What have you actually made before you are trying to attempt this? Not to offend or bring you down, but this project sounds way too ambitious for just one man to take. If you are some newb who'se knowledge about the editor and the way Unreal Engine itself works is as good as nothing, the project is already doomed. To learn mapping, start off by making experimentation and small multiplayer maps. I know how much work it takes to complete a proper high quality singleplayer map because I've made one that fully functioned a couple of years back. Setting up the packages, compiling, doing the conversations etc. takes hell a lot of work. And if you're as lazy as me, well... you willl have an awesome looking un-finished DXMP map lying around your PC for nearly two years, waiting to get released just one day! This special map has become kind of like "Project Everlasting" to meMeanstreak(BNino) wrote:Ya I was thinking of making my multiplayer maps after the Smuggler story as well. I have awesome urban ideas as well that could be used with the smuggler storyline. I want most of my maps to be large, but not so much in the sense of width and length but in just how many more areas there are suggested in DX. Imagine the Hell's Kitchen map with most of the apartment and other building doors that were just wallpaper for looks would have an actual door leading to something. Plenty of open windows for full 3D inspired battles with lots of cover and tactics involved. And I know when to not overdo it don't worry I'm good like that.
I would just imagine maybe half as many missions as DX. I could see something like that. I also have a billion switches in my head that I want to implement to take the replayability to high amount, I want to take the decision making to the next level. For example, I want to make several missions that aren't even used in the game and is based on many possible choices, including some that alter the game completely but still flow with the DX story. It can be done. I've had all this metabolic end product brewing for almost a decade, first picking up the SDK at age 12 but never finishing a project, being far to ADD, neurotic and a female sex organ chaser, as well as falling victim to internet games and porn. But this will be fantastic.
Not five years, but I say give it three. I plan on doing college and some programming classes during that time and will practice often with modding the game. Java and C++ I I've already.
One thing that would be nice is if anyone who was bored and wanted to help with, say, art related details, such as for example skinning a character mesh of Anna Navarre Pre-augmentation. Maybe some basic reshading to make some characters look younger.
Man I already have a good script brewing too. I went back and played all the missions in which you encounter smuggler and done all the choices, and it occurs to me smuggler is pretty aged. He has seen some metabolic end product. White hair and everything. This guy has some history with the characters in the story. He strikes me as a black Batman of sorts who has retired to the equivalent of what would be a "desk job" for what he used to do. There were other black guys in the game too, and if the population had dwindled due to a "disease" that kills off the poor and minority, you know that every black guy left on earth at least had every other black guys' e-mail address. The web of story-character relationship is endless! And I want to make it happen. It will be part cinematic, part prequel, awesome DX tribute FPS RPG spin-off of one of DX's most legendary characters.
You guys just need to get over it or down with the sickness.

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