Medieval Mod

Have an idea for a project, but need to assemble a team? Here is the place to do it.
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Rockymods




Wordewatician 500

Posts: 721
Joined: Sun Apr 08, 2007 10:33 am
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Medieval Mod

Post by Rockymods »

There has already been a mod created somewhat like this, but will not be as big as the one I am trying to create here.

Halo 2

There will be:
-New Weapon skins that suit medieval times
-New Armour
-New Weapon projectiles and effects
-New Map skin
-New comer.. Magic!
-And much more!

This has only been thought over and over in my head, and have many ideas for this mod. Only problem is-my entity's BSP viewer always errors, and I can't model-though I can skin.

Recruitments:

-Secondary skinner.
-Modeler
-BSP mover
-PM me if you believe there is something that you could do other than those listed-like sound editing.
PM me for more details and if you think you are up to the job!


Suggestions and ideas are welcome to be posted!
Spwee1494





Posts: 91
Joined: Thu Aug 16, 2007 10:47 am
Contact:

Re: Medieval Mod

Post by Spwee1494 »

Rockymods wrote:There has already been a mod created somewhat like this, but will not be as big as the one I am trying to create here.

Halo 2

There will be:
-New Weapon skins that suit medieval times
-New Armour
-New Weapon projectiles and effects
-New Map skin
-New comer.. Magic!
-And much more!

This has only been thought over and over in my head, and have many ideas for this mod. Only problem is-my entity's BSP viewer always errors, and I can't model-though I can skin.

Recruitments:

-Secondary skinner.
-Modeler
-BSP mover
-PM me if you believe there is something that you could do other than those listed-like sound editing.
PM me for more details and if you think you are up to the job!


Suggestions and ideas are welcome to be posted!
If u work on those weapon injections soon, I'll be a BSP Mover for you.
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