding and improve your skills there.
novax druid:
I understand that, that's why I wish to have my questions answered so I can take the steps neccesary to do so. Also, I do not wish to join another mod team as I'm focused on my own idea. I understand what you mean, but ultimately it's not getting me to where I need to be.
Wake[of]theBunT:
This question gets emailed to our official email and our moddb PM system quite a lot. It's true not often as that on the boards.
Agree with kraid. Joining an existing mod is a great idea to improve your particular skill. I've twice made the mistake of making 2 of my own mods as opposed to joining an existing system, or better yet forming a "group" of modders and becoming friends and making an idea from there based on a mutual arrangement of creation.
Instead I tried to form 2 projects basically on my own and recruit from there. It was a learning curve, one those totally new to modding should never take. I was quite seasoned when I did so in comparison to some naiive begginnings in most history (for instance I'm experience in PR, knowing how internal teams work, making websites and forums with my webmaster accounts - so forth), and still things did not go well enough. So whether you get in a favorable situation (idea wise) to start a new project, just remember to keep your expectations close and grounded in reality.
The better choice is becoming super skilled to industry standard in one field of modding, by joining an existing team. Then you can tackle your own ideas if you have some gems. As a proven modder with a general respect in the wider community.
novax druid:
That's seriously not helping me. I want to start my own idea. I have the models being taking care of. I just need questions answer and I'll go from there.
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