This thread is to start a list of mod forums we want to advertise on:
I will update this with any new threads. I am asking all of you to please post a link of any forums you know that we can start selling our project on.
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current list of active threads we have on other forums
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UBI:
german:: http://forums-de.ubi.com/eve/forums/a/tpc/f/2641030962/m/2101022945
english:: http://forums.ubi.com/eve/forums/a/tpc/f/3651075192/m/8111041835
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mod forums
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http://forum.moddb.com/thread/20802/
http://www.gamedev.net/community/forums/topic.asp?topic_id=443113
http://www.gamedev.net/community/forums/topic.asp?topic_id=443178
http://boards.polycount.net/showflat.php?Cat=0&Number=199196&page=0&vc=#Post199196
http://forums.cgsociety.org/showthread.php?f=73&t=484130
http://moddb.com/
http://www.modsonline.com/
http://boards.polycount.net/ubbthreads.php?Cat=0
http://www.cgchannel.com/forum/index
http://forums.cgsociety.org/forumdisplay.php?f=73
http://www.3dbuzz.com/
http://www.3dtotal.com/
http://www.cgchat.com/forum/
That should be enough to get started. These are mostly graphics forums, I dont know where to go for programmers. Use the wallpapers I have already posted to help inspire people. We need self motivated committed people that will really try to finish what they start.
These are the positions we need most:
Lead Programmer
-be able to work with Unreal engine 3.0, making a Total Conversion mod of Unreal Tournment 2007 upon release.
Animator
-be able to rig/weight and animate Spy and Merc. Preferably using Maya 8.5 so that I can help. If he wants to use Max or XSI, he will need to commit to the entire project. Animations will be quite dyanamic and must follow the style of the Splinter Cell series.
These are positions we already have applicants, but can afford to have more of:
Environment Artist
-We have existing artists...but the more the better, especially if we want several maps. Will need to be able to texture and export the maps.
Level Designer
-work with the Environment Artist and Programmers, using the Unreal Tournament Level Editor to build and balance the maps. Level editor experience necessary, but 3d software skills are not.
2d and UI artist (not sure if we have anyone for this)
-create the HUD, Menus, Logos. Will need to know Adobe Photoshop, Illustrator and motion graphics a big bonus.
-----------
When posting on the forums, make sure it follows the protocol of that forum. They can be quite particular about how and where you advertise non-paying mod projects. Dont forget you represent the project on these forums, so your behavior is very important.
Text you can use:
Quote
Bored with the current gametypes? Searching for a challenge? Are you a (semi) professional animator, 3D engine specialist, UI-designer or programmer? Project Stealth is a new game in development based on the SAM gameplay (Stealth Action Multiplayer). SAM has proved to work in Ubisoft's Pandora Tomorrow and Chaos Theory's multiplayer modes. Would you like to explore the possibilities of this not much used gameplay model?
SAM consists of 2 teams: 1 team is characterized by hightech guns with a lot of payload, heavy and relatively slow armored elite soldiers (Mercs, from Mercenaries). The other team consists of high-tech, agile , atlethic and fast Spies.
Both teams have access to a variety of gadgets to aid them in their mission. The goal for the Spies is to acquire data by hacking several terminals or variations thereof. The Mercs' purpose if to prevent that.
Mercs have first person view and will play like a regular shooter with gadgets.
Spies will have third person and will play like something close to the Prince of Persia series.
This makes for intense gameplay, which SCPT and SCCT has proven to be a success in its niche fanbase.
Project Stealth has acquired professional modellers and texturers, but we are short on experienced programmers and some of the other members needed for a team.
This is a voluntary 'job', so unpaid. We are planning on making it a UE3 Total Conversion Mod so experience with the Unreal Engine comes in handy (for programmers). It is our expectation that the programming will not take place until sometime after Unreal Tournament 3 has been released, Q3 2007. Until then we plan to work on "Pre-production" projects such as sounds, animation, modeling and concept work.
If you're interested, visit us at http://projectstealth.splintercellnetwork.com !
Wallpapers:
Posing Spy 1280x1024 (http://www.splintercellworld.com/ps/PS_dynamic_m.jpg) 1600x1200 (http://www.splintercellworld.com/ps/PS_dynamic.jpg)
Standing Spy 1280x1024 (http://www.splintercellworld.com/ps/PS_2_m.jpg) 1600x1200 (http://www.splintercellworld.com/ps/PS_2.jpg)
Crouching Spy 1280x1024 (http://www.splintercellworld.com/ps/PS_crouch_m.jpg) 1600x1200 (http://www.splintercellworld.com/ps/PS_crouch.jpg)
Concept Art:
Spy Concept (http://www.splintercellworld.com/ps/spyconcept.jpg)
Merc Concept (http://www.splintercellworld.com/ps/mercconcept.jpg)
Misc:
Early Spy idea (http://www.splintercellworld.com/ps/spylikesamfisher.jpg)
Multiple View-modes Spy idea #2 (http://www.splintercellworld.com/ps/spymultiview.jpg)
Videos:
Coming up.
ive just tried to register this mod at some pages etc, but unfortunately the name "Project Stealth" is already taken (S.A.M. seems to make problems, too). maybe we should get an innovative new name? ???
the text example sounds kinda well for a recruitment thread, but i'd add some awesome pictures of the spy, as we got no other stuff atm to impress people of our serious attempt.
for the description of the project i plan on using a plain combination of the mission statement and the engine decision:
##############
S.A.M. Stealth Action Multiplayer
Working Title: Project Stealth
=>visit us at http://projectstealth.splintercellnetwork.com
Project Stealth started out as a response to Splinter Cell: Double Agent's online versus mode. Double Agent's versus mode was the successor to Splinter Cell: Chaos Theory's and Splinter Cell: Pandora Tomorrow's versus mode. These multiplayer games were well received by game critics, even though they never achieved much popularity among online gamers. They nevertheless managed to assemble a nice community of devoted fans. As the complexity and steep-learning curve were often blamed for the slow growth of Splinter Cell versus mode community, developer Ubisoft decided to make Double Agent more accessible to a larger audience.
Many Pandora Tomorrow and Chaos Theory veterans were disappointed in the new versus mode and voiced their opinions on the game's message boards since the complexity of Splinter Cell multiplayer was the main incentive to play (and keep playing) the game. Some of them decided to join forces and start their own versus mode. They gave it the working title "Project Stealth".
The objective of Project Stealth is to clone the Chaos Theory versus mode at first, without the bugs and issues that Ubisoft has left unattended over the years. Project Stealth will use its own graphics, code and sounds, so that it will not violate any copyrights. After the game is cloned, Project Stealth will improve the game and implement some new ideas and maybe even a couple of the few improvements from DA.
After careful consideration, the team has decided on the engine: It's going to be the Unreal 3.0 engine.
We've also made three minor decisions which I'm happy to share with the community:
-We're waiting until 3.0 (UT2k7) hits the shelves to assemble a programming team.
-We'll assemble an art and sound departement while we wait.
-We make concept art, music and a to-be-ported level while we wait so we can make our pitch after 3.0 gets out.
Here are some Wallpapers featuring the already finished spy model:
Posing Spy (http://www.splintercellworld.com/ps/PS_dynamic.jpg)
Standing Spy (http://www.splintercellworld.com/ps/PS_2.jpg)
Crouching Spy (http://www.splintercellworld.com/ps/PS_crouch.jpg)
Some other stuff:
Spy Concept (http://www.splintercellworld.com/ps/spyconcept.jpg)
Merc Concept (http://www.splintercellworld.com/ps/mercconcept.jpg)
back of spy (http://img145.imageshack.us/img145/5906/backrv4.jpg)
profile of spy (http://img145.imageshack.us/img145/71/armjd5.jpg)
front in spare lightening (http://img99.imageshack.us/img99/3968/spylit03po5.jpg)
back in spare lightening (http://img99.imageshack.us/img99/6618/spylit02bo3.jpg)
We need self motivated committed people that will really try to finish what they start.
These are the positions we need most:
Lead Programmer(!!)
-be able to work with Unreal engine 3.0, making a Total Conversion mod of Unreal Tournment 2007 upon release.
Animator(!!)
-be able to rig/weight and animate Spy and Merc. Preferably using Maya 8.5 so that our modeller can help. If you want to use Max or XSI, you will need to commit to the entire project. Animations will be quite dynamic and must follow the style of the Splinter Cell series.
These are positions we already have applicants, but can afford to have more of:
Environment Artist
-We have existing artists...but the more the better, especially if we want several maps. Will need to be able to texture and export the maps.
Level Designer
-Work with the Environment Artist and Programmers, using the Unreal Tournament Level Editor to build and balance the maps. Level editor experience necessary, but 3d software skills are not.
2d and UI artist
-create the HUD, Menus, Logos. Will need to know Adobe Photoshop, Illustrator and motion graphics are a big bonus.
If u are interested in one of these jobs, visit our page (http://projectstealth.splintercellnetwork.com) to apply for them ;)
#############################
This is my propaganda blueprint atm for the mod-description. Discuss :o
Your discriptions are way too long. Long stuff don't work on the internet (http://www.w3schools.com/site/site_design.asp). I recommend the first paragraph should be the "we are copying CT" thing, second should be about gameplay and add a third paragraph about something. Then list the jobs, screenshots and URL.
Edit: http://www.gamedev.net/ is where all the programmers are.
What about Evermotion (www.evermotion.org)?
i listened to overstatements good advice, shortened the text and added something about the gameplay. we cannot expect every skilled person to know the versus mode... ::)
plz give me some more feedback as this advertising will represent the project in forums crucial for recruitment ;)
#################
S.A.M. Stealth Action Multiplayer
Working Title: Project Stealth
=>visit us at http://projectstealth.splintercellnetwork.com
Project Stealth started out as a response to Splinter Cell: Double Agent's online versus mode (multiplayer). As the complexity and steep learning curve were often blamed for the slow growth of Splinter Cell versus mode community, developer Ubisoft decided to make Double Agent more accessible to a larger audience. Many Pandora Tomorrow and Chaos Theory veterans were disappointed in the new versus mode and voiced their opinions on the game's message boards. Some of them decided to join forces and start their own versus mode:"Project Stealth" was born. The objective of Project Stealth is to clone the Chaos Theory versus mode at first (with own graphics/code/sounds because of copyrights), without the bugs and issues that Ubisoft has left unattended over the years. Afterwards, Project Stealth will improve the game and implement some new ideas and maybe even a couple of the few improvements from DA.
After careful consideration, the team has decided on the engine: It's going to be the Unreal 3.0 engine.
If you are new to the concept, this is how the game works. There are two teams with 2 players each: 1 team is characterized by guns with a lot of payload, heavy armored and relatively slow elite soldiers (Mercs, from Mercenaries). The other team consists of high-tech, agile, atlethic and fast Spies with nonlethal weapons. Both teams have access to a variety of gadgets to aid them in their mission. The mercs got stuff like mines, he-grenades, camnets, gasmask etc. and three vision modes (normal, EMF, movement detector). The spies got flashbangs, smoke nades, heartbeatsensor, camo suit, noise emitters etc. and their own three vision modes (normal, nightvision, thermal vision). Mercs have first person view and will play like a regular shooter with gadgets, while spies will have third person view and will play like something close to the Prince of Persia series.
The goal for the Spies is to acquire data by hacking several terminals, placing bombs or stealing disks and extracting them to a safe location. The Mercs' purpose if to prevent that. This makes for intense gameplay, which SCPT and SCCT has proven to be a success in its nice fanbase.
We've also made three minor decisions:
-We're waiting until 3.0 (UT2k7) hits the shelves to assemble a programming team.
-We'll assemble an art and sound departement while we wait.
-We make concept art, music and a to-be-ported level while we wait so we can make our pitch after 3.0 gets out.
Here are some Wallpapers featuring the already finished spy model:
Posing Spy (http://www.splintercellworld.com/ps/PS_dynamic.jpg)
Standing Spy (http://www.splintercellworld.com/ps/PS_2.jpg)
Crouching Spy (http://www.splintercellworld.com/ps/PS_crouch.jpg)
Some other stuff:
Spy Concept (http://www.splintercellworld.com/ps/spyconcept.jpg)
Merc Concept (http://www.splintercellworld.com/ps/mercconcept.jpg)
back of spy (http://img145.imageshack.us/img145/5906/backrv4.jpg)
profile of spy (http://img145.imageshack.us/img145/71/armjd5.jpg)
front in spare lightening (http://img99.imageshack.us/img99/3968/spylit03po5.jpg)
back in spare lightening (http://img99.imageshack.us/img99/6618/spylit02bo3.jpg)
We need self motivated committed people that will really try to finish what they start.
These are the positions we need most:
Lead Programmer(!!!)
-be able to work with Unreal engine 3.0, making a Total Conversion mod of Unreal Tournment 2007 upon release.
Animator(!!)
-be able to rig/weight and animate Spy and Merc. Preferably using Maya 8.5 so that our modeller can help. If you want to use Max or XSI, you will need to commit to the entire project. Animations will be quite dynamic and must follow the style of the Splinter Cell series.
These are positions we already have applicants, but can afford to have more of:
Environment Artist
-We have existing artists...but the more the better, especially if we want several maps. Will need to be able to texture and export the maps.
Level Designer
-Work with the Environment Artist and Programmers, using the Unreal Tournament Level Editor to build and balance the maps. Level editor experience necessary, but 3d software skills are not.
2d and UI artist
-create the HUD, Menus, Logos. Will need to know Adobe Photoshop, Illustrator and motion graphics are a big bonus.
If u are interested in one of these jobs, visit our page (http://projectstealth.splintercellnetwork.com) to apply for them ;)
First revision: 539 words
Second revision: 642 words :o
Quote
We've also made three minor decisions:
-We're waiting until 3.0 (UT2k7) hits the shelves to assemble a programming team.
-We'll assemble an art and sound departement while we wait.
-We make concept art, music and a to-be-ported level while we wait so we can make our pitch after 3.0 gets out.
I think this part is now outdated.
And they'll probably benefit more from the general idea than listing a bunch of things they'll never remember.
ok posted on gamedev.net
will go on tomorrow
moddb.com done ("Project Stealth")
had some problems with existing names and finding the entry first but it seems to work now :D
Make sure you post it in the correct section and at least try to read the forum rules. For example: post in help wanted (http://www.gamedev.net/community/forums/forum.asp?forum_id=8), not Your Announcements (http://www.gamedev.net/community/forums/topic.asp?topic_id=443113). And make sure it's linked right.
Quote from: Overstatement on April 11, 2007, 01:18:36 AM
Make sure you post it in the correct section and at least try to read the forum rules. For example: post in help wanted (http://www.gamedev.net/community/forums/forum.asp?forum_id=8), not Your Announcements (http://www.gamedev.net/community/forums/topic.asp?topic_id=443113). And make sure it's linked right.
this is very important...and if not done correctly will look really bad for us.
Do NOT post in a paid jobs section for example. Help for Mod projects are being requested all of the time...moderators tend to get sick of them.
evermotion is mo-cap style software...its not really necessary in our situation. If we can get an animator with experience, I will presume he will do everything with keyframe animation.
Mo-cap is overated hype anyways.
Also, If you post a thread on the other forums, please post the link here so we can all have a look at the comments.
i posted already on cgtalk
http://forums.cgsociety.org/showthread.php?f=73&t=484130
fixed the linking, but got problems with the lenght so i had to split it into 2 posts (custom made forums suck). until now hardly replies but at least they're all positive :)
Warning Level: 10% (http://www.gamedev.net/community/forums/topic.asp?topic_id=443113). Way to represent, care to explain?
http://forum.moddb.com/thread/20802/
http://www.gamedev.net/community/forums/topic.asp?topic_id=443113
http://www.gamedev.net/community/forums/topic.asp?topic_id=443178
http://boards.polycount.net/showflat.php?Cat=0&Number=199196&page=0&vc=#Post199196
Don't be so harsh Overstatement.
But it is really important to post it in the right section and according to all rules.
Sorry but as a regular to gamedev.net (I got a gamedev pen from one of their local presentations), I completely hate it when new people register, post wrongly, post once, never come back and expect to build a PR relationship on that.
Especially with gamedev, they got lots of experts that are used to goodkebeb's quality of work and know how much work it takes to finish a game, they'll instantly see that we've still got a long long way to go. So you've got to work extra to impress.
You can always ask a mod to move it to the right section if it isn't properly placed. K good, that is your job now ;)
edit:
Gawain: please don't use 'u' as a substitution for 'you' in the recruitment posts. Doesn't sound very professional.
You also wrote "lightening". Even if it was spelled right, I have no idea what "spare lighting" means.
Overstatement:
1. As a regular to gamedev.net, I wonder why you don't do the advertisement there?
2. Spare lightening is meant to mean something like showed in few light, in a dark room; I guess it was too much a 1to1 translation (I'm German as you might not know). What about "in the dark"? (In Germany this would be considered as kinda ironic since you can't see in the dark)
3. Regarding the Warning. Reason: Crossposting advert in 3 forums (Scripting, Your Announcements, Help Wanted) wtf??? i know posting in your announcements was a mistake, but i can't find any post in the Scripting area...
frvge: I overlooked the "u" and i will change it in every post asap.
Quote from: Gawain on April 12, 2007, 12:16:19 PM
Overstatement:
1. As a regular to gamedev.net, I wonder why you don't do the advertisement there?
2. Spare lightening is meant to mean something like showed in few light, in a dark room; I guess it was too much a 1to1 translation (I'm German as you might not know). What about "in the dark"? (In Germany this would be considered as kinda ironic since you can't see in the dark)
3. Regarding the Warning. Reason: Crossposting advert in 3 forums (Scripting, Your Announcements, Help Wanted) wtf??? i know posting in your announcements was a mistake, but i can't find any post in the Scripting area...
frvge: I overlooked the "u" and i will change it in every post asap.
1. Wouldn't that be taking a job away from you? Now that you've posted in every thinkable forum, you need to follow up on every forum. And I think everyone would argee, I'm not the kind of person that would make a good representative.
2. Oh! That "en" is a German thing, interesting. I think you should just say "real-time rendering", your programmer/animator will understand that.
3. It's ok, warning levels go down in time. I forgive you :-* (that's right, I'm using the kiss to another man).
Fixed all the things you guys complained about (except the length, because scct versus mode is not very common imo). :)
3dbuzz.com is the next one on my list, but I'm really clueless in which subforum i should post. I won't post anything there until some of the more experienced persons here tells me exactly where. ;)
Besides, we got too few programming communities on the list. :(
thanx for the help Gawain.
Programmers don't need communities. We just read articles after articles and then, when we can't hold back anymore, we unleash code on the keyword. But I do know one more (http://www.devmaster.net/).
I got one problem with devmaster.net ???
Before posting a thread, please make sure it complies to the forum guidelines. The following type of threads are NOT acceptable:
Recruitment posts for projects or jobs. Exceptions to this policy are:
1. Job postings offering a regular salary (as opposed to "when it's done" profit sharing).
2. Established projects with at least one major release behind them.
are we "established" ;)
A monthly salary of 0.0001 euros is also a salary? Those Google guys only have 1 dollar salary a year. K, the rest of their income is with shares, but still..
Else ask a Mod if you're not sure.
Oh, nevermind about devmaster then. I miss flipcode.com :'(
We should consider breaking the rules, because a wrong post is better than no post imo ^^
What about the Ubi forums (i don't know how present PS is there)? Any other ideas besides posting in forums? Maybe writing mails?
A completely different idea would be paying a professional designer for the tricky parts. Maybe this sounds crazy, but we have 91 registered members at the project page alone. If everyone is donating a sum between 50 and 150 bucks, we could get around 10 000 :o
Of course, this could only work with proper marketing; what about selling beta-accounts for around 20 bucks or offering ubi PS as the new versus mode for sc5 (this could only work in a much later state i know)? Money makes the world go round...
Would it be a copy-right problem if this turns into a commercial project?
Just some brainstorming, but considering how many of us spend 50 bucks on SC4 for nothing, we should free our minds ;D
Breaking the rules on forums is NOT an option.
PS is already present on Ubi's forums.
Donating in this stage is not worth it.
I don't see the logic on paying a professional for something that most probably you won't have any profit with later on.
I think the point was that you would pay $60 to play any game so why not donate $60 for this game? It makes perfect sense except we need that $60 to buy UT3 to be able to play this game. Since this is a mod, there is no chance for selling this game.
I hoped the clever guys like you could keep silent about the price of ut3 ;)
But nevertheless, I'm getting ut3 anyway, it'll be a kick-ass game for lan parties just like the forerunners and there will be many awesome ut3 mods ;D
So $120 for the best versus mode ever + the best unreal tournament ever seems like a fair deal to me 8)
Has anyone joined as a result of this campaign yet?
It needs time.
Hey!
Most Online Today: 8. Most Online Ever: 24 (April 12, 2007, 07:57:58 AM)
and updates so the threads dont disappear to the second page.
I think that would require new threads to be created...
you have to give me some stuff to make updates; what about the testmap/merc modell?
Whereas I have some models that Zed asked done, they're not textured. And I'm not sure if I can show them yet MUAHAHAH. nvm its just a couple of cars.
Gawain, we are going to try and get the spy in the map in the next couple of weeks...with some animations.
You got to be careful. If I were me on another forum, I wouldn't be interested in more words, especially what you're currently working on (would be more interested if you said something like "We've played several test games and it works"). That kind of stuff needs to be on this forum (the Information subforum we never use). Stuff that would interest me is eye-candy and detailed progress reports (stuff you've already done, not going to do).
naturally, which is why we are trying to organize some more candy
Bump