Updated Mod Eligibility Rules
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
-
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
-
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
The 'basics' of modding aren't hard to pick up, and can be learned from running a mini normal. You can always just...look at past games when designing your M. Normal, that's what I did, and get a good reviewer to double check it (fuck isn't this provided for you now?). No reason to force people to run an open game.are you thinking of me when you're with somebody else?-
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
Wow, that's more than I expected. It probably makes the m. normal queue 50% longer again though, I'd say. That's sort of...not good. Basically means it'll only be first time mods wanting to run a Mini Normal (though maybe that's the case anyway?)are you thinking of me when you're with somebody else?-
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
Worst/hardest part of modding is the nervousness when sending out pm's for me. OH FUCK DID I SEND THE RIGHT PM + right qt links(even though I know I did as I previewed it 14 times >_>)
Major problems:
1) Modding isn't that hard
Yes well. Shouldn't be. Doing it wrong is still not uncommon for some people.are you thinking of me when you're with somebody else?-
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
How do you teach someone to mod though, like, I dunno, like each mod likes their own certain things, there are awesome mods on here that I'd probably not want to design a game with because we have different design philosophies (i'm fairly easy though, so that's not so true I guess)
What do you do? Let them watch how you work? Okay, that's...sort of helpful? But it'd be better if theyworked out what works for them. I think it's an okay idea, but not sure how it'd work. Co-mods are fine, I love them (I've only modded 2 solo games, after all and my next ~3 are co-modded games) but not sure if some sort of apprentice mod would actually work.
Just design a set-up yourself, then getspyrexa good reviewer (you should be able to figure out who they are) to help you look over your game and point out flaws.
Edit: Not sure this had a point.
It's fairly easy to teach someone not to mod wrong, but there's no real 1 right way (some ways are obviously better than others)Last edited by Faraday on Sun May 08, 2011 12:06 pm, edited 2 times in total.are you thinking of me when you're with somebody else?-
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Faraday ...should I be here?
- ...should I be here?
- ...should I be here?
- Posts: 12126
- Joined: March 29, 2009
- Location: Ireland
Vi wrote:
This so much.Faraday wrote:Worst/hardest part of modding is the nervousness when sending out pm's for me. OH FUCK DID I SEND THE RIGHT PM + right qt links(even though I know I did as I previewed it 14 times >_>)
Thank fuck I'm not alone. I always check it again then in the outbox (although I think it takes you automatically there but eh)are you thinking of me when you're with somebody else?
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