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Author Topic: Pumo Mines Development Team Recruiting  (Read 10799 times)

Offline Pumo

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Pumo Mines Development Team Recruiting
« on: May 29, 2011, 12:10:01 AM »
~ Pumo Mines development team recruiting ~
______________________________________________

OK, after some thoughts, I came to the conclussion that due to my every-day agenda and real life work and stuff, I definitely need a team to be able to complete my beloved project, Pumo Mines : Kartsal Motivation. :)

--

So, much like Darkflamewolf's idea on TEW (and in fact, borrowing this idea from her) I decided to make a public announcement to assemble an official PM team to work on the mission and to accelerate the process of developing. ;)

As many already know, most of the mod part (robots, weapons, all the music & stuff) is already done by me, as well as several levels (1 -> 3, big part of level 4, some of level 7, etc.).

--

Frustikus is helping making the extra (light, heavy) ships, while Blarget is making some extra models for use in-game as well as on movies, and stuff like that.

Weyrman is as for now my official briefing text reviser.

Of course Diedel (karx11erx) has also helped with some details and touch-ups on levels and his support and features on D2X-XL.

-

So what I need now is a level-making staff.
(Specifically Descent 2 level designers :P)

The PM mission project, as many know, is mainly focused on D2X-XL, although it will have a toned-down DXX-Rebirth port also (that i've started to work into for a 3-level release, that is using some of the new features of version 0.57)

-

If anyone is interested plase reply to this topic so I can organize the team and the level work and specifications (like level types, texture schemes if needed, and which levels I will still make, etc.)

I'm eagerly awating for your responses.
If anyone of you here is available to work on PM you will be an official Pumo Mines team member! :D

(Of course, all the ppl that works on PM will have proper credit). ;)
« Last Edit: May 29, 2011, 12:15:26 AM by Pumo »
Pumo Software main Website
- Pumo Mines current release: v1.1 (12 Levels)
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Offline TechPro

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Re: Pumo Mines Development Team Recruiting
« Reply #1 on: May 29, 2011, 07:39:50 PM »
Pumo,
I would love to do some D2 level building, but unfortunately life has got my time really tied up right now.  Sorry I can't help at this time.  :'(

Offline Scyphi

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Re: Pumo Mines Development Team Recruiting
« Reply #2 on: May 30, 2011, 06:32:51 AM »
Same here. I would LOVE to do some Descent level building of ANY sort, but I just can't justify the time. I barely have time to work on my own personal projects these days.  :-\
"I thought I had a great idea, but it never really took off. In fact, it didn't even get on the runway. I guess you could say it exploded in the hanger." -Calvin and Hobbes
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Offline Kaiaatzl

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Re: Pumo Mines Development Team Recruiting
« Reply #3 on: May 30, 2011, 07:49:12 AM »
I could try to fit some level building for PM into my schedule (I remember you invited me before too :P).
ATM I just started building a level for a personal D2 project so I would like to finish that map first

(Stupid apostrophe key is not working right, it is making ès for some reason).

Offline SaladBadger

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Re: Pumo Mines Development Team Recruiting
« Reply #4 on: May 30, 2011, 08:37:56 AM »
As much as I'd like to, I don't really have enough interest in learning how to work with D2X-XL.

Besides, I'm terribly unreliable :P

Offline Pumo

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Re: Pumo Mines Development Team Recruiting
« Reply #5 on: May 30, 2011, 10:37:54 AM »
@Insanity:
You don't have to learn how to make XL levels.

I just need structures, so you can make standard vanilla D2 maps, as I'm the one who will take care to assemble the levels with the XL stuff and triggers, lighting, etc. ;)

(and also there will be the Rebirth port eventually)

@Alter-Fox:

Well, if you get time after finishing the map, just tell me so I can start to give the specs to the team members to start to work. (Blarget just told me that he could also help me with level design as for now. :) )

Pumo Software main Website
- Pumo Mines current release: v1.1 (12 Levels)
R.a.M. Land official Website

Offline SaladBadger

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Re: Pumo Mines Development Team Recruiting
« Reply #6 on: May 30, 2011, 10:52:30 AM »
If that's the case, I'll see if I could produce anything in my free time. I've given d2 mapping a shot before and I know my way around DEVIL, at least.

Offline Pumo

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Re: Pumo Mines Development Team Recruiting
« Reply #7 on: May 30, 2011, 10:56:50 AM »
OK, if that's the case, be sure to tell me when you get free time to coordinate and give you the level design specs.
Pumo Software main Website
- Pumo Mines current release: v1.1 (12 Levels)
R.a.M. Land official Website

Offline Pumo

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Re: Pumo Mines Development Team Recruiting
« Reply #8 on: May 31, 2011, 01:51:00 PM »
Well, thanks to an Idea of Blarget, I created a Steam group for the Pumo Mines Development team here: http://steamcommunity.com/groups/pm-development

Although it's not a public group, so you will need invitation to enter.
Blarg and Alter-Fox are already invited (will invite Frusti and Weyrman later).

So now as soon as you (InsanityBringer) confirm me as friend on Steam, I will inivite you to the group and will then discuss the level-making stuff as soon as you get free time.
Pumo Software main Website
- Pumo Mines current release: v1.1 (12 Levels)
R.a.M. Land official Website

Offline Alieo

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Re: Pumo Mines Development Team Recruiting
« Reply #9 on: July 30, 2011, 01:13:38 AM »
If people build levels for you, do you need just "a raw level" and you'll fill out the rest? Or does it have to be in great detail? I've made some pretty cool levels (all lost in 2003 thanks to my hp POS laptop) in the past, and haven't tried making any since. I'd have to reinstall DMB II all over again, get patches, etc, and due to lack of personal time for my own projects, probably wouldn't be able to get to level building until October or so... I know that seems probably pretty far away from here, but I'll message you again in October about this and see where you're at I guess.
I like to think I have a Descent taste of music.

Offline Kaiaatzl

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Re: Pumo Mines Development Team Recruiting
« Reply #10 on: July 30, 2011, 07:38:04 AM »
You can cut out about half of that if you use DLE-XP -- which actually lets you make levels over 900 segments, which you'll need to do anyway.

Offline Pumo

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Re: Pumo Mines Development Team Recruiting
« Reply #11 on: July 30, 2011, 09:29:30 AM »
@alieo:

It can be a raw level.
Of course extra detail would be very well received, but it's not necesarily needed.

So I will stay on contact and on October we will see what can be done. :)

@alter:

Now that we're at this, have you got something regarding level 5? :D
Some progress as for now?
Pumo Software main Website
- Pumo Mines current release: v1.1 (12 Levels)
R.a.M. Land official Website

Offline Kaiaatzl

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Re: Pumo Mines Development Team Recruiting
« Reply #12 on: July 30, 2011, 06:37:59 PM »
No, I haven't had much time.  I may not get any time for a while, I have a new job after the one I've been working this summer (that one will end at the end of next week).
I've actually been hired as a game composer!  But this isn't the place to talk about it.

Offline Matthew

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Re: Pumo Mines Development Team Recruiting
« Reply #13 on: July 30, 2011, 08:34:02 PM »
game composer!  But this isn't the place to talk about it.
Make thread. Nao! Needz juicy details!

Offline Kaiaatzl

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Re: Pumo Mines Development Team Recruiting
« Reply #14 on: July 31, 2011, 05:30:47 PM »
I don't really want to make a thread where people will just say "congratulations" and make me feel even more vain.  IMO that's a better use for the shoutbox.  So watch the shoutbox.

"Anyway, we're not here to talk about my personal feelings.  Stay on topic please."
-Kartsal

(no offense.  but that quote is on topic.  somewhat :) ).

 

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