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			| Dead 6 Mod [message #84915] | Sun, 02 May 2004 05:27  |  
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				|  |  cowmisfit Messages: 2035
 Registered: May 2003
 
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 | General (2 Stars) |  |  |  
	| Hey, is the dead 6 modification for hl2 need any mappers??? Ill map, im very very good at mapping on CS, i think i could do hl as well seeing how its the same program. 
 
   
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			| Dead 6 Mod [message #85021] | Sun, 02 May 2004 16:43   |  
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				|  | IRON FART Messages: 1989
 Registered: September 2003
 Location: LOS ANGELES
 
	Karma: 0
 | General (1 Star) |  |  |  
	| Half-Life (one) is a very old game. The modding/mapping techniques between that and HL2 have undoubtedly changed. So a HL1 modder wouldn't be that useful for HL2. 
 However modeling or producing sounds would. Just learn to map on HL2 or use your modeling skills if you want to be on the team to help out.
 
 
  
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 Quote from IRC
 <[Digital]> get man_fucking_a_car.mpg
 <[Digital]> ah fuck wrong window
 
 
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			| Dead 6 Mod [message #85091] | Sun, 02 May 2004 23:18   |  
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					|  PiMuRho Messages: 494
 Registered: February 2003
 
	Karma: 0
 | Commander |  |  |  
	| | IRON-FART |  | Half-Life (one) is a very old game. The modding/mapping techniques between that and HL2 have undoubtedly changed. So a HL1 modder wouldn't be that useful for HL2.
 
 However modeling or producing sounds would. Just learn to map on HL2 or use your modeling skills if you want to be on the team to help out.
 
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 Actually, it just uses an evolution of the same editor (Hammer), so a HL mapper could pick it up very quickly. THe biggest changes are the use of displacement maps, the new material system and the integrated I/O system, but it's nothing a competent mapper wouldn't be able to pick up quickly.
 
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