Calling All Mappers
<div class="IPBDescription">We Want _you_ =)</div> First off, I cleared this with Nem, just in case this constitutes advertising.
Alright, I'm sure most of you have at least heard of <a href='http://www.eternal-silence.net' target='_blank'>Eternal Silence</a> at one point or other. The dev team has always been rather small, and so far that's worked fine. However, it has come to their attention that making all of the maps for the projected release date is just too much of a strain on their already tight schedules, so the call has been made to search for new talent.
Natural Selection received last year's "Mapping Award" in the ModDb Awards, and I know that one of my favorite aspects of NS is the beautiful and broad selection of maps available. To be blunt, we have some awesome mappers on these boards. When I saw the announcement that the ES devs were looking for new mappers, I immediately thought to post here. <a href='http://www.eternal-silence.net/forums/index.php?showtopic=1666' target='_blank'>Here</a> is the statement posted by MMW: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Eternal-Silence is looking for mappers right now to fill the ranks. If you ever thought of mapping an ES related map for the community this is your chance to get going early. We are looking for mappers with previous mod (or professional) experience.
Mapper:
- Can work with a team
- Understands level flow and gameplay concepts
- Understands Hammer fully
- Texture Compiling experience preferred
- Model Compiling experience a big boost
- Must be interested in ES and domination type gameplay
If you have what it takes, by all means head over to the Join the team page on your left and leave me a message. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So, if anyone in the community has the urge to get in on the ground floor mapping for a HL2 mod, here's your chance.
Alright, I'm sure most of you have at least heard of <a href='http://www.eternal-silence.net' target='_blank'>Eternal Silence</a> at one point or other. The dev team has always been rather small, and so far that's worked fine. However, it has come to their attention that making all of the maps for the projected release date is just too much of a strain on their already tight schedules, so the call has been made to search for new talent.
Natural Selection received last year's "Mapping Award" in the ModDb Awards, and I know that one of my favorite aspects of NS is the beautiful and broad selection of maps available. To be blunt, we have some awesome mappers on these boards. When I saw the announcement that the ES devs were looking for new mappers, I immediately thought to post here. <a href='http://www.eternal-silence.net/forums/index.php?showtopic=1666' target='_blank'>Here</a> is the statement posted by MMW: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Eternal-Silence is looking for mappers right now to fill the ranks. If you ever thought of mapping an ES related map for the community this is your chance to get going early. We are looking for mappers with previous mod (or professional) experience.
Mapper:
- Can work with a team
- Understands level flow and gameplay concepts
- Understands Hammer fully
- Texture Compiling experience preferred
- Model Compiling experience a big boost
- Must be interested in ES and domination type gameplay
If you have what it takes, by all means head over to the Join the team page on your left and leave me a message. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So, if anyone in the community has the urge to get in on the ground floor mapping for a HL2 mod, here's your chance.
Comments
I am Nemesis Zero and wholeheartedly support the product and / or person.
I am Nemesis Zero and wholeheartedly support the product and / or person. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I dunno... sounds kinda fishy ta' me...
-Had some time
-Wasn't part of another dev team
-Knew how to use hammer (im a UT kinda man <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->)
Sorry i cant really help, but it looks awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
First of all, for the initial release, you'd only have to worry about the infantry combat. Furthermore, the sections of the spaceship (all maps at this point are set in spacestations or ships, or possibly asteroids) that directly interact with the outside functions of the ship (such as the engine control rooms and such) wouldn't need to be completed for the initial release. These areas would be sealed off somehow, or present but non-functional.
Maps will have capturable spawnpoints. The game is over when one team captures all of the other's spawnpoints.
There will be "classes" of capital ships, and each map will actually be part of a "scenario" that you will likely be assigned. Each scenario will be featured or hinted at somewhere in the story that X-Ray is writing. What this means is that battles will sometimes use ships of the same class. All ships of the same class will look roughly like each other, both on the inside and the outside. This means that you won't have to worry about the basic layout of your interior maps, but you <u>will</u> be allowed to basically go crazy with your given template, customizing your ship to your heart's desire (more specifically, to the ship's captain's desire).
Scenarios for ES will eventually include a broad range of objectives: destroy the enemy ship, capture the enemy ship, retrieve stolen data from the enemy ship, escort a convoy through hostile space, etc etc. So in that regard, mapping will be mostly about finding creative ways to create these different objectives and have them flow seemlessly and in a balanced fashion with the rest of the game.
Mapping for ES after the second release will require using two different scaling systems: one for the inside of the ships and one for the space battles, to maintain a level of detail in both areas. Portals will be used to transport between the hangars of one ship to the actual space battle area. You won't have to come up with the code for these portals, but you will be required to use them.
Being only a beta-tester, I don't know how many other specific guidelines have been developed for the game, nor do I know how far the alphas are in development (though I can judge well enough based on the betas). There is an NDA to "sign" for all team members, though anyone who's ever been a part of a dev team will know the necessity of those.
Do they already have other content ready? (Textures, props, ambiant sounds, etc)
What is the timeline in which they are shooting for?
Our modellers are amazing, if you look at some of the media, most of that was done by Dete I believe. I'm not sure if he's still working on the weapons, or if he's moved on to map-specific props. And we do have intro music at least, I assume that the ambient sounds are going to be a combination of that and special sound effects like steam and such. I know Iced_Eagle was particularly keen on having an epic-feel to space combat, complete with a really nice score.
The timeline for now is...well, I can't really say. However, whatever limit the devs have set for themselves, they're proceeding there very rapidly, judging from the progress I can see. They're really looking to "wow" people with media releases as soon as possible.
Ha. You betas have yet to see what <b>RaZ</b> is doing with the player models <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Ha. You betas have yet to see what <b>RaZ</b> is doing with the player models <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes, and this is why john's statements must take precedence over mine.
...meanie. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Definately.
I can't wait to see what these guys come up with. What little modelage I have seen has me totally psyched.
Forum pm directly to him on the ES boards, or pm me something and I'll email it to him.
I am Nemesis Zero and wholeheartedly support the product and / or person. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I am spartacus.
Forum pm directly to him on the ES boards, or pm me something and I'll email it to him.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, that is what I would recommend. PM'ing via boards would work good. Or also talking to an Op in IRC, and they will help you out.
Server: IRC.GameSurge.net
Channel: #esmod
Definately.
I can't wait to see what these guys come up with. What little modelage I have seen has me totally psyched. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, but the concept of running three games concurrently seems overly complex (two seperate control point maps, one for each team's ship... plus the external ship vs ship combat...). I'd like to get involved - but whereas each seperate piece of the game sounds fun, the integrated whole doesn't, to me :/
Good luck to yas, though.
He'll explode all your walls, and make the game awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->.
He'll explode all your walls, and decompile loads of maps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Fix'd.
Definately.
I can't wait to see what these guys come up with. What little modelage I have seen has me totally psyched. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah, but the concept of running three games concurrently seems overly complex (two seperate control point maps, one for each team's ship... plus the external ship vs ship combat...). I'd like to get involved - but whereas each seperate piece of the game sounds fun, the integrated whole doesn't, to me :/
Good luck to yas, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You'd be surprised how many people are actually clamoring for the game to become <u>more</u> complicated. Some people want 64v64 games, some people want other arenas like space infantry combat and planetside combat, neither of which are happening.
And you'll have a Captain in the final release to coordinate attacks in all 3 areas. If you've ever played Allegiance (and I recommend it), you'd know that it isn't _that_ hard to fight a battle on multiple arenas at the same time.
I'm sure we'll look into it. Not too big on the priority list ATM.
Hopefully HL2 will have something like that in the code. I doubt it, but I'm always hoping. I do believe it has joystick control, so that should give us a starting point.
All in due time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Thanks to everyone who is applying! Keep them coming!
Plaguebearer: The game sounds complex in theory, but it's not complicated once you get in game and actually play it. We thought that the infantry alone would be overwhelming, and it wasn't. One of the things we are testing is actually how easy are players able to recognize what to do, such as are we providng enough clues on what to do.
Due to the fact that on release date, we can't have experienced players in every server, we must make the game easy to learn, but hard to master. Things such as pop-up tips, and GUI text help make this possible.
All things are still in testing to find what is best for new players.
Anyways, tell all your friends we are recruiting for new mappers! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> More applicants we get, the better!
He'll explode all your walls, and make the game awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I take it you didn't catch the news that he's actually working on a Source Mod atm (and a failry reputable one iirc).
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On-Topic: I'd love to but I've got lots of work AND my own Mod to be running/writing for/mapping for. I saw the ad on the ModDB and would recommend you also advertise on Halflife2.net (iirc one of the guys who won Valve's HLDM Mapping contest was from there). I've also seen a lot of good mapping talent on those forums (but there are lots of newbies learning too).
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BTW take Spacer, he rox. Seriously, like a wine that's ready to be taken off the rack, I think he just reached creative maturity or something because some of co_galvanise' shots look really impressive. I think he's well up to the challenge.
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To come back onto the question of Mapping, as I said before, I wouldn't be available for mapping per se, but I would be available for working on general mapping feedback and primarily gameflow advice (taking a sound, 2D layout one step further in order to create a tailored, 3D environment).
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If you haven't already done so, maybe link this thread from the Mapping forum, because that's where we spend most of our time on these forums. Strange that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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Good luck with ES, the models are looking damn impressive, and I'd like to see how this multi-faceted concept works out on the Source engine.
Hopefully HL2 will have something like that in the code. I doubt it, but I'm always hoping. I do believe it has joystick control, so that should give us a starting point.
All in due time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think DirectX has the ability to do force feedback on its own. But if you could get it to work, I think I'd explode with the shear awesomeness of it all.
Even if it isn't in I'll know what I'll be doing.
I would, but Nem specifically said to put this in OT. I figured you guys like to keep your mapping forum free of stuff like this anyways, but if you want it there (or you're really going to forget about it if it's buried in the OT forum) I'll post a thread in the mapping forum.
Many mappers, even if not interested themselves, talk to other mappers on a regular basis as part of their continual learning process. While you'd get a lot of small-minded backlash from people who will only view the negative in your pimpage and forget about the positive side of being actively sought out because of your reputation as an NS mapper, it should be worth it.