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Dear FooFighters:
When I first set out to mod, I had a grand mod idea. However, I had an inkling it wouldn't be easy to do, so I simply began a test mod to play around with and see what I could do, in order to familiarize myself with the various tools required for my real mod. Lacking a direction with my tests, I decided to try mimicing the units of Team Fortress in Starcraft. No pressure, just one unit at a time. As I modded, I thought of new ideas, experimented with new techniques, and even conceived of unique gameplay mechanics. Before I knew it, I had transformed my mere test mod into a full-fledged TC. It became known as Starcraft Team Fortress. That was about eight years ago. I never made my original idea, but feel I chose the right path.
The moral is just take small steps. Don't concern yourself with making a huge mod. Just try editing a unit's health or weapon damage first. Then try editing a unit's attack animation in Iscript. Then try editing a few names or buttons. Baby steps. You'll find yourself feeling more confident, and trying more and more difficult things. By only focusing on smaller, obtainable goals, you prevent yourself from feeling overwhelmed and never starting at all.
Not to mention, by only making tiny changes and testing them immediately, you can identify the cause of a crash or bug a lot faster and easier, and thus you can solve many beginner's blunders on your own. Or, at the very least, it'll be easier for people here to figure out where you went wrong. Example: "I gave the Zergling an air weapon, but it crashes when he uses it." Answer: "That's because the Zergling lacks an air attack animation in Iscript. You need to give him one before it'll work. You can copy and paste the code from his ground attack to make creating an air attack animation simpler."
Dear FooFighters: When I first set out to mod, I had a grand mod idea. However, I had an inkling it wouldn't be easy to do, so I simply began a test mod to play around with and see what I could do, in order to familiarize myself with the various tools required for my real mod. Lacking a direction with my tests, I decided to try mimicing the units of Team Fortress in Starcraft. No pressure, just one unit at a time. As I modded, I thought of new ideas, experimented with new techniques, and even conceived of unique gameplay mechanics. Before I knew it, I had transformed my mere test mod into a full-fledged TC. It became known as Starcraft Team Fortress. That was about eight years ago. I never made my original idea, but feel I chose the right path.
The moral is just take small steps. Don't concern yourself with making a huge mod. Just try editing a unit's health or weapon damage first. Then try editing a unit's attack animation in Iscript. Then try editing a few names or buttons. Baby steps. You'll find yourself feeling more confident, and trying more and more difficult things. By only focusing on smaller, obtainable goals, you prevent yourself from feeling overwhelmed and never starting at all.
Not to mention, by only making tiny changes and testing them immediately, you can identify the cause of a crash or bug a lot faster and easier, and thus you can solve many beginner's blunders on your own. Or, at the very least, it'll be easier for people here to figure out where you went wrong. Example: "I gave the Zergling an air weapon, but it crashes when he uses it." Answer: "That's because the Zergling lacks an air attack animation in Iscript. You need to give him one before it'll work. You can copy and paste the code from his ground attack to make creating an air attack animation simpler."
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