A List of Modforums

Started by goodkebab, April 09, 2007, 04:21:06 PM

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goodkebab


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.


----------------------------------------------------
current list of active threads we have on other forums
----------------------------------------------------
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

------------------------------------
mod forums
------------------------------------
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


goodkebab

#2
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.

frvge

#3
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 1600x1200
Standing Spy 1280x1024 1600x1200
Crouching Spy 1280x1024 1600x1200

Concept Art:
Spy Concept
Merc Concept

Misc:
Early Spy idea
Multiple View-modes Spy idea #2


Videos:
Coming up.



Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

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
Standing Spy
Crouching Spy

Some other stuff:
Spy Concept
Merc Concept
back of spy
profile of spy
front in spare lightening
back in spare lightening

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 to apply for them ;)

#############################
This is my propaganda blueprint atm for the mod-description. Discuss  :o

Overstatement

#5
Your discriptions are way too long. Long stuff don't work on the internet. 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.

Gui Brazil

What about Evermotion (www.evermotion.org)?

Gawain

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
Standing Spy
Crouching Spy

Some other stuff:
Spy Concept
Merc Concept
back of spy
profile of spy
front in spare lightening
back in spare lightening

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 to apply for them ;)

Overstatement

#8
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.

Gawain


Gawain

moddb.com done ("Project Stealth")
had some problems with existing names and finding the entry first but it seems to work now  :D

Overstatement

Make sure you post it in the correct section and at least try to read the forum rules. For example: post in help wanted, not Your Announcements. And make sure it's linked right.

goodkebab

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, not Your Announcements. 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.

goodkebab

#13
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

Gawain

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  :)