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[Hype] The YES! Mod - May 2013


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A 2013 Mod in Progress - The YES! Mod

 

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The YES! Mod

 

The Yes Mod (TYM) is a TEW mod starting in May of 2013 that is built from scratch… sort of.

 

The mod is being built on TEW 2016 but the intent is to optimize it for TEW 2020 (when possible). There is no estimated time frame for completion at this point, but the intent is to release it for TEW 2020 only.

 

The Time Period

 

The 2013 period is recent enough that it doesn’t necessarily feel “historical”, but its over six year ago now. It’s a period that particularly appeals to me because there were some interesting things going on, but perhaps most important, tons of potential to do things different. It was a transitional period and a period with a ton of potential. A lot of the workers who are now hitting their primes and taking over wrestling today were getting their start around then.

 

In the WWE, WrestleMania 29 was just headlined by the Rematch of the Century. John Cena is the WWE champion and still the figurehead, but he is starting the process of stepping down from the very top, so it looks and feels like a period of transition. CM Punk isn’t yet determined to leave and Daniel Bryan’s run towards WM30 is just beginning. The Shield are running riot. The Wyatt family are about to debut. The genesis of the women’s revolution is starting. NXT is starting to get really good.

 

Perhaps more importantly, its outside of the WWE bubble that things are most intriguing.

 

The US indy scene is quite loaded with young talent, many of whom have landed with the WWE or TNA in the years since then. Gargano, Cole, ACH, Steen, the Young Bucks, David Starr, AR Fox, reDragon, Ciampa, Thatcher, Busick, Cobb, Callahan, Ricochet… Whether your preference is ROH, PWG, Evolve, CZW or maybe even Game Changer Wrestling (even thought it wasn’t GCW yet)…. There are building blocks to shape your promotion around.

 

If your tastes run more towards TNA…. Well, this was just before the TNA slide got serious. They were still on Spike TV. They still had (and could arguably afford) the likes of AJ Styles, Sting, Kurt Angle, and Samoa Joe. TNA was in the midst of the “awesome” Aces n Eights storyline. But TNA will be set up to be challenging to be run rather than an easy path to success.

 

In Japan, top dog New Japan Pro Wrestling is in the early stages of a golden period in terms of in-ring quality. Okada is just starting to hit his peak. And this right before Bullet Club formed under Devitt. Los Ignerobles hasn’t formed yet, so maybe you can be the one to get Naito to the top.

 

AJPW and Noah, both once pretty direct competition to NJPW, are far from that now. Noah has just had a scandal and exodus, with AJPW about to experience one. That creates opportunities. Dragon Gate are still doing Dragon Gate things, and have some young talent coming through, plus some great junior wrestlers from abroad they can go after. Companies like DDT have plenty of talent.

 

If you prefer the joshi side of Japan, there is a lot of talent and 5 companies to choose from.

 

The UK and Europe scenes are starting to heat up. Companies like wXw, Progress Rev Pro, and ICW are doing interesting things and there is a ton of young talent to go after and develop.

 

And even Australia, which always seems to fairly barren in the mods I've messed around with in the past, had quite a glut of talent in this time period. You have Robbie Eagles, Travis Banks, Jonah Rock, the Might Don't Kneel, KC Cassidy, Ryan Rollins, Jessie McKay, Toni Storm, Jay White, Madison Eagles, Shazza McKenzie, Mark Davis.... That's a LOT of talent. Most of those will be set to work outside of Australia so it might be tough hanging onto some of them, but I do think Australia will be pretty interesting in this mod.

 

Some Backstory

 

Way back before TEW 2016 was released, I got my grubby hands on an early version of the Real World Chronicles from late 2013. My original intent was just to update that for personal games. It had about 1300 workers so it needed more active workers and companies, plus a lot talent that debuted (or gained a bigger reputation) after the start date. I’m also kinda picky with details – I am bothered by incomplete game areas, or game mechanics that don’t function because the mod was built on an earlier version and wasn’t properly updated when it was converted. So it became a lot of work. I’ve picked away at it over the years, but honestly, adding in somewhere around 1500 more workers plus editing the 1300 already in the data for all the things that changed from 13 to 16 was just not an appealing process…. Just never got rolling on it to really make strong headway.

 

Started to mull the idea of starting form scratch. But a few issues with that. One is the pure intimidation of skilling everything. I mean, what if you create 1,000 workers and then realize the balance is way off? The results just aren’t want you want or expect? That was a MAJOR concern. Another is my own limitations – I absolutely don’t know every corner of the wrestling world, and while I do watch plenty, its not always with that keen analytical eye. I am well aware on the volume of research work many modders do to skill accurately, and I have no desire to emulate that.

 

So I came to the idea of “slotting”.

 

The Methodology

 

The idea of slotting is basically using worker who fill a similar role in another mod and importing them. They are then edited to be the real world worker.

 

Due to familiarity, diversity of talent, overall balance, and the game-worlds as a whole, the workers being used are from the CornellVerse and the ThunderVerse. Familiarity is important here, as is balance. I like the overall balance in the game world of both mods.

 

The basic idea of slotting is finding someone in the Cverse or Tverse who fills a similar to role to the real world worker I want. By turning them into the real world worker in question, I immediately have good idea of how that worker will function (grade) in the mod.

 

What’s the point? Why is that different than skilling someone from scratch? Theoretically, it takes less time (which turned out to be kinda false belief). But more importantly, it means I already have a good idea of how that worker will function within the TEW game world. Obviously, the game world I’m creating is not quite the same either the Cverse or Tverse (companies sizes vary, etc), but its similar enough that it seems to carry over.

 

So if I want to create Hiroshi Tanahashi, I can look in either of the two mods for someone who is a top puro worker in their later 30s and works for a national-level puro company. There are actually a few options to choose from. If I have an idea of how each of those workers function within the Cvere or Tverse, I already have a step ahead than if I’m skilling from scratch.

 

Does it work? Well, the game world is far from complete, which mean test soaks can only be so accurate. But tests show the kind of balance I was hoping for. And at the end of the day, I’m really most concerned with balance and grades and while I can’t properly test for long-term stability yet, the overall initial impression is good.

 

There are other drawbacks to this approach which I can touch at some point.

 

Non-wrestlers and probably some retired wrestlers are being imported, though.

 

Companies will be mostly imported, with a few from scratch. They will be adjusted to suit and redone when ported to TEW 2020 for products and other changes.

 

Title belts will be done individually. My original intent was to import them but they have to be adjusted for consistency anyway, so going from scratch just seems…. easier.

 

The Game World

 

When I talk about the game world balance of the Cverse and Tverse, I’m not referring to the specific game world structure – Cverse having 3 national companies in the US, 1 national company in Mexico, etc – but moreso the balance of talent. The way that every company is reasonably sustainable and has some talent available. Every area has good (not always great) workers and some prospects. Every company has something that makes them interesting and unique, but also something that makes them at least a little bit challenging.

 

When I’ve modded in the past, I’ve been guilty of having companies or even entire regions that were… unappealing. You look at a roster and every worker is all Ds and Es for skills and they all look the same… What appeal is there to run that company? Even if you like the company in real wrestling…. there just isn’t something there to hook you. Those generic-looking indy rosters happen easily (especially in regions of the world you the modern aren’t very familiar with) and may actually be quite accurate. But its also something I do want to avoid. That is also why this time period appealed – there was plenty of talent in regions that sometimes get that treatment.

 

That said, I also don’t want all the regions full overly magnificently talented workers when, in reality, they aren’t. Overpowering to a serious level isn’t appealing, whether it’s the WWE or a tiny indy company. Which is why I’m seeking that overall game-world balance.

 

Intended Features

  • bios being written individually. They are intended to give a bit of info about the worker without being too detailed, and have a bit of personality. Even sometimes a bit of humor.
     
  • a stand alone pic pack is being put together, using Organic style cuts. The intent is to be fairly consistent with quality and look, as much as possible
     
  • logos are a bit of a mix but all will be the organic style with black border
     
  • quite a few agers
     
  • a large amount of free pics, a whole chunk of which I cut myself (poorly). Also intend to include some rendered free pics, which won’t be to everyone tastes.
     
  • employment histories as much as possible, but only for companies in the data. Not much use putting in initials for companies that don’t exist in the game-world.
     
  • all companies will be redone to have the TEW 2020 products
     
  • some historical companies
     
  • Hall of Fames for every company
     
  • cuts specifically for Hall of Fame & Hall of Immortals
     
  • broadcasters redone to suit TEW 2020 changes
     
  • stables will be redone to fit TEW 2020 changes, with logos added where possible
     
  • training facilities will be redone to fit with TEW 2020 changes
     
  • title histories done so they all match stylistically and connect to the appropriate workers

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Progress

 

Information Updated: November 11, 2019

Estimated Completion Percentage: 18%

Estimated Total Active Workers: 2000 - 2250

Estimated Future Workers: 750 - 1000

Estimated Release Date: To Be Determined

 

Current Working On

 

  • Adding Currently Active Workers: each full edited with employment history, moveset, biography, agers, and contracts

 

Completed

 

  • Promotions: TEW 2020 Updating still required
  • Broadcasters: TEW 2020 updating still required and will be looking to integrate Aesamon's broadcasters mod

 

Yet to Do

 

  • Yet to Debut Workers
  • Broadcast Deals
  • Schedules - will need to be updated for TEW 2020
  • Title Belts & Lineages: will be one of the last things
  • Hall of Fames
  • Hall of Immortals
  • Legendary Deceased Workers
  • Testing for Short Term Results
  • Testing for Long Term Stability

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Data

 

The Mod Details

Start Date: May 1, 2013

Active Promotions: 61

Future Promotions: 7

Total Workers: 808

Active Male Workers: 523

Active Female Workers: 102

Future Male Workers: 11

Future Female Workers: 2

Non-Wrestlers: 83

Yet to Debut Non-Wrestlers: 4

Agers: 778

Alter Egos: 350

Dojo Graduates: 140

Mask & Hair History: 24

Stables: 26

Teams: 125

Titles: 24

Last Updated: December 27, 2019

 

Top Workers in Game - Regularly Updated

  1. Hiroshi Tanahashi
  2. Bryan Danielson
  3. Kazuchika Okada
  4. CM Punk
  5. Shinsuke Nakamura
  6. AJ Styles
  7. Kota Ibushi
  8. Chris Jericho
  9. Averno
  10. Perro Aguayo Jr
  11. Negro Casas
  12. CIMA
  13. Fergal Devitt
  14. Keiji Mutoh
  15. Kurt Angle
  16. YAMATO
  17. Kenny Omega
  18. Tetsuya Naito
  19. John Cena
  20. Rey Mysterio
  21. The Undertaker
  22. Minoru Suzuki
  23. La Mascara
  24. KENTA
  25. Masaaki Mochizuki
  26. Triple H
  27. Naomichi Marufuji
  28. Psycho Clown
  29. HARASHIMA
  30. La Sombra
  31. Ultimo Guerrero
  32. El Generico
  33. Minoru Suzuki
  34. Robert Roode
  35. Ultimo Guerrero
  36. Mistico
  37. Claudio Castagnoli
  38. Angel de Oro
  39. Chessman
  40. El Texano Jr
  41. TJ Wilson
  42. Hirooki Goto
  43. Atlantis
  44. Aero Star
  45. Meiko Satormua

 

* there is some variance each save in terms of the absolute rankings. So #4 and #5 might switch around on one new save

 

** veteran workers who are declining such as Kurt Angle and Ultimo Guerrero have physical condition that will impact their match grades notably, so their ranking is a bit... "false"

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Can You Help?

 

This is massively presumptuous of me, but there are often folks in this community who offer to help out whenever a project comes up. And while any offers are appreciated, the answer is going to be the same for anyone at this point - not yet.

 

There will be need down the road, but the process is still too early to really do any kind of testing or data validation just yet.

 

Questions

 

Things I'm seeking feedback / thoughts on.

 

1. Should Minis be included?

2. Tokyo Joshi Pro

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Thanks

 

  • Adam for TEW and the CornellVerse
  • The ThunderVerse Crew
  • The Mod Squad
  • Derek B for the Mod Making Guide
  • Fleish, Southside Hitman and everyone who has worked on the Real World Chronicles
  • Forlan for T-Zone
  • TheWho1987 and crew for the TEW Modding Resource
  • Mammoth - HUGELY
  • FullMetal for the name mod
  • Asaemon for his work
  • JoeMurphy for his Super Awesome pic pack
  • Taker for his pic pack
  • All the graphic artists and cutters
  • Jon for all his help on this and previous projects
  • Zero, King Steventon, Ed, and others who have provided opinions on talent
  • Strigga for running Cagematch

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Love this idea and would love to test this out sometime in the future. Sorry if ive missed it, but the pick your using from Joe Murpy, will it be updated?

 

The pic pack I'm putting together is a mix of organic style pics from different sources. The RWC mod I was messing about originally had an orgnic style pic pack and a decent amount of pics are being sourced from there. JoeMurphy's pack is the other main source, and is providing almost all the images being used as agers.

 

I've much looking forward to the coming Awesome Pack update. I've tried to ask permission from everyone that I can identify that I have or may use conent from, and am still waiting to hear back from JoeMurphy. But I'm hoping he's okay with it. And yes, the new cuts will absolutely be used.

 

Here's hoping this actually does get properly released. More modern mods is never a bad thing.

 

Been plugging away at it for awhile, so its gonna be mighty disappointing on my end if I give up the ghost on the project before its done.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Lukkearthur" data-cite="Lukkearthur" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>Good luck with this 2013 was one of my favourite years in wrestling!</div></blockquote><p> </p><p> To be honest, I'm not sure I enjoyed it that much more than other years around the period at the time. But in retrospect, it was a pretty good year. </p><p> </p><p> 2009 was the other year I gave serious consideration to. And while there was some stuff that would have been interesting to do in the WWE, I feel like outside the WWE would be less interesting. Whether you look at Japan or England or Australia, this time period offers way more. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="20LEgend" data-cite="20LEgend" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>The idea of "slotting" is really interesting. Looks like it's going to be a great mod.</div></blockquote><p> </p><p> Thanks, I'm hoping so. </p><p> </p><p> And I'll blather on about the "slotting" more at some point, I'm sure. There are positives and negatives. But the biggest part is that it seems to be coming together in with an overall balance similar to what I was wanting. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="S_Joker" data-cite="S_Joker" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47090" data-ipsquote-contentclass="forums_Topic"><div>Keep going I'm almost there...<p> </p><p> <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> ....do you want me to talk about it in my deep voice? Or my deep DEEP voice?</p>
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When I was working on an ill fated mod a few years back I did slotting as well. I think it is a pretty good method, because as you said it sort of gives you an idea how the worker will work with the game.

 

Good luck with this.

 

Thanks BHK. And I'm intrigued on what project you were working on. What time period and how far did you get?

 

Slotting (my term, there's probably a better one out there lol) definitely worked as intended in that regard. I'll post something about early test results soon, but its petty on-point in that aspect.

 

I figured it might save time. It doesn't.

 

The slowest part is definitely adding in the biographies but I like to actually make them somewhat worth reading, so....

 

There aren't too many "historical" real world mods based in the 2010's yet that I'm aware of, so am glad to see this.

 

Good to hear.

 

Would it be wrong to assume that, based on the username, you are a fan of Mr. Moxley? The Shied are still fairly early days but are pretty solid workers already by this point. Not quite "they can headline easily", but they should all develop into that. Its the kind of thing I'll be looking for once I can start to do more long-term testing.

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So I do have a thread on another site (non-TEW specific) where I post about the progress on the mod. As well as a vomiting forth any random thoughts or considerations or ideas I have on the mod. Almost daily. Which is oddly helpful in staying motivation. I don't intend to do that here, but I figure it can't hurt to post the occasional progress update or things that I've been looking at. I may ask for suggestions or thoughts on certain topics at times, and I'm of course always open to questions.

 

Testing

 

So one of the things I do with any mod is test it. A lot. The majority of which are just test sims (soak tests) and then looking through looking for anomalies or errors. But a big part of the tests is looking for stability - short term and long-term. How do companies grade? Are they sustainable? Overpowered? Underpowered? This leads to tweaking.

 

I don't want to be tweaking things just yet but I am concerned with how things grade and whether they are stable. Like I said in the explanation of the idea slotting.... what if I end up with hundreds of workers in the data and then realize it doesn't produce results like I expect?

 

I have yet to do a significant amount of testing on this data, for a couple of reasons.

 

The first is how I've approached adding workers. Which is... sporadic. The smartest approach would be doing one company at a time. This then means that once a company is complete, you can test and see fairly accurately how it generates grades. But I've been very sporadic. Which was an internal choice - I like seeing different areas and different companies gradually fill up. I like moving around through the game world. I have a spreadsheet with a list of workers who I have already matched up, and its about 700 workers long - although a portion of those are yet-to-debut workers that I'm not bothering with yet. I tend to just move between countries - adding someone from the US scene, then a Japanese wrestler, then a luchador, then a female wrestler, then someone from the UK or Europe, and then repeat. I've done more focused adding at times, but not consistently.

 

What that means is that there are no completed companies. The WWE and NJPW are both close - I would say 80-90% of active wrestlers are in there, and enough non-wrestlers (road agents, refs, broadcasters) to function. Other companies have less, and a few are still missing owners or bookers. The issue is that it means companies all hire more talent, meaning the companies look different in very short order and the results are then.... a bit off. Not necessarily massively, but it creates a variable.

 

The second reason I haven't tested all that much is that testing leads to tweaking. I see something off and I want to correct it. When that's an actual error, that's fine. Someone who has the wrong gender set, or a spelling error in their name, or active in the wrong regions, etc. But when its a skilling issue... Starting to tweak workers so results are more accurate is a process all unto itself. It needs to happen, but I don't want to get drawn into it yet. For example, I'm quite curious how a few really veteran workers who are still quite top level will grade - Kurt Angle, Black Terry, etc. They have Time Decline set so they shouldn't be spitting out A and A* matches all the time. But... I may need to nerf things a bit further to better emulate their age. A primary reason I don't want to worry on that right now is that things could change a bit for TEW 2020, so its better to wait and do that kind of testing once the data is converted.

 

All that said, the little bit of testing I have done has been fairly short-term - like a year or two max, instead of going 10 years plus as I will later. And I'm just looking for grade stability. And those things look pretty good

 

WWE - they function as they do in most modern mods, which is always going to be a bit variable in terms of grades because the roster is always so big (realistically) that a lot of talent who just shouldn't headline get auto-pushed to Main Event and sometimes get headlined. The new push system on TEW 2020 might change this so I'm not going to worry overmuch, but the grades generally seem enough to maintain the WWE at its starting size, which is really all I'm looking for.

 

NJPW - can be a tough overpowered on tour shows, depending on who they headline. Its a bit like PGHW in the Cverse in that regard, but its not enough to be concerning.

 

TNA - grades vary quite a bit. Realistic.

 

AAA & CMLL - they've been getting a lot of attention lately - in every way. I've been watching a lot of lucha recently and I really want this to be a vibrant scene. I've also been adding a lot of talent to both companies. But the results seem solid - ranging from C to B-. Not strong enough to make a HARD push for national but they aren't going to be going backwards much either.

 

The Indies - okay, I will very rarely wrap together so many diverse wrestling regions and companies into one like this. DDT is not the same as wXw is not the same as MCW. But there are similarities in how they grade, so I didn't want to break it up in a whole bunch. Every region has some good to VERY good workers that are under contract, and others who will be free agents. Very few have strong popularity but many are good in-ring workers. That means they can all pull strong grades for shows against the right opponent, but won't do so consistently. I think I saw wXw get a B- show at one point, pretty much because of Walter. That's not the norm, though. The only companies I saw get consistent solid grades that was a step above their company popularity was Noah and Dragon Gate, but other companies like DDT and AJPW are likely going to be capable of the same once they have more complete rosters. In other regions, the strong grades will be a bit less frequent because even if the workers are capable of it, they mostly lack the popularity. But.... the companies are also mostly smaller, so a reasonably strong grade can be just as helpful.

 

What I need to test for but can't yet is long term grades and stability. Are the companies growing? Growing too fast? Getting into money trouble? These are the things where a long-term soak test is necessary, and quite a few of them.

 

TL DR - I can't test much because I like chaotic mod-building apparently but what I can test looks solid.

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Good to hear.

 

Would it be wrong to assume that, based on the username, you are a fan of Mr. Moxley? The Shied are still fairly early days but are pretty solid workers already by this point. Not quite "they can headline easily", but they should all develop into that. Its the kind of thing I'll be looking for once I can start to do more long-term testing.

 

No, not wrong at all. Big fan of both Moxley and the Shield. The mod starts right before they get their first taste of championship gold in the WWE, so it'll be interesting to book their run and eventual demise as a unit for sure.

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Love how this sounds so far, 2013 is a sort of nostalgic year for me since it was around the time I was getting back into wrestling, plus i've actually sort of done some slotting for a personal database of mine so it's kind of interesting to see i'm not the only one.

 

on a sort of related note, is it bad that my contrarian side is telling me to Batista vs Triple H the wrestlemania 30 main event?

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2013 is also the year I started to get back into wrestling for like the 4th or 5th time. Though Punk/Rock almost made me give up right back up. i didn't even realize the Wyatts hadn't debuted at this point yet. I foolishly thought that this period was a sign of WWE doing a hard change by rotating out the old guard, but alas. That said, 2013/14 did motivate me to start watching more alternatives and I'm glad it did.

 

the idea of being able to play as WWE and NXT just before the Takeover era is exciting. so yeah, this mod is gonna rule.

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2013 is also the year I started to get back into wrestling for like the 4th or 5th time. Though Punk/Rock almost made me give up right back up. i didn't even realize the Wyatts hadn't debuted at this point yet. I foolishly thought that this period was a sign of WWE doing a hard change by rotating out the old guard, but alas. That said, 2013/14 did motivate me to start watching more alternatives and I'm glad it did.

 

the idea of being able to play as WWE and NXT just before the Takeover era is exciting. so yeah, this mod is gonna rule.

 

Couldn't agree more, especially after running through the entirety of NXT from 2012-2014, I couldn't be more pumped. So much potential on that young roster, would craft quite a company for ten years down the line. Just before they went crazy signing indy guys like it was going out of style.

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No, not wrong at all. Big fan of both Moxley and the Shield. The mod starts right before they get their first taste of championship gold in the WWE, so it'll be interesting to book their run and eventual demise as a unit for sure.

 

They were already pretty big but its still early enough that you can do different things as you push them right to the top. I would want to do more with Moxley and really capitalize on that character, rather than what the WWE actually did.

 

Love how this sounds so far, 2013 is a sort of nostalgic year for me since it was around the time I was getting back into wrestling, plus i've actually sort of done some slotting for a personal database of mine so it's kind of interesting to see i'm not the only one.

 

on a sort of related note, is it bad that my contrarian side is telling me to Batista vs Triple H the wrestlemania 30 main event?

 

You gotta do what feels right. If the greatest match in the history of wrestling is what you want to headline WM, then you can definitely do that. Or you can turn Mason Ryan into the level of star he deserved to be an make that epicest of epic matches into a threeway. Just sayin....

 

How far did you get with the slotting-based project you did?

 

2013 is also the year I started to get back into wrestling for like the 4th or 5th time. Though Punk/Rock almost made me give up right back up. i didn't even realize the Wyatts hadn't debuted at this point yet. I foolishly thought that this period was a sign of WWE doing a hard change by rotating out the old guard, but alas. That said, 2013/14 did motivate me to start watching more alternatives and I'm glad it did.

 

the idea of being able to play as WWE and NXT just before the Takeover era is exciting. so yeah, this mod is gonna rule.

 

I believe it was July where the Wyatt family made their main roster debut, but they had done vignettes for a period first.

 

And yeah, it did feel like they were starting to change things over in a generational sense. That is exactly part of the "potential" of the time period, since it never really happened that way.

 

Couldn't agree more, especially after running through the entirety of NXT from 2012-2014, I couldn't be more pumped. So much potential on that young roster, would craft quite a company for ten years down the line. Just before they went crazy signing indy guys like it was going out of style.

 

The NXT of this period is interesting. I'm sure it will disappoint some folks, as it doesn't have the sheer depth of talent of some of time periods a bit later. In addition to the Wyatt family, you have Sami Zayn, Chris Hero, Neville, Enzo & Big Cass were just forming up, Tyler Breeze had joined, and Rusev was still there. You had all four of the Horsewomen there. It should be quite fun to book if you want to run NXT.

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I'd love a 2010s mod, there aren't nearly enough of those. Imagine booking ROH still with The Bucks, Undisputed Era, Kevin Steen; not to mention saving TNA (or NOAH), the rises of Naito and Miyahara, just the ENTIRE re-rise of BritWres, and the insane amount of wasted opportunities in the WWE (The Wyatt Family and Cesaro, just to name a few). The opportunities are endless, and all my ideas are fresh with the lack of mods in this time period. Cannot WAIT until this mod comes out. Seems like you've put a lot of thought and effort into it.

 

Anyways, will the mod be released for TEW 2016, or will it be exclusive to 2020?

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I'd love a 2010s mod, there aren't nearly enough of those. Imagine booking ROH still with The Bucks, Undisputed Era, Kevin Steen; not to mention saving TNA (or NOAH), the rises of Naito and Miyahara, just the ENTIRE re-rise of BritWres, and the insane amount of wasted opportunities in the WWE (The Wyatt Family and Cesaro, just to name a few). The opportunities are endless, and all my ideas are fresh with the lack of mods in this time period. Cannot WAIT until this mod comes out. Seems like you've put a lot of thought and effort into it.

 

Anyways, will the mod be released for TEW 2016, or will it be exclusive to 2020?

 

First post says only for 2020

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Thanks BHK. And I'm intrigued on what project you were working on. What time period and how far did you get?

 

Slotting (my term, there's probably a better one out there lol) definitely worked as intended in that regard. I'll post something about early test results soon, but its petty on-point in that aspect.

 

I figured it might save time. It doesn't.

 

The slowest part is definitely adding in the biographies but I like to actually make them somewhat worth reading, so....

 

It was a fictional universe set in 1985. The first time I tried it, I had around 500 workers done and then my old computer died.

 

A few years later I started working on it again and this time I have 207 (I just looked it up). Basically I was looking for C-Verse workers that would match-up decently with real world counterparts. For instance I created a Harley Race type character and then I went into the C-Verse and looked for someone who was of similar age and stats. There was never a perfect match but I took what I could get and tweaked the stats to get it somewhat close.

 

The more I worked on the mod the more I started thinking, "Am I just making a Real World mod here?" That actually killed my interest in making the mod further because a lot of what I was doing was just a mirror of the real world.

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