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> Idea: A Tiberiumweb community mod
A community mod
good idea?
awesome idea [ 7 ] ** [21.21%]
ok idea [ 21 ] ** [63.64%]
dumb idea. [ 5 ] ** [15.15%]
If it works, what would you likely do for it?
nothing =P [ 5 ] ** [15.15%]
voxel [ 3 ] ** [9.09%]
shp [ 4 ] ** [12.12%]
map [ 10 ] ** [30.30%]
terrain [ 0 ] ** [0.00%]
haxxorz teh exe [ 2 ] ** [6.06%]
menu & loading screens [ 1 ] ** [3.03%]
something not listed here [ 8 ] ** [24.24%]
Has Team Black lost his mind?
yes [ 13 ] ** [39.39%]
ZOMG yes!!!!11!one [ 20 ] ** [60.61%]
Total Votes: 33
  
Team Black
post Mar 27 2007, 11:42 PM
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I randomly woke up in the midle of the night at like 2AM and thought of this idea.
Just thought I'd share it and see what everyone else thinks.

What if the entire community were to contribute to the mod--whatever a person is really good at--mapping, voxelling, shp, terrain, exe hacking, and do just a couple of submissions per person, enough to make a mod out of. Or we could use some of the mass library of stuff we already have uploaded here (with permission, of course). There's a ton of incredible maps, voxels, and shp that's sitting collecting dust. Why not put em to good use?

We'd have to agree on a leader (or leaders) to keep everything organized, and set a plan going on what the mod should have, what the campaign should be, etc..
Come up with a what they need done, and everyone ewill pick something and do it, and submit their work when it's done

OK now what do you guys think, have I lost my mind?

This post has been edited by Team Black: May 22 2007, 09:29 PM


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Clazzy
post Mar 28 2007, 12:14 AM
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Too many cooks spoil the broth.


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Corsair
post Mar 28 2007, 01:00 AM
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QUOTE (Clazzy @ Mar 27 2007, 08:14 PM) *
Too many cooks spoil the broth.


Hah, I like that


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ORCACommander
post Mar 28 2007, 02:04 AM
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in act this is being done already. that is what PPM is origonelly about. although the project is very back burner now


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DeathRay2K
post Mar 28 2007, 02:04 AM
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How do you think PPM was created? tongue.gif
This is exactly the same thing, and look how the original PPM mod turned out! Its been in limbo for years, because there were just too many problems, especially with leadership (*cough* LC*cough*Zombie Wars*cough*).

Edit: Heh, BloodReign posted while I was writing...


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gufu
post Mar 28 2007, 02:25 AM
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Zombie Wars? Like in stargate?


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ShDwBoRn
post Mar 28 2007, 03:01 AM
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that would be cool, but it's to many people to keep organized


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Creagor
post Mar 28 2007, 07:50 AM
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The only problem I can see with this really is that it would end up like PPM - starting out a good idea, but eventually becoming inactive (in mod terms anyway). Also, I have a suspicious feeling that the community would end up dividing - those who can mod really well would form together and create the mod, and keep it that way, like an un-attainable elite group of people, and everyone else will be left where they are. Its certainly a good idea, but it is questionable as to wether it would work or not. And yes, leadership may well become a problem in this case too.


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Clazzy
post Mar 28 2007, 08:23 AM
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The idea would work, provided conceptualising is kept to one or two people only. Everyone has their own idea about a mod and if you're making a total conversion then you'll want to be focused on the strengths and weaknesses of the sides, as well as what technology they use and the particular style they'll have. And make sure it's somebody creative who does the unit concepts, nobody wants Mammoth MKIIIs, mechs which have the same function as the Titan or an armed subterranean APC. They're all just expansions on original ideas, and silly at that.


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Team Black
post Mar 28 2007, 01:25 PM
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what if there were maybe 1-3 leaders who come up with the mod, made a list of what they need, then the rest of us pick one of the things to do?

Maybe we could make a poll or something on who the leaders should be.. someone who is well experienced at modding, has good, unique ideas, and knows how to put together a decent, functional mod. Me I'd probably vote on Smiff, TShyper, and Clazzy (yea, great job on NO BTW)


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ChielScape
post Mar 28 2007, 01:35 PM
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if PPm failed doing this, the only reason would be a crappy organisation of the mod.


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Nod Strike
post Mar 28 2007, 02:53 PM
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I can't voxel, shp, map or anything. I'm too impatient to read the manuals :sleep:

If i helped, i'd be the idea guy probley.


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Wess
post Mar 28 2007, 02:56 PM
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i'm not saying its a bad idea but it wont work, has been done and has failed it just duse not work.
its better for a handfull (or less) to be working on a mod then an entire "army".


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Clazzy
post Mar 28 2007, 03:18 PM
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As much as I'd like to help, the concepts I've had for won't work on the TS engine and may just about scrape their way through the RA2 engine if I spend ages working on the map scripts and lots of advanced coding. Doing a "normal" mod (especially one that would almost certainly be a continuation of the Tiberian universe) would be fairly boring for me.


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Aro
post Mar 28 2007, 03:42 PM
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> > > Mapper < < <

Well, of course, good idea... But i'm not sure how this would all work easily. huh.gif


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ChielScape
post Mar 28 2007, 05:33 PM
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QUOTE (Wes.com @ Mar 28 2007, 04:56 PM) *
i'm not saying its a bad idea but it wont work, has been done and has failed it just duse not work.
its better for a handfull (or less) to be working on a mod then an entire "army".

you obviously didnt bother to read my post.
the idea is ok. not "totally friggin awesome", but worth the try.
we just need to organise it correctly. nobody does more than he/she needs to do. major decisions will be voted for. small, task specific decisions will be discussed only by those who work on that part of the mod (voxels, maps, etc)

id be a voxeller, obviously.


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Blacksilence
post Mar 28 2007, 06:13 PM
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Also you have to code all the stuff.
Thats hard, secondwho is going to code it.
We can have 3 coders for each part of rules art + Ai ini
It is a good idea but like chiel saied people only do there jobs for the mod

I love to make projectiles and explosions.


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Team Black
post Mar 28 2007, 07:02 PM
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I'd probably expect the main coding to be done by the leader(s), since they'll be planning the mod ..
They'd list the stff thy plan...
Campaign:
1st mission-temperate, small map, no bases, player must use a limited amount of units to infiltrate the base and rescue the captured commander..
etc.

voxels:
laser tank
artillery
etc.

buildings...
terrain...
weapons...

there will be plenty of room for suggestions, though the mod leaders would have the final say on what will turn out


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Ixith
post Mar 28 2007, 07:25 PM
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my personal opinion is that its a nice idea but with soo many people working on it all at once it just wouldnt work out unless you had the proper organizers. like said it could easily split the community.

its just there are too many problems with the concept behind this as stated above and as seen from other places that have tried this.


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Crash
post Mar 28 2007, 08:25 PM
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tibweb got less active than tumsun, I really want this community to stay alive


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Team Black
post Mar 28 2007, 09:00 PM
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yea it's something I've been noticing lately too, which is actually one of the reasons I decided to post this.


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tomb
post Apr 1 2007, 04:43 PM
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The idea might work. But like a lot of other people before me already said: organization is key!

Me: I'd either code or map. My graphic skillz suck donkey.

PS - you should've added the option "coding/ini editing" to the list of options.


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Robo fish
post Apr 1 2007, 05:17 PM
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The tibweb mod idea would be cool, but not with tiberian sun. IMO a tiberium war should be better


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Team Black
post Apr 1 2007, 05:36 PM
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I think it's worth a shot. If it fails, so what?
If it's officially labeled 'failure', we could put the work for download, for use in other mods (in the voxel, shp, and mapping forums etc.)

@tomb - I'd expecting since it would be the leader(s) planning the mod, they'd do the ini coding. That way, they'd have more control over balance and such

@Robo fish - I think the majority of the community is better at TS modding than CNC3, and not everyone owns CNC3 or has the graphics power to play it if they did.

This post has been edited by Team Black: Apr 1 2007, 05:41 PM


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ORCACommander
post Apr 1 2007, 06:38 PM
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and atm cnc3 has very few modding utilities out for it


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ChielScape
post Apr 1 2007, 07:18 PM
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its not just that ppl are better at moddig TS, modding TS is simply way easier.


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Aro
post Apr 2 2007, 08:16 PM
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Modding TS is easy, yes... Hence why this is a good idea... But like many of the above said: It's just simple to many people working at once for it to have any proper organisation.
I'm willing to help if anyone IS going to help or try to make this idea be true...
We'd just need the basics for what the mod will require and the concept ideas... And there we go, everyone post their stuff like crazy.
I'm up for it. matrix.gif


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Team Black
post Apr 2 2007, 09:16 PM
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So...who would like to volunteer to lead then?

I'll volunter, though I think there are others who would be better equipped to lead a mod like this.
Hopefully one of of them will volunteer, but if not I'll gladly put something together. Whoever wants to can help out, and if not, well, that's okay too I guess tongue.gif
I have spring break coming up, I'd have some time to kick it off


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Nod Strike
post Apr 3 2007, 12:19 PM
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Siriously, i never discovered to voxel. I tried mapping once. I was terrible. I can think of some good ideas though.


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ChielScape
post Apr 3 2007, 06:31 PM
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QUOTE (Team Black @ Apr 2 2007, 11:16 PM) *
So...who would like to volunteer to lead then?

I'll volunter, though I think there are others who would be better equipped to lead a mod like this.
Hopefully one of of them will volunteer, but if not I'll gladly put something together. Whoever wants to can help out, and if not, well, that's okay too I guess tongue.gif
I have spring break coming up, I'd have some time to kick it off

nooo! dont volunteer to lead! XD


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