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a fair bit of recent FM feedback can be found here, and also here.
- you'll probably want to make the choice whether you want to stay with the orig mechanics/gamesys, or whether you want to go for something completely different (Secmod style). pros of the orig - you could actually do without a custom gamesys, so you could piggyback the FM on the SCP gamesys, acquiring not just years of fixes currently there, but all those yet to come. cons - no additional gamesys stuff of yours. going for your own gamesys will allow you to go wild (which people may, or may not like), but you'll be forking the gamesys. either way, you'll probably want to grab the SCP gamesys and resources, and start out with that, as mentioned, it's a couple of years of bugfixing you'll get for free.
-avoid reinventing the wheel/if it ain't broke, don't fix it. there is a good reason for things like bulkhead load zones, and keycards not being an actual inventory item (see the link with the Blind Disposition reports). different doesn't always mean better.
-unless you are planning something completely nonstandard, you will pretty much have to get voiceactors to do logs/emails, and generate audio for any helpful/unhelpful AI you might have. this really kicks immersion up a few notches, and is not that difficult to pull off.
-speaking of voiceovers, no Shodan. there is simply no chance of doing this right, and if it can't be done right, it's better off not being done at all. Minstrel has its own AI, RttUNN manages without one, both are better than having an improperly voiced Shodan.
-this one is purely technical: when making custom resources of any sort, never set them up as replacements for orig resources. if it's something new, it should have a new name, whether it's the model name, or texture name, or whatever. not doing this will considerably lower mod compatibility, and cause pain to anyone who is setting mods up so they would work properly with everything (namely me).
One thing I'd say is that there is ABSOLUTELY nothing wrong with creating a FM aimed at your own target audience. As in, creating one in the style of what you like vs creating something that the main audience will. That said there is no wrong answer to this of which is the better one.Speaking not just of SS2, but game mods/FMs/TCs/whatever, it's the ones that went for something different that stood out. That said, the ones that go for vanilla style do tend to get more love.Personally I've always went for making things that I would enjoy as that tends to keep me motivated on it, but everyone's different. Totally up to you though
C&C style videos: Hmm. This can be REALLY hard to pull off well. In fact, I've never seen it done at all in a mod for any game. Hell even the C&C mods didn't even have those. I look forward to seeing what you create on this aspect. You say C&C style, so I'm assuming that your going for B-Grade cheesy, which is what those were. The Crusader series (of No Remorse + No Regret games) had these in abundance as well.
Design wise, if your going for the super planned out approach then work out your story and game progression plan, THEN make the levels. Whilst I did not do this at all when making my FM (beyond the plan to remake a Doom 2 level I'd done and build apon it), I have taken this approach for all of my games dev projects. Mostly with big todo lists. In the case of my Shadowrun Returns UGC work, I typed up a HUGE text document outlining what quests I wanted to have, what new features I wanted to add in, the overall mission steps and deviations (since you can have a quest go in different paths based on player actions in that game) etc etc. Very in-depth. Definitely helps in the case of that game as you REALLY need to keep track of things with SRR.
NVMultiplayerTrapSystem Shock 2 only.A special level-change script that activates multiplayer mode during the level transition. This can be used to make fan missions multiplayer without using the default Earth / Station game startup. The script also activates the players' HUDs during the level change. As with any other level change marker, the destination level is specified via the Multilevel->Dest Level and Multilevel->DestLoc properties.This script need only be used once, at the initial transition between the single-player (e.g. character creation) part of the game and the multiplayer section (e.g. the rest of the game). The result of using this script once multiplayer has already been initialised is unknown.
The desire to create
To get the map completed and make sure it was playable
I’ve done my own custom maps for source (HL2/garrys mod to be specific) for my garrys mod server (which I owned and hosted once upon a time)As well as my system shock FM ‘blind disposition’ which can be found on this site.
Through applying fundamentals of what I already knew about mapping and level editing in general, familiarization of the engine, practice with the functionality of the editor, and lots and lots of copious visual and literary aides both obtained from online sources as well as created by myself. And TONS of trial and error TONS…
Some areas of my level layout and overall level design.
I wish I would’ve had solid contacts to help me with the project a little more to add some flair and details that I would’ve liked to have had but didn’t have the expertise or resources at the time to pull off.
I wish I would have made some areas more condensed
Assistance from other knowledgeable system shock/dark engine mappers/taffers (which I am still trying to find and establish).
systemshock.orgttlg.com (through the looking glass/looking glass studios)sshock2.comtheif.wikia.com (THEIF: the dark wiki)theifmissions.com
Yes, and plan to do it again eventually.
I'll be sure to play through your FM with my friend