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So things have changed with the standards of mods for this game. I'm sure at least some of y'all have noticed the change since there's less low-effort mods being published on the page.
For those that are wanting to produce mods for the game, you might be unaware of the standards to class the mod as "high-quality". This news thread will explain the standards for each type mod in a simple manner so it's easy for everyone to understand.
To clarify, these are basic expectations for mods to qualify as good and fit for purpose. These are pretty easy to fulfill, so don't be overthinking these requirements lol. These are guidelines to follow, not rules, so don’t let this scare you or put you off modding the game.
To those thinking we're "elitist" or are taking this out of context for no reason, this does not mean every mod must be perfect. Mods can be good without being perfect. Heck, even my mods are flawed and I ain't fussed, but they're good mods, and that's what matters.
If you're having issues and need help with creating your mod, don't be afraid to reach out to the managers. We're more than happy to help you produce your mod. Yes, this also means you'll be learning how to do things properly too whilst we help you out.* *before asking one of the game managers for help, make sure you've scrolled through the game's page as there's a few help guides here and there. If you're still having trouble, let one of us know and we'll help you out! Music
- must loop properly - must have good audio quality - music can't drown out the rest of the sounds and can't be too quiet (needs to be balanced well with the rest of the audio)
Sound effects and voices
- must not get cut-off because it's too long (unless it's unavoidable, that's fine. I'll be making a tutorial on how to bypass time limits and how to add sound variations for CSB sound archives in a month or two to help you out with sound mods) - audio must be balanced so it isn't too loud or too quiet
- must not be pixelated/blurry** - must wrap properly around the models - no basic recolour texture mods ("pixelated" does not apply to pixel art, obviously, though the pixel art needs to be made properly) **does not apply to textures that are from the SA games and other textures from older games that you wish to port into the game and does not apply to textures that are edited SA2 ones. For example, this won't apply to something like "Mario 64 textures in SA2" or an SA2 Encore texture mod.
- must be rigged properly - geometry needs to be edited properly - UV wrapping must be done properly so the textures look good on the model - custom model must have a life icon made for it (character select icon isn't necessary since it'll clash with the artstyle of the character icons, though if you're able to make character icons for the stage map and the file select menu, please do)
- must be smooth and can't be looking stiff - they must look and feel good to play with
Object layouts (SET edits)
- don't clutter the stage(s) with enemies and random object placements for a "hard/encore mode" (Messy SETs aren't allowed) - Make object placementcompetent enough to provide comfort play and guarantee of ability to clear modified stage. Lighting and fog changes
- the new lighting and fog must compliment the whole stage's colour scheme and vertex colouring
Lastly, be sure to give credit where due.
Hope this clarifies our modding scene's guidelines/standards for you all!
Fair standards to strive for, for both common and big modding scene. I'd add this to Object layouts (SET edits): " - Make object placement competent enough to provide comfort play and guarantee of ability to clear modified stage. " Just to make edits more thoughtful and prevent "Impossible" type of a levels, if they are kind enough to care about common sense standards, that is.
P.S. has anybody ever done "impossible" type of a level?