Staredit Network > Forums > Modding Projects > Topic: WHEN POSTING A MODDING PROJECT
WHEN POSTING A MODDING PROJECT
Jan 18 2009, 11:09 pm
By: Corbo  

Jan 18 2009, 11:09 pm Corbo Post #1

ALL PRAISE YOUR SUPREME LORD CORBO

I think we all know how to post a project but for the new modders keep in mind this:


1. Make sure you provide enough information.
If the mod has an storyline make sure you provide it with a title that indicates that it is the story otherwise everyone will just be confused.

2. Post detailed information of what you modded.
Don't be "I modded dats, iscript. There are some modded GRPs and a few minor tech tree changes" - What exactly did you mod again?
It is ok to say: "I modified the tech tree to improve the mod playability, ground units have an specific submenu as well as Air units in the starting building. Every unit cost has been modified according to the new set build time. Some units are now more expensive but take less time to build..." and so on.
Use proper language: dun spk lyk dyz, kthxbai.

3. Provide some screenshots.
Everybody loves to see some material specially when it involves units with new graphics or a battle even if it doesn't look real.
If you have custom made GRPs you can also post a couple of frames for them.

4. Include some material.
If your topic doesn't include a demo or the full version of the mod the previous 3 Guidelines are a must.
If it does include a demo make sure to post what's modded and what's to come in the near future.

5. In conclusion the success of a mod it's not actually in its complexity but in how simple you make it look. If you just modded randomly the weapons of units, people will get pissed or if they don't quite get your very complex tech tree. Describe how the gameplay is, where should a player go first or what can he build or what is your mod really about. Remember that it doesn't matter what the product is but how you sell it ;).

Post has been edited 3 time(s), last time on Mar 16 2010, 10:06 pm by Corbo.



fuck you all

Jan 18 2009, 11:10 pm Symmetry Post #2

Dungeon Master

Lemme fix this up and I'll pin it right away. Thanks, Corbo.



:voy: :jaff: :voy: :jaff:

Mar 14 2019, 11:00 am IlyaSnopchenko Post #3

The Curious

Well... where do I post a campaign that is neither a map (for obvious reasons :)) nor a mod as it does not "modify" many things, and certainly not the bulk of a race's units and structures? :)



Trial and error... mostly error.

Mar 14 2019, 12:03 pm Corbo Post #4

ALL PRAISE YOUR SUPREME LORD CORBO

Anywhere you wish. Either modding projects or in the campaign forum.

Probably in the campaign forum would be more ideal, though.



fuck you all

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[08:42 pm]
Ultraviolet -- :wob:
[2024-5-08. : 10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[2024-5-08. : 10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
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