bigbadbogie wrote:Does UEP have a single player campaign which furthers the BZ2 plot? I'm pretty sure that it does not. It is not a "fanon" mod. It's an addon pack.
You are saying that only a campaign matters, cause I could churn one of those out in about 2 days. A good one in probably a month.
bigbadbogie wrote:No, I am saying that about CP2 which is clearly taking BZ in a crazy direction! I am also referring to Avatar's and other people's fanfic stories which ridicule the real Battlezone storyline. They turn Battlezone into something that it is not. Theoretical stories are not being made into mods. They are just fan-fiction. Actual mod stories which fit with other mods and the original storyline are 'fanon'.
You don't even know anything about the CP2, its just stupid to make a claim like that. Also, Avatar's story perfectly fits with everything. 99% of what he says is ripped from the INF files in Battlezone 1 that show up if you hit the I key looking at a ruin. You are the only person who is trying to change Battlezone by ignoring entire vast swaths of canon history! I don't even have a problem with that, what I have a problem with is that you can't seem to stop attacking the CP2 (which you clearly know NOTHING about) and you seem to feel the need to replace the actual canon with your 'fanon'.
bigbadbogie wrote:Nobody else since Lizard finished FS1 has finished a 'fanon' mod. That was 2005. 7 years. More than half of the time since BZ2 was released. I am the only person who has released "fanon" mods in that time.
As I said, I could crap out a campaign in 2 days, a good one in a month, the problem here is that I have this thing called a life, where I am searching for employment. In fact, I have to say that the only people who have had mods released are those who are in a situation of relative ease in their lives. The simple fact is that most of the community is not in such a position. The economy around the world is **** and unless you are a college student who somehow, unlike I was, has free time, or a child in highscool or below, you don't have the physical time to work on such a mod.
In addition, you clearly work int he wrong order on your mods, I know it for a fact from beta testing them. You work on the actual tech trees and races while you are doing the missions they already exist in. The actual campaign is supposed to be made AFTER you make your races, your environments, and so on. All my UEP work was to create systems, system like races, systems like environments. If I take all this work and drop it on a pak, I could make a full campaign mod in 2 days. If I wanted to actually tell a story that required custom assets for a specific campaign, it would take maybe an extra day because of the constant stopping to making those few party assets.
Basically, BBB, you are putting far too much value on the most minor part of the actual modding, the construction of the campaign missions.
The *correct* way to make a mod is roughly like this:
Create a "universe".
Create a high level "story".
Create the races that exist in this story and the environments.
Use those races and environments to form a campaign progression that follows the story (high level).
Come up with the actual missions.
Make the campaign.
Promote some of your environment test maps to either campaign missions or MP maps.
Beta Test and fix/balance.
Release.
Think for a moment about the size of each of these steps, consider your modding so far.
QF1, crappy models, crappy textures, funny VOs, quick campaign. That probably wouldn't take long if not for the fact you were a novice.
FS2, 90% of assets already exist, make a quick variation on the EDF (3 days tops?), use the pre-canned story written for you to make the missions, test them, another quick mod.
Now lets look at FS1. It was literally a mod that was killed THREE TIMES. It was in development far much longer than you realize. And yet you think that because you make a quick mod called QF1 and you added onto the massive base that was FS1 with FS2, you somehow wield the ability to decide what sort of mod is important and what sort of mod matters? Even worse because your mods were either simple or mostly already ready you magically assume that the development cycle is so short that you can demean any body of work that is not also produced just as fast?
Look, the CP2 is being worked on, and it has a good story. The top level story is done, the low level for the first half is done, the races are pretty much designed and in fact they are forming quite quickly. Environments are prepared and test maps are made. It is moving magnitudes faster than the first FleshStorm, yet it is worth less than your QF2?
![Image](http://www.bzcomplex.com/user_hubs/jayden/CP2/Aeneans/bz2_00904.jpg)