by frag.machine » Sat Mar 06, 2010 6:57 pm
You should take some facts in consideration:
1) If you really want to make a mod, assume that you'll need to work alone on it, during your free time. You already got help from others, and that's great, but you really shouldn't count on others to finish it;
2) If the scope of your mod is too big for you alone, then you are being too ambitious. Consider reducing the number of features to something you can accomplish, specially if you don't have many experience. Adding a couple new weapons or monsters to regular Quake is a good start point for a first mod, and serves to you to learn more about coding, besides all the rest;
3) Making it simpler is not an option ? Then gather what you already have, contact people you would like to have in your team and ask them to beta test your mod. If it's not good enough they will point the weak points and you'll have the chance to fix/improve it. If people see potential in your work/ideas, they will be more prone to help you finishing it;
4) Also, Quake modding is supposed to be a hobby nowadays: it used to be a way to get into the industry in the past, but if that's your final objective... well, think again. If you are so overburden that working on it it conflicts with real life tasks, then first things first: do all your regular tasks and work less hours on it. Your mod will take longer to be ready. So what ? You're doing that for fun, remember ?
5) Once your first mod is released, if it's really as cool as you think it is, it will be easier to convince people to team up with you in a second, bigger project. Right now, you're just the guy that never released any project before, talking about a great idea you have and how you need badly that someone jumps into your boat to make your coding work;
6) Most good coders (and mappers, and modellers) are already engaged in their own projects or working for another team. Then, check again 1).
Sorry if I sound harsh in some points: it's nothing personal. You're not the first that appears here asking for help, and probably won't be the last. But these are conclusions and experiences I collected during many years of being part of the Quake community. That's how things work.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC 
(LordHavoc)