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New Community Mod (Idea)
Posted: Fri Nov 15, 2013 10:30 am
by AI_Unit
Hey, I'm interested in creating a community mod (Maybe something that might pull some players back in to the BZ2 Servers). I'm looking in to getting some more players for BZ2 and thought a new mod might help us.
I'm looking for a team of members to take part in this creation.
Send me and E-mail if you're interested:
jack.t371@hotmail.co.uk
We can discuss terms and ideas.
Happy Hunting!

Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 10:38 am
by Vassili
Hello,
i am not sure to understand.. you have no idea of what to do in your mod, and you ask the ideas of others?
And i think the BZ2 community is fine today, i see new players coming sometimes.
For me the problem of the BZ2 community is precisely the mods, she is very dispatched cause of mods, it's hard for me to found games who are compatible with my regular BZ2...
You can clearly see proponents of FE, G66, VSR...
Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 10:42 am
by AI_Unit
I like users to have their own input. It's not the fact I have no idea, I'm currently working on a mod and I'm full of ideas. I'm a team player and appreciate the view of others hence why I made this post. There's nothing wrong with the current mods that are used with BZ2, it gives more variety.
The point is, the reason I'm posting this is because it gives the opportunity to other modders to take part in a team mod.
Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 2:20 pm
by Ded10c
Community Project 2 is still underway, just progressing slowly as all of its core team members are busy people.
Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 3:17 pm
by AI_Unit
Yeah, it still would be nice to get a team together though
Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 3:57 pm
by Nielk1
Lets get some skill resumes then?
I was digging through FE and its full of tones of micro mods made by random non-main team members. Like a corrosive plant, etc. Just making interesting tiny things is a good way to contribute. An environment, some nice textures for a planet, etc.
We tried a few times to start a CP2 with large community involvement on the story (unlike FE which was more focused in that part of the team) and it always degraded into bickering where people just off and quit if they didn't get their exact way. That is why the CP2 is now going the more traditional rout of a main team. One of the biggest issues was that people just assume that since they have no modding talent, they are a story savant (similar to how people with no programming ability want to "design" games).
Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 5:38 pm
by Zero Angel
AI_Unit, there are already a lot of mods that are in development, consider contributing to those instead of trying to start up yet another one. That said:
Your best route would be to
1) Learn how to do basic modder things like extract from pak files, create mod cfgs, edit ODFs, work the editor; then learn a trade, preferably a more valuable one like programming, modeling, texture design, mapmaking, AIP scripting -- and look into contributing to an existing project.
or
2) Try to sell your concept, ideas and vision (
like this, for example). Talk to other modders to see if they would be interested in contributing using a skill that you lack, make sure that they have an active interest in your vision or they will not be very good or active contributors. Be prepared to do what seems like most of the work, and have a high tolerance for boredom as a majority of your modding time will be spent testing your changes.
Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 5:59 pm
by MrTwosheds
We tried a few times to start a CP2 with large community involvement on the story...
Yes, next time just declare the story to be a "secret" and get on with the asset creation. It is the
essential part of a mod.
Once you have got the assets you can then "write" the story with mission scripts. All the bits of story that cannot be "narrated" within a mission are just irrelevant anyway.
Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 6:50 pm
by Nielk1
MrTwosheds wrote:We tried a few times to start a CP2 with large community involvement on the story...
Yes, next time just declare the story to be a "secret" and get on with the asset creation. It is the
essential part of a mod.
Once you have got the assets you can then "write" the story with mission scripts. All the bits of story that cannot be "narrated" within a mission are just irrelevant anyway.
Oh we tried that, but aside from everything made looking like ass and everyone thinking they were so superior their stuff had to be used it all came with story baggage and "use it this way or else" permission schemes.
Re: New Community Mod (Idea)
Posted: Fri Nov 15, 2013 10:34 pm
by AI_Unit
Zero Angel wrote:AI_Unit, there are already a lot of mods that are in development, consider contributing to those instead of trying to start up yet another one. That said:
Your best route would be to
1) Learn how to do basic modder things like extract from pak files, create mod cfgs, edit ODFs, work the editor; then learn a trade, preferably a more valuable one like programming, modeling, texture design, mapmaking, AIP scripting -- and look into contributing to an existing project.
or
2) Try to sell your concept, ideas and vision (
like this, for example). Talk to other modders to see if they would be interested in contributing using a skill that you lack, make sure that they have an active interest in your vision or they will not be very good or active contributors. Be prepared to do what seems like most of the work, and have a high tolerance for boredom as a majority of your modding time will be spent testing your changes.
I can handle all of that, I've modded enough before.
As for the Resume

I mainly specialise in AIP scripting and DLL creation using the DLL Scriptor. (Still learning Basic C++). I also create weapons and modify ODF's. I'm currently practising mapping. I can path maps brilliantly. Modelling however is a big no no.

Re: New Community Mod (Idea)
Posted: Sat Nov 16, 2013 5:02 am
by blue banana
I am sure there are plenty of modelers to help you with your designs, it's going to take some time. Modeling isn't really that hard to learn, and even advanced modelers (CAD too) just take effort. That is, if you're willing to actually try.
Re: New Community Mod (Idea)
Posted: Sat Nov 16, 2013 6:26 am
by DarkCobra262
blue banana wrote:I am sure there are plenty of modelers to help you with your designs, it's going to take some time. Modeling isn't really that hard to learn, and even advanced modelers (CAD too) just take effort. That is, if you're willing to actually try.
This
Re: New Community Mod (Idea)
Posted: Sat Nov 16, 2013 7:57 am
by bigbadbogie
I have a great idea for a new mod!!!
How about BATTLEZONE 2: WOMBAT COMMANDER
As Captain Straya, you must lead your army of furry, cute and psychotic marsupials across the labyrinth system against the Hadean occupation forces.
Or has this already been done?
Re: New Community Mod (Idea)
Posted: Sat Nov 16, 2013 12:02 pm
by MrTwosheds
I am sure there are plenty of modelers to help you with your designs,
I suspect you may be mistaken.
Allegedly there was a Mod with lemmings...
Re: New Community Mod (Idea)
Posted: Sat Nov 16, 2013 12:19 pm
by AI_Unit
blue banana wrote:I am sure there are plenty of modelers to help you with your designs, it's going to take some time. Modeling isn't really that hard to learn, and even advanced modelers (CAD too) just take effort. That is, if you're willing to actually try.
I would no doubt try but it's just not one of my strong points, I mean I would make something. Take a second look and think "That's not good enough" or "I can't do it right".