What's your modding talent? "A poll about who can do what."
#1 Posted 19 July 2011 - 02:17 AM
Update: you can now vote for multiple options.
Even if you're a well known mapper like Gambini or coder like DeeperThought, please vote anyway and maybe leave a comment.
If you vote as say a mapper, then it'll be assumed that you've either released a map, are going to release a map, or at the very least be confident you know all the control and might release something in the distant future. The same applies to other categories.
Take note before you vote: this poll is supposed to be a gauge of how many active and capable contributors of work in each category there are in the community.
This post has been edited by Micky C: 20 July 2011 - 02:24 AM
#2 Posted 19 July 2011 - 02:33 AM
#3 Posted 19 July 2011 - 02:40 AM
I believe that anyone who can code should put coding as their option. It's relatively easy to learn to map, and creating textures can be applied to any game, but CON coding is more difficult and specific to eduke32, so I would have thought coders are in more demand and are one of the more important people types in this poll.
Edit: This poll only has any meaning if basically anyone who can do anything votes, so don't hold back, it only takes a click of the mouse
This post has been edited by Micky C: 19 July 2011 - 02:41 AM
#4 Posted 19 July 2011 - 02:45 AM
Micky C, on 19 July 2011 - 02:40 AM, said:
Guess I'll be going with coding then. Unfortunately, because I'm such an undisciplined flake, mapping is the only thing I've really got anything to show for, but I've got quite a few tricks up my sleeve when it comes to con code, and I typically do what I can to help others on the forum out with stuff like that.
#5 Posted 19 July 2011 - 03:14 AM
Like most long-timers here, I've had to learn all the skills as it used to be pretty hard to find a certain kind of skill on your team to help you on your TCs. I do textures, 3D models, sound, music, mapping and programming, so who knows what I should answer.
#6 Posted 19 July 2011 - 03:26 AM
This post has been edited by Hank: 20 July 2011 - 04:21 AM
#7 Posted 19 July 2011 - 03:28 AM
@Hank: Hmm I wonder if I should add a "waiting for things to settle down" option, this could either be waiting for certain eduke32 features to mature, or if someone has personal issues they want to iron out first, but only if there'll be demand for such an option.
This post has been edited by Micky C: 19 July 2011 - 03:31 AM
#9 Posted 19 July 2011 - 03:53 AM
#10 Posted 19 July 2011 - 04:39 AM
#11 Posted 19 July 2011 - 04:49 AM
Quote
Which basically means if you have a rarer skill like IMO con coding, you should go with that.
If you have a look at the people who actually voted for the "basically everything" option, I think you'll find those votes belong there. There's yourself (obviously), Marked (who has said he does mapping, texturing and modelling, which is definitely quite a lot of stuff) and Zykov Eddy, who has done the Sonic the Hedgehog TC and other stuff, so he's covered. Technically James should be in there as well since he singlehandedly did the Imagination World TC. He wouldn't have done every single art asset but he would have done some.
Although I admit if we want a good representation of where the community is at, we're going to need a better approach then a thread poll. Something where you can select an option like "mapping and coding", and it'll add one to the count for "mapping and coding" but also separate points for "mapping" and "coding" coming up with 3 pieces of information with a single vote, which could then be graphed and analysed, but I wouldn't know how to go about that.
This post has been edited by Micky C: 19 July 2011 - 04:51 AM
#12 Posted 19 July 2011 - 04:53 AM
But yeah I don't think for me there's anything really specific that I do more than others, though originally I answered coding since that's very EDuke32 specific.
#14 Posted 19 July 2011 - 05:00 AM
It'd be interesting to see what the poll says in a week or so. So far I'm the only (sole) mapper who's voted for that option, I would have thought there'd be more.
#15 Posted 19 July 2011 - 05:16 AM
#16 Posted 19 July 2011 - 05:19 AM
#17 Posted 19 July 2011 - 05:29 AM
#18 Posted 19 July 2011 - 05:41 AM
I've decided to change the poll so that you can vote for more than one option, and deleted the "basically everything" option because it just just too broad.
I've also sent PMs to those who have already voted but suggested that what they voted for wasn't necessarily all they did, so they could come back and make a more complete vote. Same for those who voted "basically everything."
#19 Posted 19 July 2011 - 05:52 AM
#21 Posted 19 July 2011 - 07:47 AM
#22 Posted 19 July 2011 - 07:56 AM
MusicallyInspired, on 19 July 2011 - 07:47 AM, said:
Yeah Micky you forgot "Sound artistist" or something like that, i voted for mapping so far my only skill on modding.
#23 Posted 19 July 2011 - 08:06 AM
Micky C, on 19 July 2011 - 05:19 AM, said:
Hehe, the www is a village. You can't do a single step without your neighbours watching you.
Yeah, it's modeling for me i guess, that is what i've been doing a lot lately (behind the scenes for PBS).
Also some mapping and texturing (small bits). Although i'm behind the latest developments in all aspects.
Coding? Nay.
Sound? Huh?
This post has been edited by chicken: 19 July 2011 - 08:21 AM
#24 Posted 19 July 2011 - 10:19 AM
#26 Posted 19 July 2011 - 10:58 AM
This post has been edited by rasmus thorup: 19 July 2011 - 10:58 AM
#27 Posted 19 July 2011 - 11:18 AM
Colon Semicolon, on 19 July 2011 - 10:19 AM, said:
What do you mean? If you found a mod you liked to work on, I'm sure the team would help you with importing your work into the game. Especially now that more and more mods are starting to use models and previously there weren't many capable people, 3D modellers should be fairly wanted talent.
#28 Posted 19 July 2011 - 11:34 AM
- Maps are not very reusable. Code, models, and textures can all be easily recycled. One can go a long way towards creating a project simply by gathering or ripping existing resources. But when it comes to maps, it's a different story. Unless you are making a gameplay only mod, you've gotta have new maps. And even when parts of existing maps would be suitable, ripping from them is generally not tolerated unless you were the original map author.
- Mapping is extremely labor intensive. In the time that it takes someone to build a single, large, high quality map, a coder of comparable skill could code an entire TC, complete with new enemies, weapons, effects, etc. (assuming that the art/models for those things was already done). Even the so-called "one hour" or "one day" CBP maps that get released from time-to-time generally take months to produce. Back in the old days, it was common to produce a map in a week or two, but standards were lower and the people doing it were usually teenagers on holiday who could map all day. There are some mappers today who are capable of producing a quality map in a short time, but that's only because they spent countless hours doing it when they were younger, and now it is seldom that they have the time or inspiration to go on a mapping spree.
- There is nothing that can be substituted for an unfinished map. If code is lacking, then the project can usually go on without the missing feature, or a cheap substitute can be easily created. If models or textures are lacking, then there is the option of ripping some from another project, or doing a minor redesign so that they aren't needed. But if a map is missing, there is fuck all you can do about it, except finish the map.
In my opinion, the optimal ratio for getting projects released is about 3 mappers for every coder, modeler or texture artist. Of course, I'm not helping matters, being a coder myself. But that's why most of my releases have been gameplay mods.
#29 Posted 19 July 2011 - 12:35 PM
This post has been edited by insane_metalhead: 19 July 2011 - 12:38 PM