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SpecOps - project leader
3DMonster - project co-leader

Latest .plan updates:
27/02/2000 by SpecOps

SpecOps' .plan

Nickname: SpecOps
Realname: Erwin Peil
Position: project leader
E-mail:axnet@earthlink.net
Last update: 27/02/2000

February 27th, 2000

We've launched!
I've taken the time to create a thorough design document, and I've thought ahead of how we'll be doing staff acceptance. I think that the best way to go about doing this mod, is to get the bare essentials done first. By bare essentials I mean arm/hand models, GFX/HUD, and some research. I think that staff acceptance no the MOD team would have to be carried out in certain steps which would make the whole process much easier on all of us. Here's the list I've devised:

1 - Accept organic modelers (for hands/arms)
* - Have the person/them complete the hands

2 - Accept GFX/HUD artists
* - Have them complete all of the 2d art that is required

3 - Accept concept artists
* - Their role will be to essentially sketch out player models/skins

Anyhow, I think this is the best approach as far as getting a firm base to the mod goes. Once we have the first stage completed, then we'll begin to accept weapon modelers, player modelers, sound engineers, skinners, texture artists, and most importantly, coders. I think that coders will be the most wanted member on the staff because they serve as the backbone that is essential for mod development. Well, that's about all for now, I'll update the .plan when we have more staff submissions, and more progress.


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