I'm back online and burning to create.
I was thinking about doing an OpenMod type project... (that's a name of my own creation). When you think OpenMod, think Wikipedia for modmaking. Instead of having a closed group of lads making a mod, why not open it up to any and everyone who may think that they have something to offer? Now of course there would have to be a project coordinator/leader type person to keep things straight. And there probably wouldnt be an opportunity to code openly... but other than that, OpenMod could allow artists/mappers/modelers to try and make the content for a said project.
Now, there would have to be detailed parameters saying what exactly the leader is looking for in each aspect of the mod obviously (which might take some thoughtful consideration). And the project would have to have some damn great "marketing" to get people interested... but I think the potential is there.
What do you guys think?
OpenMod?
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- Joined: Tue Mar 19, 2002 8:00 am
When you say "Wikipedia for modmaking", I think of an open repository of code patches for things that most mod authors would want to implement in their mod anyway.
arQon wrote an article called "Open Mod Content for Q4" that touched on this issue not long after the game came out. Google it, you might have to look at the cached version since it doesn't seem to be on ESReality anymore.
arQon wrote an article called "Open Mod Content for Q4" that touched on this issue not long after the game came out. Google it, you might have to look at the cached version since it doesn't seem to be on ESReality anymore.
There is already something similar with GTR for Q4 
We provide a Creative Commons pack with only new skins atm but there is more to come. And we always search good talents.
http://gtr.quakedev.com/

We provide a Creative Commons pack with only new skins atm but there is more to come. And we always search good talents.
http://gtr.quakedev.com/