Boosted by good voting in the Interest Poll, here is the SEN-MOD team renewed. Most of the information is restated below. Keep in mind a few update notes:- If you already auditioned and got a spot last time, you do not need to audition again. Simply PM me telling me you are still interested.
- Note that PPD restrictions have been relaxed and I will make liberal exceptions.
The Team will be organized as follows.
Position: Leader
Number: 1
Audition: No
Description: I will be the 'leader' of the Team but I don't have the coordinated connected time to actually be working on a mod hardcore, so I will mostly be overseeing the projects and dealing with any disputes, and hiring/firing team members. As of current, there is no way anyone else can take this positon.
Prerequisites:- Must be DT_Battlekruser

Position: Help Guru
Number: between 2 and 5
Audition: No
Description: The Help Gurus will be around to answer any and all questions the production staff has to ask. You can't audition for this spot, I will be choosing proven individuals such as BSTRhino to fill this spot. This is one of two positions that does not require a time dedication.
Prerequisites:- Superior demonstration of modding knowledge in at least two areas
- Active at least once a week on average
Position: Project Lead
Number: 2
Audition: Yes
Description: The Project Lead people are essentially in charge of each project. Their main job, however, is designing the concept of the mods. This position is probabally better called "Idea Man". After an idea is approved by me, the design team will get to work on that project under the loose direction of a Project Leader. It is up to them to make sure the mod is developed according to their presented vision.
Prerequisites:- Proven leadership skills/good attitude
- Posts per Day of at least 1.0.
- Basic knowledge of all areas of modding (not necessarily in-depth knowledge though)
- Full of ideas for making mods
How to Audition:- Submit an eleven-sentence essay on an idea for a MOD you have
- Submit a two-paragraph essay of what can be done in mods, what can't, and what each program is used for
Position: Data Modder
Number: 4
Audition: Yes
Description: Data modders edit DAT files for the mod the Team is making. All Arsenal III-related work is done by the Data Modders.
Prerequisites:- Very cooperative
- Posts per Day of at least 0.75.
- Full and extensive knowledge of all areas of Arsenal III
How to Audition:- Submit a modifcation showing prowess in editing .dat files. May be done any way the author chooses.
Position: Memory Patcher?
Number: 2
Audition: Yes
Description: Memory patchers deal with MEMGraft and write the MEMGraft patches for the Team. This is one the hardest jobs, as each Memory Patcher will be working alone on the patch. Memory Patchers will be recruited but only used if a crack programming team is assembled and updates MEMGraft.
Prerequisites:- Proven to be focused, diligent person
- Posts per Day of at least 0.8.
- Extensive knowledge of MEMGraft
How to Audition:- Submit a modification using MEMGraft patches to demonstrate your superior knowledge in the area.
Position: Crack Programming Team
Number: 2-4
Audition: Yes
Description: The Crack Programming team, if assembled, will hopefully receive the MEMGraft source from SI, and updated it to combat new patches.
Prerequisites:- Able to work cooperatively
- Posts per Day of at least 0.8.
- Superior knowledge of the inner working of Starcraft
- C++/VB programming ability.
How to Audition:- Write an essay on how MEMGraft needs to be updated.
Position: Table Writer
Number: 2
Audition: Yes
Description: Table Writers have a simple job. They edit the TBL files to make the custom text for the mods. This is a very low-energy job.
Prerequisites:- Posts per Day of at least 0.4.
- Understanding of how to make and implement TBL Files
How to Audition:- Submit a one-paragraph essay on how to use TBLPad.
Position: Iscripters
Number: 2
Audition: Yes
Description: The Iscripters have perhaps the most complicated job of the Team. They write the Iscript patches for the Team. This is perhaps one of the hardest jobs to learn.
Prerequisites:- Proven to have high general intelligence
- Posts per Day of at least 0.75.
- Healthy amount of knowledge in Iscripting
How to Audition:- Submit a modification showing what things you can do with Iscripting.
- Submit a two-paragraph essay on how to use ICE and ICECC.
Position: Grahics Team
Number: 18
Audition: Yes
Description: Graphics. The most arduous task in modding. This is why there are 18 members on the Graphics team; 9 for each mod. Graphics Team members produce the custom graphics.
Prerequisites:- Posts per Day of at least 0.5.
- Skill in graphics editing/CAD
How to Audition:- Submit a series of frames to demonstrate your skill in making unit graphics
Position: Beta Tester
Number: 8
Audition: Yes
Description: Beta testers de-bug the mods and play them to make balance suggestions with them. They are not involved until the 0.1.0 internal beta is released.
Prerequisites:- Understanding of what a game should be like
- Posts per day of at least 0.8.
How to Audition:- Submit a three-paragraph essay reviewing a finished modification. Give comments relating to the balance and feel of the game, and include any bugs you found.
Once you make the SEN-MOD Team, you are not on it for good. After each product release, auditions will begin again. If someone auditions for your job and supplies better content than you did, you can be replaced. You can't however, be replaced in the middle of production except for being fired for inactivity.
By public request, I will try only to offer you lesser tasks, rather than to fire you.
I can be reached by PM or at battlekruser@staredit.net.
IMPORTANT --- READ!
-Joining the SEN-MOD Team is a serious commitment. Don't do it halfheartedly.
-You can't be in more than two sections of the team. Don't overburden yourself.
-You must be consistently active on the production of a MOD. If you are taking a vacation, tell us in advance and your absence will be accounted for.
Current Roster
Leader: DT_Battlekruser
Help Gurus:
Project Leads: Dr.Shotgun, Voyager7456(MM)
Data Modders: Kept_Wheat, Shmeeps, TERRAINFIGHTER, revolver_devalle
Memory Patchers: m.r.bob, DiscipleOfAdun
Crack Programming Team: DiscipleOfAdun
Table Writers: Corbo, revolver_devalle
Iscripters: m.r.bob
Graphics Team: Kenoli, Corbo, Cnl.Fatso, Pauper, Silver-Dragon, PCFredZ
Beta Testers: Kept_Wheat, Tmac, Forsaken
Global Moderators l DLDB Keepers l Tutorial Keepers l Elites l Regulars l MembersOld topic: here. YES! It's back! I'll be applying soon!
Just let me finish up my application--still needs some work...
Schweet! SEN-MOD is back and it's better than ever...

I think I'll apply for Project Lead or Memory Patcher. I have alot of ideas and concepts...

My graphics skills may or may not be a valuable addition to the team. I'll give it a try.
blah im noob but are you guys talking about mods as in like thoes Gundam Craft things you know...
Too bad im not motivated enough...This is an old tututorial of mine(DI)http://www.campaigncreations.org/starcraft/bible/QUOTE
Table of Contents
License and Terms of Distribution
Download SCEB (1-30-00)
Introduction and Forward
Chapter One: The Architecture of Starcraft Data
MPQ Archives
Stardraft CWADs and "Custom" MPQs
TBL Files (Brief Mention)
Reference: Stardraft CWAD Manager
EXE data (Brief Mention)
Chapter Two: Fundamental Unit Statistics
Introduction to DAT files
Reference: Arsenal III: Unit Editor
Reference: Arsenal III: Weapons Editor
Reference: StarGraft [sections]
Chapter Three: AI and Orders
Controlling Unit Behavior
Reference: Arsenal III: AI/Orders Editor
Reference: StarGraft [sections]
Chapter Four: Sprites and Graphical Data
The Sprite DAT files and Iscript.bin
Reference: Arsenal III: Flingy Editor
Reference: Arsenal III: Sprites Editor
Reference: Arsenal III: Images Editor
Animation Routines
Reference: ICE
LO*s, GRPs, and Misc.
Chapter Five: Upgrades and Technologies
Overview
Reference: Arsenal III: Upgrades Editor
Reference: Arsenal III: Technologies Editor
Reference: Stargraft [sections]
Chapter Six: Remaining Unit Data Sets
Additional DAT files
Reference: Arsenal III: Portraits Editor
Reference: Arsenal III: Sound Editor
Chapter Seven: Additional Topics
Artificial Intelligence Scripts
Reference: ScAiEdit
Menu Screens, Movies, and Splash Screens
Remodeling the Internal Campaigns (Arsenal III: Campaign Editor mention)
Game Type Settings
Tileset Manipulation
Reference: TileEdit
Appendix
Guide: Adding a New Unit
Guide: ???? [suggestions please :]
Locations of File Specifications
Back to Camelot Systems Introduction and Forward
Hmmm... perhaps I should apply for project lead.
I have a map in progress that would make a great UMS MOD, can I submit for a project lead application?
Can i have permission to be a beta tester, application is listed above if that is good enough.
You need to review a mod, not demonstrate modding knowledge, to beta test.
I will post accepted applications as they come in, remember that I cannot guarantee that you have made it until auditions end.
Does the team have an invisible forum?
Question about Project Lead application.
For the 11 sentence essay. Does it need to be like an outline, or a general introductional story?
QUOTE(Dr.Shotgun @ Oct 29 2005, 02:08 PM)
Does the team have an invisible forum?
[right][snapback]343789[/snapback][/right]
Not yet. It should eventually.
QUOTE(Forsaken @ Oct 29 2005, 02:11 PM)
Question about Project Lead application.
For the 11 sentence essay. Does it need to be like an outline, or a general introductional story?
[right][snapback]343791[/snapback][/right]
Just make sure you cover everything in the MOD in about eleven sentences.Here is a few frames I edited in the past I can do some more but, Im better at adding to then starting from. If ya know what I mean. I also get losts of ideas for mods. I have made a Marine Suit mod where a Civ walks into a marine suot then gets the marine. Only bad part is its not coded so you have to use triggers. Good for rpgs and stuff.
I'm interested in the data modding position
QUOTE
Prerequisites:
* Very cooperative
* Posts per Day of at least 0.75.
* Full and extensive knowledge of all areas of Arsenal III
I have all those requirements except the post per day (mines .68)
QUOTE
How to Audition:
* Submit a modifcation showing prowess in editing .dat files. May be done any way the author chooses.
I'm not sure if beta versions count but if they do heres my submission
[attachmentid=14905]
But if beta versions dont count then I guess
this one I made a long time agoSince I am back from the summer I will be taking my old positions back. Data Modder and Beta Tester.
i like the sound of this.
QUOTE(DI- @ Oct 30 2005, 09:15 AM)
Too bad im not motivated enough...This is an old tututorial of mine(DI)http://www.campaigncreations.org/starcraft/bible/[right][snapback]343762[/snapback][/right]
lol oh come on, don't impersonate DI, he's just one of the many people in the modding community that should really be respected.
QUOTE(SI @ Oct 29 2005, 04:36 PM)
*hides*
[right][snapback]343845[/snapback][/right]
*hires ninjasSo, when do we start work?
And now that you're a global mod, won't it be easy to get an invisible forum from Moose?
Damn, I need a scanner [/offtopic]
Yes I can get one easy, I just haven't asked yet 
We start when I feel we have enough people and auditions start calming down. Approx. how many people do you expect us to have?
BTW, I've just morphed into DT_Battlekruser, can I be the leader now?

Half the "number" in each division, give or take.
The listed numbers are for an optimum of two projects being made simultaneously. Not that I think we'll ever get that many people, especially graphics artists.