There’s a difference between just wanting to make a level and making your level. Examine your idea – does it hold an element of originality or do you just want to make some more levels for the game. While Half-life is massively documented currently, what’s going to happen when Half-life 2 arrives? Is it worth waiting to see what tools are released for it? While Quake 3 skills are one thing, it's sure that Id’s next level designer will require a different approach – while all the Unreal Eds build on the same precepts, thus making the skills transferable. If you’ve no experience in mapping, for example, choosing a detail heavy next-generation engine isn’t the smartest thing in the world. At least take a second to consider whether this is actually smart in any way. If the idea of modding something has entered your head, you’ve probably already decided what you want to create it for. Or rather unnecessary pain – no matter what you do, you're going to carry your own scars.īefore you dive in and start, you really should examine what you actually want to do. I felt the pain so, ideally, you shouldn’t have to.
These are general rules that I’ve learned from my own time theoretically being in a mod team. From then on, you’re entering a painful world of hurting to strive to create something that, in all possibility, will never be finished or be completely ignored by the community. The decision to do a mod is the first step. This week, Kieron's look at his experiences working on Deus Ex mod Cassandra Project, originally written for PC Format and published on these pages with revisions in September 2008.
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