This is just my 2 cents to anyone who is seriously considering starting a big mod/mappack. If anyone else who's done/still doing a big mod/mappack ants to add to it, feel free.
Things you need:
Experience.
Motivation/Dedication/Obsessiveness.
To get the first one:
Practice (at mapping, modding, side modding, maybe modelling), read documentation/GT resources.
Make and release a few good maps/side mods first.
To get the second one:
Make and release a few good maps/side mods first.
Now ask yourself: could I do the same, except putting about 5-10x as much time/effort/work/stress into it?
Things you might need:
Other modders to help you.
Two points here.
One: you'll still be doing lots of work.
Two: ask for people to help when your mod is 50%+ done. You'll get more experienced people interested and the mod should have direction by then, so hopefully won't just sink into a think tank of ideas, ideas, and almost no actual content.
Mistakes people make when planning mods/mappacks
I have lots of ideas!
-So does everyone. If you can't implement them/don't have the dedication to follow them through then they'll stay as ideas.
I can't mod/map/do something
- Then learn to. At some point even the most experienced modders/mappers couldn't either, and there are better resources around these days (eg Fierek's mapping tut).
I can organise a mod with lots of other people to do the actual work
- Then you'll be wasting your time. At least two mods have tried to do this and got a short way then died. Have a look at all the finished/released big mods. Every one of them has had an experienced "project lead"/organiser (for 607th/DT they're also the sole developer, but nvm that) who's more than competant at modding BF2.
If your in charge of a mod project and want it to succeed, you'll be doing work and lots of it.
That said, good luck to anyone trying.








