I Need Lots Of Help
Quaunaut
The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
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in Off-Topic
<div class="IPBDescription">CoD Story Mod</div> Well, finally Panaka tempted me enough to finally post about the mod that me and 2 friends of mine are doing. We haven't started production yet, due to the SDK not being out yet, but we will soon enough.
Basically, its another WW2 mod. But, its for a WW2 game. So what makes it different?
Well, I've always been a HUGE story buff. And CoD gripped me with its AI, and advanced scripting technology, as well as incredible sound, and being that Quake 3 has been out for a while, it seemed like the perfect engine to work with. Almost everything we would do would be already done, except for the parts that we are focusing on.
The mod will be VERY heavy on a story I am writing. All I can tell of the story now, is that its LONG, and it involves a imaginary company J(Juno company) of the 101st airborne. I chose the 101st because I know their route the best(thanks to Steven Ambrose' BoB book, his D-Day book, Citizen Soldiers book, and many other writers and sources. It will involve every last thing that the 101st did, from the dawn landing of D-Day, up to Hitler's Eagle nest.
I'm planning on having at a very least 20 hours of gameplay, and were aiming for 40 hours. Thats why we need so many. Heres the goals of this project:
<ul>
<li>To Provide a Detailed, and SLIGHTLY Branching Story, that makes you feel compelled to play
<li>To implement a accurate Flamethrower into CoD
<li>To Implement all the authentic weaponry of each side
<li>To Improve Game Realism
<li>40 Hours of Gameplay
<li>And Lastly, a pretty good Multiplayer section, that will be there only because we KNOW people will wanna screw with the flamethrower by lighting up their friends)
</ul>
What we need, much like Panaka's project, is EVERYTHING.
More specifically
<ul>
<li>A few modellers, not many
<li>QUITE A FEW, VERY, EXPERIENCED MAPPERS
<li>QUITE A FEW people willing to get their feet wet in CoD's scripting language
<li>A few more coders
<li>A sound person
<li>A EXPERIENCED web designer
</ul>
I personally am project lead, and the sole writer of story. I'm just gonna make sure the ball keeps rolling. My plans for the project(timing wise)
3 Months after Startup, to have a Working Multiplayer Portion, to be released as a Open Beta, in which we won't mess with much. Only 2 maps will be needed to be finished for it.
A Year After Startup- The Halfway point
A Year and a half After Startup- Initial Release
and we'll see from there. As you can see, its a huge project, and really, I'll be surprised if we get far at all. But if I get the help I'm wanting from you guys, I'm sure we can make the biggest splash in the mod community, for all time.
Well, anyone in?
Basically, its another WW2 mod. But, its for a WW2 game. So what makes it different?
Well, I've always been a HUGE story buff. And CoD gripped me with its AI, and advanced scripting technology, as well as incredible sound, and being that Quake 3 has been out for a while, it seemed like the perfect engine to work with. Almost everything we would do would be already done, except for the parts that we are focusing on.
The mod will be VERY heavy on a story I am writing. All I can tell of the story now, is that its LONG, and it involves a imaginary company J(Juno company) of the 101st airborne. I chose the 101st because I know their route the best(thanks to Steven Ambrose' BoB book, his D-Day book, Citizen Soldiers book, and many other writers and sources. It will involve every last thing that the 101st did, from the dawn landing of D-Day, up to Hitler's Eagle nest.
I'm planning on having at a very least 20 hours of gameplay, and were aiming for 40 hours. Thats why we need so many. Heres the goals of this project:
<ul>
<li>To Provide a Detailed, and SLIGHTLY Branching Story, that makes you feel compelled to play
<li>To implement a accurate Flamethrower into CoD
<li>To Implement all the authentic weaponry of each side
<li>To Improve Game Realism
<li>40 Hours of Gameplay
<li>And Lastly, a pretty good Multiplayer section, that will be there only because we KNOW people will wanna screw with the flamethrower by lighting up their friends)
</ul>
What we need, much like Panaka's project, is EVERYTHING.
More specifically
<ul>
<li>A few modellers, not many
<li>QUITE A FEW, VERY, EXPERIENCED MAPPERS
<li>QUITE A FEW people willing to get their feet wet in CoD's scripting language
<li>A few more coders
<li>A sound person
<li>A EXPERIENCED web designer
</ul>
I personally am project lead, and the sole writer of story. I'm just gonna make sure the ball keeps rolling. My plans for the project(timing wise)
3 Months after Startup, to have a Working Multiplayer Portion, to be released as a Open Beta, in which we won't mess with much. Only 2 maps will be needed to be finished for it.
A Year After Startup- The Halfway point
A Year and a half After Startup- Initial Release
and we'll see from there. As you can see, its a huge project, and really, I'll be surprised if we get far at all. But if I get the help I'm wanting from you guys, I'm sure we can make the biggest splash in the mod community, for all time.
Well, anyone in?
Comments
And I'm pretty much terrible about everything that has to do with these "<i>computor</i>" things so I'd likely be absolutely no help.
And while there are a lot of project leaders, few project leaders can help in several pieces of the process, as well as write a story long and good enough for 40 hours of pure fun, and emotion. By the end of the mod, I want people to truly care whether certain characters make it or not.
And any help would be appreciated, and will definately get you in the credits.
Really guys, help in any way would be great. Heres some other jobs we'll need-
Photoshop Guys(or Gals)
People willing to get the word out(non PR, just...people to scream in the streets)
People to Help in Random Ways
and VERY DEDICATED playtesters. You won't be able to PT for a while, but when your able to, it'll be HEAVY PTing. And by that, I mean a minimum hour regimen per level of 4-5, each person.
It looks like CForrester can provide us with a FTP site and a server for the website, and the FTP will be the way we make sure everyone knows where to get the stuff from.
The CoD SDK is coming out AFTER the Level Editor. When it does, EVERYTHING will be editable, in game, or in mod.
Thing, I'd love to hire you on. I already know you like to uphold a professional attitude, so I bet that you'd be great.
And also, just cause, I need ANYONE who has a relative in the Europian part of the war to tell their experience, and have you document it for me. It'll be GREATLY appreciated, and both of you(along with the PTs and other special people) will be in the Special Thanks section of the credits.