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Mods: "Lifeblood of Gaming Industry"?

Jadsky writes "Salon is is running a story about how modifications to games are now the lifeblood of the industry. It cites "Day of Defeat", an add-on to Half-Life, and proceeds to give an analysis of the history and current work on game mods. It also mentions Castle Smurfenstein and the Doom Construction Kit, which many of us played with before there was z-space."

274 comments

  1. If it wasn't modded. by NETHED · · Score: 1

    Its NO FUN

    hence the reason we all want to modify our PCs some how

    --
    --sig fault--
    1. Re:If it wasn't modded. by Squareball · · Score: 3, Funny

      Or why we all post on Slash dot... Nothing like being modded ;)

  2. cs by ryanflynn · · Score: 1

    ...and of course some minor others life TF, TFC and Counter-Strike for Half-Life

    1. Re:cs by Anonymous Coward · · Score: 0

      Companies need to learn to crack down on this. Look at all the money they're losing!? They should charge for each additional modification you want to play and consider it a new purchase of the product. Play CS + TFC? Buy Half-life twice. Play DOD in addition? 50 more bucks. The software gaming industry would skyrocket! Stupid Valve. Maybe Steam will fix this.. they should charge a monthly fee and limit access based on what you pay to what mods you can play. Make it more like EverQuest where you pay per month. I LOVE getting fucked by the software industry. GO SOFTWARE MONOPOLIES!

    2. Re:cs by TheGreenLantern · · Score: 2

      You know, it is suprising how often these mods get left out of mod discussions. TFC and Counter-Strike have only been like the two biggest, most successful mods in the past 3 years.

      Can't wait for that inevitable TF mod for Jedi Knight II.

      --

      It hurts when I pee.
    3. Re:cs by Anonymous Coward · · Score: 0

      Can't wait for that inevitable TF mod for Jedi Knight II

      I can't wait for the linux client binaries of JK2.

      Ok so there are no official plans, but I can always dream can't I?

  3. Neverwinter Nights by Anonymous Coward · · Score: 0

    Neverwinter Nights, baby! Yeah!

  4. Tuxracer by Walterk · · Score: 2, Interesting

    so where are the Tuxracer mods to support that?

  5. Imagine that. by BLAMM! · · Score: 3, Insightful

    Let people play *with* the game as well as *in* the game. And you still make money. If only other software companies would learn this lesson.

    1. Re:Imagine that. by Tattva · · Score: 5, Insightful
      Your *asterisks* make me *wish* you understood html. :)

      Really, I don't know what you are complaining about. Microsoft Office and Visual Studio have tremendous scripting features, as does just about every major application these days. It's not like Valve gives you the Quake 3 engine source code, they just give you the data manipulation tools for the data on which that engine operates.

      --
      personal attacks hurt, especially when deserved
    2. Re:Imagine that. by Farmer+Jimbo · · Score: 2, Interesting

      Some software companies learn this lesson, and then forget it. Case in point Firaxis, creators of Civilization III. Civ II had tremendous flexibility to create new scenarios. It was and is a great game, and also has limitless replay value due to mods and scenarios created every week.

      Civ III on the other hand is crippled by shortsighted design. Sure it has a cool built in front end to modify the game rules. But the map creation utility is poor to point of un-usability. Add to that the inability to place starting cities and armies, and the Civ III scenario community basically can't exist.

      They learned the lessons, and then threw it out the window for unknown reasons.

    3. Re:Imagine that. by Anonymous Coward · · Score: 0

      I don't think that Valve would be in any position to give out either Quake 3 engine source code or "data manipulation tools for the data on which that engine operates" for an id Softwaregame.

    4. Re:Imagine that. by Derkec · · Score: 2

      They aren't reaching the vastly larger market of people who like to mod their games. They are reaching a market of people who like to play mods. Most gamers aren't the type to spend tons of times creating cool new maps or weapons or rule sets. They will however, play coutner-strike or scenerios created by other people. Game companies get free labor for developing a long term brand by helping out those who mod games.

    5. Re:Imagine that. by BLAMM! · · Score: 2

      I do understand html. I'm just lazy.

      But point taken. (Although it wasn't really an MS crack, I should have known better on /.) I should have said "more software companies" instead of "other software companies". There are plenty of games that include level editors and such. I just wish there were more of them and that they embraced it as much as we see here.

      But to rebut your comment, Office and VB are designed (better?) to be data manipulation tools. Games aren't and it seems to me that companies would rather you didn't mess with their "private" files. That's just paranoid thinking IMHO.

    6. Re:Imagine that. by 56ker · · Score: 2

      *What* *do* *you* *have* *against* *people* *who* *use* *asterisks*? j/k

    7. Re:Imagine that. by Anonymous Coward · · Score: 0

      Fuck Half-Life, I'd like to do mods for FFX.

    8. Re:Imagine that. by Fizzlewhiff · · Score: 2

      Check out Dungeon Siege from Gas Powered Games and published by Microsoft. This is the latest RPG and they knew in advanced about player supported expansions and I think will benefit greatly from it. I am already looking forward to some new mods. Several Ultima titles are already in the workings. Check out www.planetdungeonsiege.com for more info on modding Dungeon Siege if you are interested.

      --

      'Same speed C but faster'
    9. Re:Imagine that. by shren · · Score: 3, Funny

      Your *asterisks* make me *wish* you understood html. :)

      You're obviously *not* old school. *grin*

      --
      Maybe the state's highest function is to grind out insoluble problems. (Zelazny, Hall of Mirrors)
    10. Re:Imagine that. by ShavenYak · · Score: 2

      You may understand html, but you failed to note that goatse.cx does not have the https port open.

      I'm sure there's a pithy comment I could make about encryption, security, and goatse.cx, but it just isn't coming to me right now.

      --

      Hey kids, there's only 5 days left 'til Yak Shaving Day!
    11. Re:Imagine that. by argStyopa · · Score: 3, Insightful

      It's simple; he's talking about all the damn games that ship with neither an editor or customization tools. For every Quake3 there are a dozen Cossacks or Baldur's Gates. There are mainly 2 reasons (IMO) that this is the case:
      1) marketing wonks decide that letting the players make more games means foreshortened revenue stream. These are the same idiots that think people will buy a 'scenario pack' at the store for $40. Tell you what moron, how about I take that same amount of money and just buy a different game?
      2) developers throw together tools to build a rough version of the game to sell to investors or publishers. Publishers bite, and developers jump into building the game. They work for many months on this labor of love. Finally, they start planning on what goes into the final master disk. Someone realizes there's enough space to include the devtools but whoops- these are the same crappy, kludgy, hard-to-use tools they've been using since before they had a publisher. Suddenly, the idea of nursemaiding 000's of gamers (some of the "cd-tray is a cupholder" variety) through using tools that, if misused, my seriously screw up the game, is much less attractive and the idea dies a quiet death.

      Both of these are patronizing. Give us the tools. Id proved with DOOM that even marginal access to the code under the game will ultimately extend the lifespan of the game tenfold. If I play a marginal game, but have no tools I play it and toss it in the drawer, never to be seen again.
      Give me the tools, and if I'm interested in the game I may try to make it better.

      Most of the bigger companies have NOT figured this out, to their woe.

      --
      -Styopa
    12. Re:Imagine that. by moonbender · · Score: 1

      Yeah, that game really needs mod to prevent people playing it from falling asleep after a short while. Not that that's a problem, you don't really have to interact, your characters fight just as well on their own.

      --
      Switch back to Slashdot's D1 system.
    13. Re:Imagine that. by moonbender · · Score: 1

      For every Quake3 there are a dozen Cossacks or Baldur's Gates.

      There are, actually, BG mods and addons.

      --
      Switch back to Slashdot's D1 system.
    14. Re:Imagine that. by Moonshadow · · Score: 2

      When asterisks are outlawed, only outlaws wil***************!

    15. Re:Imagine that. by Tattva · · Score: 2
      I don't think that Valve [valvesoftware.com] would be in any position to give out either Quake 3 engine source code or "data manipulation tools for the data on which that engine operates" for an id Software [idsoftware.com]game.

      You are right, of course, but your comment seems to imply that I am confusing Quake 3 with Valve. Unless I am horribly mistaken, Half-Life is built on (a somewhat modified) Quake 3 engine. They paid ID a ton of money for the source and they modified it. I'm sure they had to sign an NDA, so you are right in that they are not in a position to give away the engine, but you are wrong in your condescending tone.

      --
      personal attacks hurt, especially when deserved
    16. Re:Imagine that. by Anonymous Coward · · Score: 0
      You are near-horribly mistaken. Half-Life is built from the *heavily modified* Quake _2_ engine. This is why games/mods like Day of Defeat and Counter-Strike are so amazing: the engine is *old*.


      ( Sorry about the formatting. I think it fits this thread....)

    17. Re:Imagine that. by Sj0 · · Score: 2

      Hmmm...Half life is based on Quake II. The source code for Quake II is available from id Software. As is the code for Quake I. Doom as well. Even Wolfenstien 3d makes the list.

      Where was I?

      --
      It's been a long time.
    18. Re:Imagine that. by Magius_AR · · Score: 1
      Your *asterisks* make me *wish* you understood html. :)

      A *real* man uses _text_ for all things.
      HTML is merely one step from Rich Text which is one step from a Word Document :)

      Magius_AR

      P.S. No need to point out the irony of HTML formatting in this post :)

    19. Re:Imagine that. by Anonymous Coward · · Score: 0

      Both of the other replies here are wrong: Half-Life was built from a modded Quake *1* engine. That they managed to get Counterstrike out of Quake 1 is incredible.

    20. Re:Imagine that. by Hawat · · Score: 1

      Your devotion to HTML makes me glad _I can turn it off_ in all the email I receive.

  6. TFC Rocks by diatonic · · Score: 2, Interesting

    I still think that Team Fortress Classic is one of the best mods ever done for halflife. It was the reason I bought halflife... I enjoyed playing TFC so much. I never played the single-player version of halflife... but the mod motivated me to make the purchase.

    1. Re:TFC Rocks by psxndc · · Score: 2
      What is really funny is that it has been said that mods are in fact detrimental to the gaming industry and TFC and Counterstrike were cited as specific examples. The person that wrote the article (can't find it though) claimed that because people were playing halflife mods three years after the game initially came out (the article was in 2001, HL came out in 1998) was hurting the sales of new games. Why go spend $50 when I can play TFC for years? I loved the single player of HL, but TFC was what hooked me. My girlfriend still shouts "The flag is in the corner!" to mock me of my clanning days.

      psxndc

      --

      The emacs religion: to be saved, control excess.

  7. Wolfenstein3d Barney Mod by aardwolf64 · · Score: 2, Informative

    I remember playing a Wolfenstien3d mod that replaced most of the Nazis with Barney. I found it around 1993, but it had probably been around much longer. There was a lengthy story in which Barney incited the children of the world to revolt and kill anyone over 13. It came with a DOS-based text editor that "glided" text onto the page (scrolling was very smooth.) It was a really cool story, and I've been looking for that text editor for the past few years, but have been unable to find it...

    1. Re:Wolfenstein3d Barney Mod by qurob · · Score: 2, Informative


      Are you talking about speedview?

      ftp://ftp.idsoftware.com/idstuff/source

      It's with the Wolf3D source

      SpeedView v2.00 by John Romero (C) 1989 Softdisk, Inc.

    2. Re:Wolfenstein3d Barney Mod by Stonehand · · Score: 2

      You're probably referring to Brian Bull's "Day of the Barney" trilogy of stories, that used to be hosted on his "Purple Abyss" site. Unfortunately, the Lyons Entertainment lawyers got to him, so you might have to use a USENET archive (search alt.barney.dinosaur.die.die.die or something like that) to find 'em.

      --
      Only the dead have seen the end of war.
    3. Re:Wolfenstein3d Barney Mod by aardwolf64 · · Score: 1

      Yep.. that's the story. I'll check it out. Thanks a lot!

    4. Re:Wolfenstein3d Barney Mod by aardwolf64 · · Score: 1

      No.. actually what I was looking for had a smooth scroll enabled by default which made it much easier to read long texts...

    5. Re:Wolfenstein3d Barney Mod by operagost · · Score: 2

      Oh thank God... I was afraid that I was the only one to actually read that story!

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    6. Re:Wolfenstein3d Barney Mod by qurob · · Score: 1

      Toggle it with F2....might not be the right program though...

    7. Re:Wolfenstein3d Barney Mod by aardwolf64 · · Score: 2

      I'm now 99% sure it was ViewS. I downloaded it from http://www.sac.sk/files.asp?name=UTILTEXT&page=1&i snew=3&letter=V , and the memories come flooding back (even though it creates an error in XP when you try to exit.)

  8. Barney-stein by kill-hup · · Score: 2
    It shouldn't be much of a surprise that mods help the gaming industry. Not everyone likes to sit back and be spoon-fed their entertainment; some like to actively participate and mold things the way they like. Others just enjoy playing in a manner the original developers never intended or thought of.

    I remember playing "Barney-stein" with the Beavis and Butthead guards and loving every minute of it!

    --
    Sinepaw.org: Grape Winos
  9. How to write about games if you be the media by ebonic+plague · · Score: 0, Troll

    1. Figure out that gaming be popular.
    2. Pick som aspect of it that you neva heard before but every other dude already new about.
    3. Talk some $hit about about said aspect and try to make out like it is the main focus or some shit.

    Man, when are ya'll gonna stop postin articles by that fool Wagner James Au. That dude don't know nothin about gamin and ain't never gonnna know nothin about gamin. $hit, with a name like Wagner, he probably ain't even got no game fo his self. If I want to read about politics or get some liberal perspective on $hit I read Salon. If I wanna read about gamin, that's the last place I wanna hear somebody's opinion.

    --
    Na'am sayin?
  10. I know about one great mod by MrBlic · · Score: 5, Interesting

    A game programmer friend of mine gave me a preview of Natural Selection and I am blown away by the amount of flexability that can be added to the half life engine. Charlie added a particle system for some smoke and dripping water effects. He made it more strategy-oriented by letting one player enter a control room where he can oversee operations and give resources and orders to the other players....

    It's a beautiful thing.

    -Jim

    --
    Celebrate Excellence!
    1. Re:I know about one great mod by Anonymous Coward · · Score: 0

      *cough*Plug*cough*

    2. Re:I know about one great mod by duggy_92127 · · Score: 1


      So... they made Tribes 2 work with the Half-life engine, kinda?

      Doug

    3. Re:I know about one great mod by Suppafly · · Score: 2

      Yeh basically any game that comes out, a mod comes out for halflife to do the same thing.. Day of Defeat is just like rtcw and that other quake3 engine based ww2 games..

      Its kinda nice.. that way people who can run halflife but not newer games can keep up on emerging trends with games..

  11. What about the Quake3 mods? by xZAQx · · Score: 2, Interesting

    The Quake3 mods are far superior to the inept Half-Life mods which use (as the article states, the Half-Life engine, which, in turn uses the Q1 engine)

    If fellow /.'ers are interested in Quake3 mods, I recommend www.urbanterror.net; similar to CheaterStrike, er, CounterStrike, but it's based off the Q3 engine, thusly, a far better experience. Note the screenshots of volumetric smoke and water with the lazer scopes. Very cool.

    ~[e]Nosferatu aka :

    --

    We dance to all the wrong songs.
    --Refused.
    1. Re:What about the Quake3 mods? by veddermatic · · Score: 2

      The Quake3 mods are far superior to the inept Half-Life mods which use

      Umm, Counter-Strike ?? by far THE most played mod EVER. The mod that was so popular, Valve sold it retail. The mod that is so "lame" Sierra is releasing Conidtion Zero, a Single Player game based on it. Guess those half-life mods suck.

      (as the article states, the Half-Life engine, which, in turn uses the Q1 engine)

      Half-Life is based on the Quake II enginge, not the Quake engine... if you are going to bitch about something, at least have a clue on the subject =)

      --
      Department of Homeland Security: Removing the rights real patriots fought and died for since 2001
    2. Re:What about the Quake3 mods? by Anonymous Coward · · Score: 0

      Too bad Half-life is based on Quake and not Quake2.

    3. Re:What about the Quake3 mods? by xanadu-xtroot.com · · Score: 1

      Umm, Counter-Strike ?? by far THE most played mod EVER.

      I don't doubt that. That's all I've seen online for a couple years now. "CS anyone?" "Anyone up for CS?" etc.

      But after having played CS and HL a few times, I think the engine blows chunks. The Q3 engine is far superior to the HL/CS engine. A LOT of doors and such just don't render right (sometimes the door is there, sometimes it's not depending on what angle you're viewing it at), things like that. I just don't see what the draw to CS is. I personally feel the UI is inferior as well. Hell, I can't even asign my right button to be strafe. HowTF am I supposed to use one hand to dodge, jump, aim, fire without going all over my keyboard (and no, I'm going to buy a 15 thousand button mouse to play one game). Maybe it's just me though. I just prefer id's design, I guess.

      I'm downloading Urban Terror right now. It looks promising. On top of that, it uses (IMHO) the best engine out there (well, for the sake of arguement, you get my point...).

      --
      I'm not a prophet or a stone-age man,
      I'm just a mortal with potential of a super man.
    4. Re:What about the Quake3 mods? by WoodenBoy · · Score: 2, Informative

      Half-Life is based on both the Quake I and II engines. They (Valve) started work with Quake I and added in bits of Quake II where necessary.

      See PlanetHalfLife's FAQ for a bit more detail.

    5. Re:What about the Quake3 mods? by qurob · · Score: 1


      It's about FUN, not technology......

      I'd rather fucking play PAC MAN than half the games out today

    6. Re:What about the Quake3 mods? by Anonymous Coward · · Score: 0

      Half-Life was based about 90% on the Quake1 and Quakeworld code. The stuff incorporated from Q2 was mostly bugfixes/slight improvements. if you dont believe me, well do your own google searching. im not going to bother for you

    7. Re:What about the Quake3 mods? by TheDarkRogue · · Score: 1

      >Half-Life is based on the Quake II enginge, not the Quake engine... if you are going to bitch about something, at least have a clue on the subject =)

      Speak for your self :) The Half-Life engine was based upon the Quake 1 engine. Now here is where that lovely argument about "Yea! That's what Quake 2 Is based on Dumbshit!" come in from some random person, and they are right, Q2 is the q1 engine, but HL is NOT based off of Quake2. The Half-life engine is about 15%-25% Quake1 and the rest was the doing of Valve. Now, Valve DID still collaberate with ID while they were developing Half-Life to what I've been told.

      On a side note, I Wonder if Yahn has a slashdot account.

      --
      (Score:0, Interesting)
    8. Re:What about the Quake3 mods? by Anonymous Coward · · Score: 0

      Playerbase doesn't really amount for anything, does it?

      If people really were interested in quality, and not that their friend has it, we wouldn't have as many windows machines around as we seem to have ;)

      //UrbanTerror Addict

    9. Re:What about the Quake3 mods? by antistuff · · Score: 1

      Remember when games were about how fun they were to play and not how cool the graphics are?

      And the UI is the standard UI for first person shooter games: WASD and the mouse to look around. dont need more than that.

  12. A great example of this is Halo... by jerkychew · · Score: 5, Interesting

    I think a perfect example of how vital mods are to a game is to look at Halo on the Xbox. I've been playing it for months, but it's starting to feel a little long in the tooth. Being accustomed to games like Unreal Tourney and Quake I/II/III, where there are literally thousands of add-on maps, characters, etc. online for the taking, I'm used to adding stuff to my games, keeping them forever fresh.
    Since Halo isn't (officially) online yet, there's no way to add mods or functionality. My use of Halo has started to taper off, while I still play Unreal Tourney pretty regularly. Not bad for a game I've had for over 2 years.

    1. Re:A great example of this is Halo... by fabiolrs · · Score: 1

      thats why i like computer games more than videogames... :)))

      --
      Fabio - Sumare/Sao Paulo/Brazil/South America/Earth/Solar System/Milky Way/Universe
      http://www.morroida.com.br
    2. Re:A great example of this is Halo... by hazehead · · Score: 1

      Which is a shame because Bungie's tools for their Marathon game (basically prettied-up versions of the software that developers used to create levels) were awesome. Not sure if they ever released any tools for Myth...

      I'm sure they could create a level/sprite/physics editor that would upgrade Halo' replay value 10x.

    3. Re:A great example of this is Halo... by jerkychew · · Score: 2

      Bungie is still developing Halo for the Mac and PC platforms. When Halo is released for those platforms, they will hopefully release some kind of level editor as well. I think that right now, their hands are tied by Microsoft because the Xbox isn't officially online yet.

    4. Re:A great example of this is Halo... by Anonymous Coward · · Score: 0

      I know Myth II came with the editors, I'm pretty sure Myth I did as well.

    5. Re:A great example of this is Halo... by Rendaz · · Score: 1

      Well HALO is coming to PC!!! Those console gamers have nothing on us, PC gamers.

  13. Thats because the game industry sucks right now by Anonymous Coward · · Score: 0

    The reason that mods are now the lifeblood of the game industry is that almost nobody in the game industry is coming up with new ideas or are allowed to by publishers. They just rehash the same game with slight gameplay changes. At least with mods some creative people who do it for the love of an idea rather than marketing value get to make games that are actually good.

    1. Re:Thats because the game industry sucks right now by Anonymous Coward · · Score: 0

      Mod this up please.

  14. Re:yeah by Anonymous Coward · · Score: 0

    Castle Smurfenstein? They did NOT have a castle. Gargamel had something close to a castle but those goddamn commie smurfs would never have a castle

  15. Metal of Honour by mclaren_1010 · · Score: 0

    MOH is just like this one. But MOH is a more slower pace then anyother halflife mod. I cant wait to try this one out though. One thing lacking in MOH is the weapsons.

    1. Re:Metal of Honour by Strog · · Score: 1

      MOHAA rocks but it wants pretty good specs to run well. I've been playing it online for a while now and ocassionally go back to CS from time to time but I love this game. I see Jedi Knight 2 is out and I'm waiting for Unreal2. So much fun and so little time.

  16. We buy our games in components and modules.. by ergo98 · · Score: 2, Interesting

    I bought Quake 3 when it hit the shelves not because I thought it was good (indeed, as a game itself it is incredibly weak), but because I knew that Carmack and crew were bound to learn from the previous Quake experiences (Action Quake was one of the best games ever, but was a mod) and they'd make it versatile, and that they did. Now I'm a big fan of Urban Terror and it has made my Q3 purchase absolutely worthwhile.

    The saddest thing though is that mod workers are usually compensated by accolades alone: Urban Terror, as an example, represents an unbelievable amount of work and talent, yet while id is pulling in $50 from every player, The Urban Terror crew is pulling in nothing.

    1. Re:We buy our games in components and modules.. by roryh · · Score: 2, Interesting

      You make it sound like the id folk deserve nothing for the engine they wrote - the mods wouldn't be possible without the engine, and as you say yourself, the mods wouldn't be half as good if the engine didn't let mod designers do so much. I'm willing to bet that there's more people that can (or are willing to) create mods than advanced 3D game engines...

    2. Re:We buy our games in components and modules.. by Elbereth · · Score: 2

      If you think the Urban Terror crew deserves some money for their hard work, why not send them a check for $10? Or use something like paypal.

      It's not like they'd refuse it or anything.

    3. Re:We buy our games in components and modules.. by qurob · · Score: 1

      Let the Urban terror guys get some shelf space, box art, and packaging deal, and they can sell it. Nobody says that they can't.

    4. Re:We buy our games in components and modules.. by Anonymous Coward · · Score: 0

      i wouldnt say that the Urban Terror team has gotten nothing out of it. last i checked, 3 of their employees had been hired by professional game studios, one of which was raven.

    5. Re:We buy our games in components and modules.. by ergo98 · · Score: 1

      I absolutely believe that id should reap rewards for making a great engine that is highly expandable! My only issue is that mod makers make nothing out of the deal, in general, because most people have a "well I already paid for the game" mentality.

    6. Re:We buy our games in components and modules.. by Anonymous Coward · · Score: 0

      That is the different between a mod and a game!
      A mod is peoples sparetime, and they are making it for fun.
      They could off course sell it as a game, but then they would have to pay rouylties to ID.
      I think that the way things are working at the moment is really really good.

    7. Re:We buy our games in components and modules.. by Anonymous Coward · · Score: 0

      Let the Urban terror guys get some shelf space, box art, and packaging deal, and they can sell it. Nobody says that they can't

      First, they'll need to get the money to license the engine. A mod cannot be sold commercially wihtout a license. This involves getting someone with a lot of money. Since the mod is already released for free, I doubt anyone would be willing to pony up the cash at this point. It could happen, it has before, but it is unlikely.

  17. Really? by Anonymous Coward · · Score: 0

    Thank God. I'm bored of playing Quake.

  18. Mods increase the value of a title by drinkypoo · · Score: 3, Interesting

    But I don't think that that's the same as saying that they are the lifeblood of the industry. They do increase sales of some titles, but mods also mean that you don't have to buy more titles because the one game you purchased turns into more games, magically, and for free! Eventually it starts looking dated, and you start looking around for the next pretty engine with some cool mods, it gains weight (the mass of subscribers, though engines do submit to a bloating process over time) and the cycle begins anew, as one might say if one was feeling wanky that day.

    Basically, I bought half-life about when it came out. I played a lot of it. Then I played counterstrike, in the days before it was known as cheaterstrike; Before every asshole had an aimbot and transparent wall drivers - before the transparency drivers even existed. Now that it's been overrun by cheaters, I play Tactical Ops. I lost my HL CD key, and I don't even care.

    So now I'll be able to pretty much just play games on UT for a while... If I want an entertaining special forces tactical game, I play TO, and there's a bunch of other mods. Of course, nothing has been modded as imaginatively as Quake1, but who plays that any more? Besides me. But the point is, I won't bother to buy another FPS until the new ver of UT comes out... whatever they decided to call it. Is that healthy lifeblood, or just stagnation?

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Mods increase the value of a title by Anonymous Coward · · Score: 0

      Good point. But it's a two-sided question. An out-dated engine could rip a game's success (just like that happened to Indiana Jones and the Infernal Machine), if so noone will build mods for it and the game won't be popular anyhow.

      The original Quake III is a sheet of a game, however it has that great engine and the craze has gone so far that even nvidia designed levels for Q3 and Via technologies ordered Q3 mods to a guy.

      A free mod should substitute an entire $50 game, buy it fosters the industry.

    2. Re:Mods increase the value of a title by Anonymous Coward · · Score: 0

      "Of course, nothing has been modded as imaginatively as Quake1, but who plays that any more? Besides me."

      if you liked teamfortress, then you might like MegaTF, a mod of a mod. if interested, check out irc.netfrag.com. lots of mtf clans there, and lots of pickup games in #pug once people get home from work/school.

    3. Re:Mods increase the value of a title by Steveftoth · · Score: 1

      Salon has to make outrageous statements in order to get people to read their articles and buy the subscription. That's the way all magazines work.

    4. Re:Mods increase the value of a title by Anonymous Coward · · Score: 0

      But the more modifiable id made their games, the less they sold. Doom was their best seller, you know, before the whole mod craze blew up.

      Thing is, id makes more money now licensing the engine to other game companies. Those companies will eventually want you to get tired of their games too.

  19. Case in point by Anonymous Coward · · Score: 0
  20. Even more great news by Anonymous Coward · · Score: 0
    More great news!

    WASHINGTON (CNN) -- Senate proponents of drilling for oil in the Arctic National Wildlife Refuge were dealt a blow Monday as their last-ditch attempts to gather enough votes for passage through a deal aimed at luring steel state senators fell apart.

    "It's quite dead," said Sen. Jay Rockefeller, D-West Virginia, of the proposed deal, making it almost certain that drilling for oil in the refuge would not pass the Senate.

  21. Mods have an advantage. by bananaape · · Score: 0

    They allow a third party programmer to use some creativity and produce a whole new game out of another one.

    In other news, Counter-Strike for Half-Life is probably the most popular mod for any game at this time.

  22. Unreal Tournament Mod Community by chachi5000 · · Score: 4, Informative

    Unreal Tournament is a three year old game that is still very popular because of mods. Specifically in capture the flag mode (CTF), which was really an after thought for the game.

    The player/developer community work together solving CTF problems (spawn killing mods), creating new ways to play the game (CTF relics that enhance your character abilities) and making it more fun (StrangeLove Rockets you can fly around a board).

    Check out this site www.planetunreal.com. The bottom left side of the navigation has about 25 different sites dedicated to mods. Many of them CTF related.

    Great independant CTF servers like www.unrealmafia.com and www.stealthdp.com contribute to the mod community. They give mods developers feedback and a place to test new ideas. Many of the mod developer s post regularly to the forums of these sites asking for feedback or ideas. Check out the mod forums of both CTF servers.

    1. Re:Unreal Tournament Mod Community by SkyLeach · · Score: 2

      Heck yeah, don't forget LMS + instagib, it added skill to the game, almost as an afterthought. :-)

      --
      My $0.02 will always be worth more than your â0.02, so :-p
  23. Valve is right on the money (in many ways) by Pvt_Waldo · · Score: 3, Interesting

    They treat us MOD developers (like Day of Defeat) VERY well, giving us resources, channels to communicate with each other (and them), tools, plus PR.

    If you've ever read the Clue Train Manifesto, I think you might agree with me that they follow some of the Cluetrain Rules. Open things up, allow players and developers to talk, etc. How many game companies run mail lists where their own coders get involved with discussions with mod developers? If you didn't look at the 900 pound gorilla behind them, you'd swear it's open source or something :^)

    1. Re:Valve is right on the money (in many ways) by TotallyUseless · · Score: 1

      valve treats mod developers so well because it keeps them from having to release a game for 3 or 4 years. why bother when a few user-made mods are more popular than the original game was to begin with? of course they treat you well. if they didnt, they might have to get off their ass and actually release another game! heaven forbid!
      /rant

      --

      Time for some tasty Shiner Bock!
    2. Re:Valve is right on the money (in many ways) by Anonymous Coward · · Score: 0
      In my opinion, Valve needs to start contacting mod teams that have a proven background, and get some work done for Steam.

      Personally, I would LOVE to see ThreeWave Capture The Flag for some iteration of Steam. That would help kick it off, and get some players for one of the best mods of all time (that was released too late into quake 3's existence, unfortunately)

    3. Re:Valve is right on the money (in many ways) by Pvt_Waldo · · Score: 1

      Imagine a single player mod like the They Hunger series by Neil Manke via Steam.

  24. How does one go about modding a game? by PsiPsiStar · · Score: 2

    What skills are useful? Any good books?
    Do you just download an SDK or what?

    --

    ___
    It's the end of my comment as I know it and I feel fine.
    1. Re:How does one go about modding a game? by psxndc · · Score: 3, Informative
      disclaimer: this only applies to Halflife because that's all I've tooled with

      First, download the full sdk. Next, get a C++ compiler. Last I knew they promised compatability only with MS Visual C++. Next learn C++. :-) Lastly, go into the code, probably the weapon code first and change a value. Like change the damage values or the spreads. Recompile, play the game. Repeat but change a different value. Once you're comfortable mucking with that stuff, try mucking with the models. There are a couple good sites out there, here's one to start with

      psxndc

      --

      The emacs religion: to be saved, control excess.

  25. Console's survive without them by qurob · · Score: 1


    PC games have the right audience for them, tweakers, hackers, people who share mods.

    It's hard to distribute mods on consoles, and most console players would rather just sit down and play

  26. Of the PC gaming industry, maybe by tc · · Score: 1
    Maybe they are the lifeblood of the PC industry (although I'm not even sure that's true - the most popular games being things like the Sims, or RTSes like Starcraft, which aren't particularly modded by third parties), but they're certainly not the lifeblood of the console games business. And console games account for the majority of the profits in the industry.

    So, maybe a better characterisation would be: "Mods are the lifeblood of some portion of a minority segment of the gaming industry". But I guess that doesn't make such a good headline.

    1. Re:Of the PC gaming industry, maybe by Chanc_Gorkon · · Score: 2

      Yeah. I personally think the 3D-Shooter genre is just about over. Well, it's been over for me for a while. To me, with exception of Heretic and some of it's mods, I found alot of the 3d Shooters the same. Sure, sometimes the behavior is a bit different, but the point of the game is known as well as the controls....cruise around a level, shoot stuff as fast as you can. While it's good stress relief, it's not much fun after you are totally unstressed. The one nice thing about 3d shooters is you can go online, play a few rounds and walk away. Their's nothing addicting about them to me anymore. I get more addicted to tweaking roller coasters in RCT. Playing with my city in Sim City 3000. Goofing off with the sims. Those games draw you in. I also like how Wil Wright created a nice 3d world with out the need for a super de duper 3d polygon pusher. 300 dollars for a graphics card?? No way. This is why games such as the Sims and all of it's addons and RCT and it's add-ons are popular...they run well on modest systems, even ones as old as Pentium II 450's. Somewhere along the 3d game lines some folks forgot that not every person has a Geforce 4 whatever but they do have something a littl eless. They forgot what it was like trying to find a PC game that would work on a older machine. I am not saying that they should not make these things it's just that games need not be super kewl 3d in order to be good games. I had a blast playing Mechwarrior 2 and it was a modest game (although the sequals are good too). But after playing those 3-d polygon fests, I just feel bored. I can't get addicted to deathmatching because when I go on a server, I am usually killed with in 10-20 seconds of coming into the game. This is even in games that are supposed to cater to newbies.

      --

      Gorkman

    2. Re:Of the PC gaming industry, maybe by RatBastard · · Score: 1

      I run a fairly popular Sims website (and if you think I'm going to link it here and have the poor server brought to its knees, you're nuts!) and while there are no mods in the Team Fortress/Day of Defeat/Quake Rally style, there are people all over making new skins, new body meshes, and new "onjects" for the game. I know many players of The Sims who have discovered modding the game just as their interest for the game propper has begun to wane. And suddenly they find a whole new world of possibilities for the game. Hell, I don't even play The Sims any more. All I do with it is make new stuff and figure out how things work.

      Trust me, any game that lets you plug your ownb stuff in has a thriving mod community, unless the publisher has a sick up his/her ass about it.

      --
      Boobies never hurt anyone. - Sherry Glaser.
    3. Re:Of the PC gaming industry, maybe by Anonymous Coward · · Score: 0

      http://www.thewageofsim.com/indexa.html?page=intro

    4. Re:Of the PC gaming industry, maybe by Anonymous Coward · · Score: 0

      "I can't get addicted to deathmatching because when I go on a server, I am usually killed with in 10-20 seconds of coming into the game. This is even in games that are supposed to cater to newbies."

      That, dear sir, is because YOU SUCK.

      Yeah! ;-)

      (Anyone else see "gg" as some sort of gargling noise?)

  27. Ambrosia Softeware by the+phantom · · Score: 3, Interesting

    This is something that Ambrosia Software figured out a long time ago. They have produced some of the best Mac [the phantom ducks his head to avoid rotton tomatoes] games of all time. Some of the games that they have put out are truely amazing, such as Maelstrom (a really good Asteroids clone), the Escape Velocity Trilogy, and Ferazal's Wand (sp?). However, what has made their games truely wonderful is the ability to midify them. Escape Velocity Override was a great game, but you could only play it through a few times before everything had been done. But, there was the Frozen Heart plug, Femme Fatale, and several other complete replacements that forced me to pay for that little bit of shareware. And Ambrosia has been allowing users to modify their games for a very long time -- it seems to me that Maelstrom was one of the first, in the early 90s.

    1. Re:Ambrosia Softeware by Anonymous+Cow+herd · · Score: 1

      Ambrosia's a neat company... I just wish they'd release EV, EVO or EV:N for some other platform besides Mac :-P *sigh*

      --
      Ita erat quando hic adveni.
    2. Re:Ambrosia Softeware by Anonymous Coward · · Score: 0

      mac baby. talk about a tiny little segment of the gaming market, it's mac games. don't make ridiculous claims about some obscure little co. no one has ever heard of and not back them up.

      minor game modding is as old as the games themselves, but like the article says, it was the wolf3d/doom era where it really took off.

  28. Kinda obvious by kraf · · Score: 1, Redundant

    Isn't the most popular multiplayer game (Counter-Strike) a mod ?

    At the of the end of day everything is a mod of something, there are _very_ few original ideas in gaming.

  29. Idea by Anonymous Coward · · Score: 0

    Hey, let's pick an editorial quote out of an online magazine and mock it disdainfully. Because, here at Slashdot, no stupid editorial quotes have ever been uttered by our staff.

    Ever.

  30. How about a game that's only mods? by ndogg · · Score: 1

    I wonder if it would be a good idea to create a full fledged game engine, level editors, creature/player editors, texture editors, etc. in a package and sell it as nothing more than a mod kit with no other purpose. You could GPL the source code, but remember that the GPL does allow you to sell your software. For most game engines, I don't think I'll care to look at their source code.

    I think that this would be quite profitable.

    The kit could come with some examples, and lots of reading material. If a person wanted to create an RPG, there could be a meta-language used to create the vocabulary needed to describe the world, and the interactions between characters and creatures.

    Hey, id, Valve, or whoever else, are you listening?

    --
    // file: mice.h
    #include "frickin_lasers.h"
    1. Re:How about a game that's only mods? by anti-snot · · Score: 2, Informative

      well, there's "crystal space", which comes damn close to what you are after

    2. Re:How about a game that's only mods? by Anonymous Coward · · Score: 0
    3. Re:How about a game that's only mods? by Bytenik · · Score: 1

      There are a few of these already. Most of them are slightly shy of the full graphical splendor of some of the best engines, but a talented person can do some good stuff with them.

      Extensions for some of them, such as 3D Game Studio, can be written in an included C-like script language, or as a full-fledged C++ plug-in.

      3D Game Studio

      DarkBasic

      3D Rad

      --

      "Scientists prove we were never here."
      -- Devo

    4. Re:How about a game that's only mods? by Anonymous Coward · · Score: 0

      What about something like DarkBASIC for Linux/*BSD? Maybe using Python and OpenGL (or SDL for 2D work)?

    5. Re:How about a game that's only mods? by Anonymous Coward · · Score: 0

      Who the fuck cares about Lunix/*BDS or whatever that is?

    6. Re:How about a game that's only mods? by kallisti · · Score: 1

      If you have everything necessary to build a game, you still need to provide examples of how to use your nifty new engine. The easiest way to show off your engine is to write an actual game using all your neat features. This is more or less how Serious Sam, which comes with everything you were talking about, came to be.

    7. Re:How about a game that's only mods? by LAN-Mind · · Score: 1

      You may want to check out the Genesis3D engine. It's an open source 3d engine for windows. (closed source license is available for the small sum of $10,000).

  31. Pinball Construction Set by ydnar · · Score: 2, Insightful
    What, no mention of Pinball Construction Set?

    Besides the usual awful AppleSoft BASIC hacks, my earliest (and fondest) memories of game tinkering were with Pinball Construction Set's awesome built-in editor. IIRC, it was the first game to ship with out-of-the-box modding support. EA was way ahead of its time, one might say...

    Bill Budge is my hero.

    y

    1. Re:Pinball Construction Set by Anonymous Coward · · Score: 1, Informative

      Or the incredible for its time Adventure Construction Set

      Mods have come a long way since then.

    2. Re:Pinball Construction Set by Ill_Omen · · Score: 1
      And don't forget Adventure Construction Set.

      Not only did it have an incredible editor, it came with one of the best (IMHO) actual adventure games of it's day, Rivers of Light. The great thing was, if you couldn't figure out RoL, you could load it up in the Construction Set, change a few things, and voila, problem solved.

      And it even had multiplayer support!

      ... looking forward to Neverwinter Nights ...

  32. Counterstrike by Anonymous Coward · · Score: 1, Informative

    Have they totally forgotten that counterstrike was a mod of its own? Holy shit, Day of Defeat is a dwarf compared to the popularity of CS.

  33. They already GOT yo money fool! by ebonic+plague · · Score: 2, Insightful

    I've been playing it for months, but it's starting to feel a little long in the tooth.

    Don't nobody at Bungie care if you get bored of a game after many months. They businesses, and they in business to SELL games, not support them.

    You know you woulda bought that game anyway and you know you gonna buy the next one when it comes out too, cause it was tight when you got it and you already got a few good months outta playin it. That's all they was sellin right there. A game that would keep you instrested until the next new $hit come out. Ain't no money in helping your customers re-use the same played out $hit foreva.

    --
    Na'am sayin?
    1. Re:They already GOT yo money fool! by TotallyUseless · · Score: 1

      werd to yer motha?

      --

      Time for some tasty Shiner Bock!
    2. Re:They already GOT yo money fool! by Hoo00 · · Score: 1

      Well, they aren't getting my friend's money and my friend's friend's money. That means I won't recommend this game for them and I am giving away my copy because it wasn't worth keeping. hah!

    3. Re:They already GOT yo money fool! by Anonymous Coward · · Score: 0

      Ooh, 3 sales. I bet they're quaking in their boots. Idiot.

    4. Re:They already GOT yo money fool! by jerkychew · · Score: 3, Funny

      Um, not exactly.

      Bungie is one of the few great gaming companies out there, despite now being owned by Microsoft. Bungie, much like id and Blizzard, care what people think about their games. They are not in it solely to make money. I've been a big fan of Bungie since I was a beta tester for Myth, and I'm still a fan of them today.

      Second, any first year economy major can tell you that repeat customers are worth more than one-shot customers. People that enjoy a game and keep playing it are more likely to come back and purchase its sequel. If you create your product correctly, repeat customers shouldn't be a problem, and those are the ones that cost less (in advertising, promoting, etc.)

      Interesting dialect, by the way.

    5. Re:They already GOT yo money fool! by ebonic+plague · · Score: 1

      They are not in it solely to make money.

      Maybe Bungie is cool like that and they ain't JUST about makin money. But they DAMN sure interestred in payin the bills so they can make more games.

      Second, any first year economy major can tell you that repeat customers are worth more than one-shot customers.

      Yeah, but they'd just be spittin out what they read in Principles of Economics, or what some grad student TA told them during office hours ('cause you KNOW they was nappin during lecture). People ain't repeat customers if they just keep buggin you to re-tread some game they bought 6 months ago. You a repeat customer when you buy come back and BUY somethin.

      If you create your product correctly, repeat customers shouldn't be a problem, and those are the ones that cost less (in advertising, promoting, etc.)

      See, that's all in you definition of making a correct product. The way I see it, a correct product keeps yo customers happy just long enough that they wantin somethin new when you sellin somethin new. If you have to keep sendin out mods to keep they attention you got less time fo developing new $hit. Moreova, yo $hit was obviously shallow in the first place, so maybe it don't deserve no repeat customers.

      --
      Na'am sayin?
    6. Re:They already GOT yo money fool! by Pfhreakaz0id · · Score: 2

      are you sure you aren't Herbert Kornfeld

    7. Re:They already GOT yo money fool! by LoCo3D · · Score: 1

      'Don't nobody at Bungie care if you get bored of a game after many months. They businesses, and they in business to SELL games, not support them.'

      Unfortunately, you are making comments about an industry that you obviously have no idea about f00. Developers really do care about the longevity of a product:

      1) Mods provide longetivity to a product and while this might not seem to amount to dollars in sales, it does. How? Take CS for example. Valve ships HL, which sells very well. People play the single player then move to HL multiplayer. Mods start showing up. CS shows up. People dig CS, so Valve turns it into a retail product and makes money from it. This is also the case for the Tactical Ops mod for UT.

      2) Entertaining your customer and satisfying them is very important as developers want the customer to build a relationship with them, not with just the single product. Think about Blizzard. They ship Warcraft and gain their first following of customers. Now when it comes around to the Warcraft2, they know they have the old Warcraft people looking forward to it, plus friends of these people that they've told have to check out their next game. This goes on and on through Diablo, Starcraft, Diablo 2, and now Warcraft 3 and World of Warcraft. I, like many people who've been playing games for a long time, know that Blizzard ships damn good games and there is no need to wait for a demo.

      3) This is one of the most important points I think. Licensees. By having a game that is extremely popular (whether from the original game or mods), makes it even easier for a developer to license their engine to other companies. This is big dollars for a developer, as it doesn't require any extra work other than support resulting in a license fee and sometimes royalty-type payments.

    8. Re:They already GOT yo money fool! by ebonic+plague · · Score: 1

      Unfortunately, you are making comments about an industry that you obviously have no idea about f00.

      Well then, its a honor to be talkig to a genuine expert!

      Think about Blizzard. They ship Warcraft and gain their first following of customers. Now when it comes around to the Warcraft2, they know they have the old Warcraft people looking forward to it, plus friends of these people that they've told have to check out their next game. This goes on and on through Diablo, Starcraft, Diablo 2, and now Warcraft 3 and World of Warcraft. I, like many people who've been playing games for a long time, know that Blizzard ships damn good games and there is no need to wait for a demo.

      You just going to educate me on somethin here. Warcraft 2, Diablo 2, Warcraft 3. . .those all sound like SEQUELS to me. Wasn't that what I was sayin? That developers wanted to spend they time developing sequels and ultimately selling them? On the streetz, we got a term called 'planned obsolescence.' What it comes down to is that companies design products so that at some point they customers are gonna be wantin more. Yeah, companies want longevity in they product. Right up to the day before the sequel come out! (Or mabe a coupla days before so you get some anticipation buildin up.)

      If you spend all yo time kickin down dope mods, who gonna want to PAY to get a sequel? Does that mean that mods is a complete waste a time? No. Is they essential? No. You tellin me that they ain't been a grip a top sellers that never got no mods?

      I hate to break it to you, but yo list of comments ain't much of a revalation, even to me!

      Developers want they products to be popular. Damn! Ain't that somethin! Trouble is, fo all yo knowledge and experience, you still cain't explain worth a damn why a developer NEEDS mods to maintain they customer base. All you done is back up MY point that they in this to sell product, be it sequels, licences or whateva.

      --
      Na'am sayin?
    9. Re:They already GOT yo money fool! by Anonymous Coward · · Score: 0

      Well then, its a honor to be talkig to a genuine expert!

      All sacrasm aside dude, the guy you just replied to does happen to be an expert.

    10. Re:They already GOT yo money fool! by LoCo3D · · Score: 1

      Trouble is, fo all yo knowledge and experience, you still cain't explain worth a damn why a developer NEEDS mods to maintain they customer base.

      Companies don't need mods to maintain a customer base. PERIOD.

      You tellin me that they ain't been a grip a
      top sellers that never got no mods?


      That's exactly what I'm tryin to tell you main, there are *MANY* games that are top sellers that have absolutely zero modability: The Sims, Diablo, Starcraft (excluding new maps), and Everquest to name a few. Need more explanation?

    11. Re:They already GOT yo money fool! by Anonymous Coward · · Score: 0

      All sacrasm aside dude, the guy you just replied to does happen to be an expert.

      Interesting. Now why don't to share with the group what his dick really tastes like.

    12. Re:They already GOT yo money fool! by ebonic+plague · · Score: 1

      Is you confused? Cause I show am.

      I say: "Is they essential? No."
      You say: "Companies don't need mods to maintain a customer base."

      I say (in an obviously rhetorical gambit): "You tellin me that they ain't been a grip a top sellers that never got no mods?"
      You say: "That's exactly what I'm tryin to tell you main, there are *MANY* games that are top sellers that have absolutely zero modability"

      You say: "Need more explanation?"
      I say: No thanks, chump. But thanks for takin some of yo precious game expert time to back up my obviously uninformed opinion.

      --
      Na'am sayin?
    13. Re:They already GOT yo money fool! by Anonymous Coward · · Score: 0
      The Sims allows you to make new objects
      Diablo 2 is kept fresh online + 1 expansion
      Everquest is kept fresh online + with expansions

      If they did not expand upon the basic games they would not be selling them anymore.

  34. Re:FUCK THE MODS by Anonymous Coward · · Score: 0

    i don't think they get it.... bloody americans

  35. Why aren't other companies learning this lesson? by Liora · · Score: 3, Interesting

    It would seem to me that other companies should be getting a clue just by watching other companies enjoy success as a direct result of mods. But that doesn't seem to be the case. Is there something intrinsically wrong with the system that other companies are so stuck in the cost/revenue/profit cycle they can't/won't step out for a minute and realize that they would be better off sharing development with players?

    I would like to propose a user-driven move for all software to be more like this but my faith in our ability to do such is waning...

    --
    Liora
  36. Figya that $hit out yo damn self by ebonic+plague · · Score: 0, Troll

    Damn! Not only do you want to copy someone else's idea, but need someone else to tell you how? No wonder you ain't makin yo OWN games. $hit, its probably lazy fools like you that's responsible for the lack of quality new ideas fo games these days. Ain't got no ideas AND ain't got no skills, and talkin about makin games!?

    --
    Na'am sayin?
    1. Re:Figya that $hit out yo damn self by Anonymous Coward · · Score: 0

      Ain't got no english. Are you a poser, or really a stupid nigger? Oh yeah, black people that are educated and tech savvy don't talk like stupid niggers. Limited language skills and lack of travel should not be badges of pride. Keep it real, like real stupid.

  37. Re:yeah by Anonymous Coward · · Score: 0

    They did too. La..la..lalalala..la..lalalala! ACHTUNG!

  38. My first "mod" by FurryFeet · · Score: 3, Interesting

    Was accomplished with a hex editor on Jordan Mechner's "Karateka" for the Apple II. We started by changing the starting credits, so "By Jordan Mechner" became "by [insert your name here]". We were 11 at the time, and that was exciting.
    Then we discovered ehere in the disks were the sprites, and started to change them by trial and error. Not an ounce of artistic ability, too. So, we ended up with even crappier sprites. But "we made them".
    Ah, the memories...

    1. Re:My first "mod" by Wolfier · · Score: 2

      Talking about Karateka for the Apple II, I remember seeing a mod that sort of looks like a walk-thru of the game in form of a movie.

      The fights in the movie are so funny you actually see enemies killed by the lowering gate and a lot of blood...the shoot-down-the-bird part is funny too. Anyone remember that?

    2. Re:My first "mod" by Anonymous Coward · · Score: 0

      I still have Krateka on floppy for my PCjr. Although i haven't fired it up in a few years.
      Brings me back though.

    3. Re:My first "mod" by FurryFeet · · Score: 3, Interesting

      My first memory of Karateka was actually what great graphics it had. Really, at the time they were amazing.
      Hated that damn bird. And the first time I ended the game (three of my friends eagerly watching) I had the nastiest surprise... anyone remembers what happened if you approached the princess in combat mode? >;)

      ****SPOILER********
      Yeah, she killed you with a well placed kick. We figured out it might be the fighting stance that motivated her, and I had the dubious honor of playing the game again (no save files) and enter walking, to actually save the princess.
      But I've never forgotten the shock of getting kicked in the throat by the princess exactly when I was feeling the rapture of conquering Karateka :S

    4. Re:My first "mod" by Anonymous Coward · · Score: 0

      Oh yeah, the memories. Oh man, that was so evil :). I think everyone got caught by that the first time.

    5. Re:My first "mod" by dedicke · · Score: 0

      I used to do the same on the C64 w/ my Uncle. I remember this game Beachhead we started with, changed the credits to say "Cracked by Dangerous Dan" etc...

      --
      raretshirts.com - cool vintage t-shirts
    6. Re:My first "mod" by Anonymous Coward · · Score: 0

      Yeah, I remember this...labeled as "Karateka ][" on our white-label floppies.

      If I remember right, after each flunky the protagonist killed, he'd stand over the body and grab his crotch. Primitive, but funny.

    7. Re:My first "mod" by FurryFeet · · Score: 2

      Yeah, evil is the right word :)
      tough it did add to reply value ;)

  39. Day of... by Anonymous Coward · · Score: 0

    Day of Da Feet.... Is that a mod for Day Of The Tentacle ?

  40. It is also interesting by SkyLeach · · Score: 5, Insightful

    That, IMHO, CounterStrike is STILL selling copies of Half-Life, while the game itself is getting pretty old. This is a proven case where a mod was more popular than the origional game.

    The even made a box edition because it was selling so well.

    --
    My $0.02 will always be worth more than your â0.02, so :-p
    1. Re:It is also interesting by bonzoesc · · Score: 2

      Too bad us former-half-life players have to play with Counter-Strike players now. First Starcraft, now this? I'll stick to Serious Sam, whose dev team is actually extremely helpful to modders.

    2. Re:It is also interesting by Pvt_Waldo · · Score: 1

      LOL and you're saying Valve isn't helpful? CS, DoD, TFC, and many other mods would never exist were it not for Valve. And you probably wouldn't have mods for other games (Westwoods' C&C, Serious Sam, RTCW, etc.) if it wasn't for Valve showing them the way. Lots of companies have "discovered" the Mod concept, but Valve's years ahead of 'em.

    3. Re:It is also interesting by MisterBlister · · Score: 2

      Valve has certainly done a lot for the mod community, but to imply that they started it is an insult to id. Don't forget that Team Fortress was originally a Quake 1 mod..

  41. Day of Defeat mod by iamr00t · · Score: 2, Insightful

    It's a great piece of work.
    The best WW2 game I know. That includes realism in the first place. That's the key. Sounds, models, movements, weapons, how weapons work etc.
    Personaly, that's the only online game I play.

    Now, as for lifeblood...
    You know, from the developer point of view, the mod is created for particular game as a hobby of course, but you want your mod to be playable on as many computers as possible.
    And Half-Life exists on very many computers. It was game of the year by all accounts, and sometimes even for more than one year.
    And then Counter-Strike came (which is popular due to the same reason - popularity of base game). And even more people bought the game.

    Half-Life is 3 years old now. And it's not the same as it was. High-quality models, voicecomm and netcode fixes really transformed the base game. And mods take advantage of it.
    Actualy, HL it coming very close to what TF2 was supposed to be. Will we see TF2 as a mod for HL? ;-)
    The only problem is that it only supports 32 players.

    In the end, I (the consumer) win. Mods are free. Woohoo. I bought HL to play CS. Valve releases new patch with voicecomm. Free. I fed up with CS and switched to DoD. Free. Then they release new version (2.0), totaly new gameplay (and much better too). Free.

    1. Re:Day of Defeat mod by Sabalon · · Score: 2

      The 32 player limit is a pain. I think it should have thousands of players and you shouldn't respawn on overlord until all allies or axis are dead...now that'd be realisic :)

      I'm with you though - I was gonna get Medal of Honor and someone told me bout DoD. I was sick of CS as well, and have spent quite a lot of time getting my head blown off all over Europe.

  42. Aliens TC by chrysrobyn · · Score: 5, Interesting

    Anybody else remember the Doom II Aliens total conversion?

    A friend of mine had found it, played it through, and told a bunch of us to set aside our Saturday afternoon for it. He was the computer attendant in one of the school's least popular labs and he told us he'd lock all four of us in while we played this game undisturbed. We were to bring headphones.

    With the lights off, and the headphones in our ears (no music), it was very easy to immerse ourselves in the Alien world we saw in the movies. We had precisely one rule: No respawning.

    I didn't find it extremely replayable, most of the enjoyment was based on having absolutely no way of knowing what would happen next. I was a decent Doom II player, but I didn't have a good familiarity with the maps -- I was roasted on maps that everyone else knew. This time was different, none of us knew the maps. It was the first time I played a co-operative game and had it actually work. And work it did! Looking like the dorks you see in the movies, we physically jumped back when some of those creatures came at us.

    I still tip my hat off to those copyright infringing guys. You are truly talented.

    1. Re:Aliens TC by Steveftoth · · Score: 1

      My favorite one was the simpsons conversion. It dodn't have it's own levels, but it changed all the characters into homer, barney and the ilk. Armore was replaced by beer and health packs by doughnuts. Fun for a couple of days at least. Doh!

    2. Re:Aliens TC by Anonymous Coward · · Score: 0

      Oh yes I do. Me and my brother played it coop. We used two radio sets, since we played in different rooms. I was the most intensive coop game I ever played. Oh, these were the days...

    3. Re:Aliens TC by Rupert · · Score: 2

      I remember the aliens TC for the original Doom. The first time I opened the doors on sub-level 37 and saw all the ichor, I shuddered, thought to myself "I'm never going in there", and let the doors close again.

      I never did finish the game. I always ended up out of ammo in the cargo bay, and Sigourney Weaver notwithstanding, you can't kill a mother alien with just an exoskeleton.

      --

      --
      E_NOSIG
    4. Re:Aliens TC by lpontiac · · Score: 3, Informative
      Anybody else remember the Doom II Aliens total conversion?

      Well, it originally came out for the original Doom. When Doom II came out, someone kindly hacked the files about so they'd work with the new game.

      Incidentally, if anyone feels like giving it a spin for old time's sake and has a copy of the DOOM wad files, go to Doomworld and download an OpenGL-enabled version of Doom, grab a copy of Aliens TC that's been modified to work with modern versions of Doom and let her rip :P

      I still tip my hat off to those copyright infringing guys.

      The term "foxed" was coined when Fox shut down the Alien Quake project. :/ Somehow, Aliens TC for Doom has managed to survive without any action being taken.

    5. Re:Aliens TC by crisco · · Score: 2
      Yeah.

      That was the first time a game ever actually scared me.

      No monsters at all on the first map. I wandered around thinking I was missing something. Finally did the portal to the next map. Wandered around that a bit. When something finally did start moving around I almost fell out of my chair.

      --

      Bleh!

    6. Re:Aliens TC by analog_line · · Score: 2

      The Aliens Doom TC will be forever, in my mind, the mod that all other mods aspire to. Few games or movies scared the bejeezus out of me like the Aliens TC. For the time, it was the most realistic, immersive experience I'd ever had. After the first playthrough it wasn't nearly as good, as you knew what was going to happen, but that firs time through was something to be remembered.

    7. Re:Aliens TC by Kris_J · · Score: 2
      A friend of mine did the audio for that. I used to play the normal Doom game just with the audio mod. The rocket sound was the best, using the dropship crash as the sample, complete with that peice of metal bouncing around at the end.

      I should encourage him to put that sort of old stuff up on his website. He needs a good reason to update it.

      Meanwhile, my only contribution to data packs for existing games are a pair of DOS Monopoly packs based on the Star Wars Ep1 and Pokemon boards.

    8. Re:Aliens TC by netsrek · · Score: 1

      I'd forgotten until I read this just how much that damn well scared me! The whole thing was planned brilliantly, the limited amounts of ammo, the music, everything....

      truly the mod for other mods to aspire to....

      --

      i don't read slashdot anymore.
  43. The only reason HL still lives by Anonymous Coward · · Score: 1, Interesting

    Is Counter-Strike...

    I don't like that mod, but I can say for it's sake that's it's one of the only reasons HL still lives and people make more mods for it. CS is the most popular game online, hands down.

    After CS became so popular or while, Valve spent time helping others make mods and like a magic circle, everyone jumped on the wagon and made alot of mods..

    Also, the fact HL is good for low end computers so people with P2 450 and Voodoo3 can still play it great and not like the MUCH more advanced Q3 engine which is only good for average computers and above.

    1. Re:The only reason HL still lives by Anonymous Coward · · Score: 0

      P2-300 w/ Voodoo 3 :-)

  44. Speaking of which... by ronfar · · Score: 2, Interesting
    I notice that Doom and Wolf3d have been ported over to the GP32.

    http://www.lik-sang.com/catalog/news.php?artc=2552

    Not a mod, per say, but this kind of amateur development is important, too.

    --
    All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  45. Some game companies haven't learned by sheetsda · · Score: 2

    About 6 months ago I bought Red Faction for the sole purpose of modifying it. My team chose this platform because the type of mod we wanted to produced would benefit greatly from the engine's GeoMod technology. To make a long story short, the games creators to my knowledge have never published any means to create mods beyond simple deathmatch variants. What my team had planned was quite an in-depth total conversion so we were forced to scrap the project. We're hoping the next engine from id, Valve, et. al will contain dynamic terrain so we can pick it up again, or that Red Factions creators will come to their senses.

    1. Re:Some game companies haven't learned by dillon_rinker · · Score: 2

      Not to be harsh or anything, but if your "sole purpose" was to modify it, I'd think you would have researched it a bit before you gave its creators money.

    2. Re:Some game companies haven't learned by sheetsda · · Score: 1

      Fair enough. The game packaging and web site said it was modifyable but failed to mention to what extent, and the entire team bought it the day it came out (another team member and I rode in the same car to CompUSA) so there weren't many reviews available; over all, you're right though. Every game all of us had played recently was designed from the ground up to be modified by the methods used for Quake3, and Half-Life. We made the fatal assumption that this had become a standard feature in all 3d engines.

  46. Asterisks by Rupert · · Score: 2, Offtopic

    Some of us were adding *emphasis* to our /email/ long before HTML was thought of. Typing habits are hard to break. Besides, typing * is a lot quicker than typing <b> and doesn't have the same catastrophic effect if you forget to close the tags.

    --

    --
    E_NOSIG
  47. action quake for quake 3 by MP*Birdman · · Score: 1

    /shameless plug 1

    if you liked Action Quake 2, and the Quake 3 engine, try www.reactionquake3.com

    it's a direct port of AQ2 to Q3 :)

    and yes, it's one I'm working on

    /shameless plug 0

  48. Most popular multiplayer game by Captain_Frisk · · Score: 1

    The most popular multiplayer game is not Counterstrike, but Starcraft. If you trust the Battle.net statistics, there are hundreds of thousands of starcraft players online on the weekends. Very impressive for a 4-5 year old game. Counterstrike by comparison has about 40K users at any given time.

    1. Re:Most popular multiplayer game by zephc · · Score: 2

      im sure kraf meant it's the most popular half-life mod, which is it

      --
      "I would say that 99 per cent of what my father has written about his own life is false." - L. Ron Hubbard Jr.
  49. Its a SIMPLE CONCEPT, but Lifeblood? by FortKnox · · Score: 3, Interesting

    Give the audience the engine for graphics and menus, etc..., and what do they have left to deal with?
    Game Design

    So you have people that can ignore the months of engine building a tweaking, but, instead, spend those months on plot, balancing, and gameplay.

    Like DeusEx? That's nothing more than a heavy UT mod.

    But I don't think this is necessarily a good thing. Now the gaming industry can't do what its done for years. They (meaning the publishers, ie - EA) always want a copy of the latest hit, for example, everyone wanted a "Doom" clone. This evolved to using the same system with a twist, like Doom with a plot where the plot isn't to kill things, but to sneak around (Thief).

    Now, they can't do that, cause some kids will do that, and release it for free.

    So, for the gaming industry to survive, they need to really innovate games, make them mod'able, and hope for the best. This is quite a new turn.

    It'll either kill the industry, or we'll see some majorly different games in a year or two....

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:Its a SIMPLE CONCEPT, but Lifeblood? by Pvt_Waldo · · Score: 1

      a) don't refer to mod developers as kids. Age matters little. And in fact age range of DoD developers (I'm one of 'em) is 17 to 40, with most in their 20's. They are professionals in almost every sense of the word except for not getting paid.

      b) What if film makers had to create their own cameras and film before making a movie? Kind of would take away from the whole Film Design process, wouldn't it? :^)

      c) Mods = Reuse. Reuse = Win. Isn't that what they tell you in OOP classes & books all the time?

    2. Re:Its a SIMPLE CONCEPT, but Lifeblood? by FortKnox · · Score: 1

      Now, please don't take offense. I've been known to call general "groups" "kids". Its just my form of slang.
      I'm workimg on a mod myself, and I'm 25, so, no I'm not calling you a kid.

      You're point b.) really adds some interesting thought. Maybe the gaming industry will switch to simply engine designers and game designers (well, I guess it is that way, but engines will cost less, but games cost more?).

      and with point c.), I completely agree. :-)

      Now, that you admitted to being a DoD developer, I must ask you some questions (BTW - Love DoD! And I'm the type of guy that super-analyzes games. The "feel" you get with DoD is just uncompairable).
      How did you get into modding? It seems like any project that picks up doesn't want you involved unless you've modded with the engine before. I'm being forced to make my own mod, cause no one is willing to take a chance. The silly thing is, most of these mod'ers are college CS majors, when I'm a graduated and professional developer. I've obviously have the skillset and love for games, but would rather be a third or fourth coder instead of the lead (I don't have the time to be a lead).

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    3. Re:Its a SIMPLE CONCEPT, but Lifeblood? by Pvt_Waldo · · Score: 1

      Hehe - well I'm the old one, and don't like to see the "young ones" get treated any less. When a 15 yr old "kid" can create something that makes you go, "Woah!", age goes out the window and results speak.

      Personally I'm involved with maps and mapping. I ended up getting into a number of converstations with the coders requesting some clarifications (and features), and it became fairly clear I understood a bit about it. Subsequently went on to work on an experimental "extension" of game play (if not multiplayer, then perhaps...)

      I think the other thing that separates the men from the boys (ok - adults from the kids) is the dedication to time. We've figured out fairly well who's there for us and who's not. It takes a whole infrastructure in a way to keep the whole thing going. One person to manage the website, another for forums, etc.

    4. Re:Its a SIMPLE CONCEPT, but Lifeblood? by antistuff · · Score: 1

      Are you subcultered (like punk or goth or raver)? becacase we talk like that a lot.

    5. Re:Its a SIMPLE CONCEPT, but Lifeblood? by FortKnox · · Score: 1

      Are you subcultered (like punk or goth or raver)?

      Not really. Was a bit in highschool, but that was over 7 years ago...

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
  50. Quake1 MegaTF by NiftyNews · · Score: 3, Interesting

    I wonder if I'll get a response, but I played MegaTF for 4 years in college (ending 2001).

    Know what? It's based on the Quake1 engine. But it's a heck of a mod and the community kept it lively. Gameplay is king over graphics. Even 33.6'ers could join in and still participate in matches without fear of being owned by LPB's.

    God I miss that game. Sadly, after 6-7 years of development, someone discovered bunnyhopping and ruined it. Perhaps one day I'll return...

    1. Re:Quake1 MegaTF by Anonymous Coward · · Score: 0

      Just a point, only 6-7 years? Where have you been?

      Bunnyhopping has been around so long it is now an accepted part of the game by the general community. QaukeForge, one of the longest running client/server projects for quake and quakeworld, does hear you if you are a server admin and can't bunnyhop, they let you just turn off the "bug" that allows bunnyhopping.

    2. Re:Quake1 MegaTF by Bill+Currie · · Score: 2
      In the QuakeForge quakeworld server, setting no_pogo_stick to 1 will make bunny hopping much more difficult/less effective*. I found and fixed (actually, made it optional) the `bug' that allowed bunnyhopping. QuakeForge clients take note of the server's setting of no_pogo_stick and adjust their prediction accordingly.

      The reason I made the fix optional is while bunnyhopping unbalances games like TeamFortress, it's considered to be a perfectly acceptable skill in other mods.

      --

      Bill - aka taniwha
      --
      Leave others their otherness. -- Aratak

  51. Mod the Mod by Yoda2 · · Score: 2
    N.E.R.D. is an online gaming community that provides players with tons of statistics & customizations for Counter-Strike which is a mod of Half-Life.

    It is all the mods to the mod that has made it one of the largest Counter-Strike communities in the world!

  52. create movies and art using 3d games by Anonymous Coward · · Score: 1, Insightful

    Some people have use the 3d engines and level editors to create cheap/fast 3d movies. Different players act as the movie camera.

    http://www.illclan.com/
    http://www.wnyc.org/stu dio360/show102701.html

  53. Lowlife eurotrash by Anonymous Coward · · Score: 0

    If it wasn't for Americans, he would have said, "You want chips with that, gov?" instead.

  54. Not So. by EnglishTim · · Score: 3, Insightful

    Licenses are the lifeblood of the gaming industry.

    Mods are bloody cool, but

    a) You don't get them on consoles, and console games make up the majority of games sales.
    b) They do add value to a game, but for the majority of games with modding ability, the reality is that only a small community of dedicated players actually make/use them.

    point b) is a good thing,as it means that the minority who are modding are actually concentrating on a small set of games, rather than being spread around between many games.

    The only game I can think of that has resulted in a measureably large increase in sales due to mods is Half-Life, as a result of Counter-Strike and TeamFortress. I suppose you could also say MS Flight Simulator is another example, but really - there aren't many. Quake (I, II, III etc...) have probably been helped by mods, but I don't think their sales have been driven by mods in the same way Half-Life's has.

    1. Re:Not So. by Batou · · Score: 1

      This is a VERY good point that shouldn't be understated - console sales eclipse PC game sales by a HUGE factor. I can't quote exact figures, but something in the neighborhood of 10 to 1 wouldn't surprise me in the least. There's nothing even remotely close to the unit sales of say Metal Gear, Mario, Gran Turismo, et al in the PC arena.

      The simple truth, is that most people don't give a crap as to whether there is support for the after-market development community for their games. In many cases, the installation for these alone is too technical, as silly as that may seem. Case in point - I had to help my younger brother install one of the "blood patches" for MOH:AA recently. Despite the (unbelievably) simple instructions for installation, he was clueless what they meant by "place the blood.pk3 file (or whatever it was called) in the "main" directory. It blew his mind that it had to be so "complicated".

      Don't get me wrong - I'm as silly as a school girl at a N'Suck autogragh signing when id releases a new title, but I'll be the first to admit I'm hardly the average when it comes to video games.

      --
      "Oh my God! The dead have risen! And they're voting Republican!" - Bart Simpson
  55. a tale of 2 games by negativethirsty · · Score: 2, Insightful

    2 games series, mechwarrior & quake.

    Back in the days of 1996 you had two large communities. Quake and Mechwarrior. There were leagues for both, there were active online players of both.

    One you could expand (Quake) and one you couldn't (Mechwarrior)

    Quake community grew and grew and as the game changed and became more advanced so did those doing the mods, maps, and skins. They spawned Weapons Factory, Rocket Areana, Ubran Terror.. countless maps, and even more numerous skins. The code was open, the architectire was open(.pk3).We got statistical tracking, we got cross referencing those stats. Other game developers caught on and we got RTCW, MOH, DoD, and the one i'm hooked on..Kedi Knight 2: Outcast. Open game, active community.

    Now take a look at the Mech community, that was around at the same time. Everyone was in a clan, a huge percent of players were involved in leagues. The game wasn't open but the mechs were(a text file). That spawned mech editors, NAIS(mercs), cheat detectors, and mech organizers( i have 500 varients). That was it tho..untill Microsoft stepped in. Mechwarrior today has had all the "sim" like features stripped out of it, skins are difficult to make(they provide no blanks). There are 0 mods, there are 0 apps, it keeps log files in some non standard format...but uploads stats IN BINARY! to microsoft tracking servers(hacking would be against DCMA).

    so 2 genres, 2 communities starting at about the same time. Its pretty easy to see that its not "if you build it they will come" but rather "IF YOU LET THEM build it THEMSELVES, they'll come running!"

    --

    thirsty*i^2

    "Ya I finished that last week, it just doesn't work"
  56. DOD as an example by redtoade · · Score: 1

    DOD isn't the best example that Salon could have chosen. I've been playing since the very first beta version two years ago, and if anything DOD should be held as an example of what NOT to do.

    First off, anyone playing the game can tell you that the maps are extraordinary! The details, and the sounds are just out of this world. Plus unlike deathmatch 3D shooters, DOD enforces heavy teamplay... which is amazing. There's nothing like a "pick-up" game of 8 on 8 with people who are literally scattered all over the world... working as a team!

    But, as a project, DOD has a lot to be desired. A few months back 2.0 was released and it was a disaster. The ONLY feedback to the developer group was provided by a single message board. And it could not handle the FLOODING of posts asking questions and complaining about bugs and such. They actually had to change their registration setting, denying all applicants who registered with an HTML email address (hotmail, yahoo), because they were getting tons of juvenille "this sucks" posts! The board was SWAMPED with irate players.

    Of course DOD handled it like a bunch of complete business novices. There solution was to ignore the flood as in this post here:
    http://forums.dayofdefeatmod.com/forums/sho wthread . hp?s=&threadid=17975

    my favorite quote was:
    See, we are so confident our settings are close to perfect because we had so many people who tested Beta 2 initially say "wow, this is hard, this isn't good", then come back 2 weeks later and say "man, this is incredible, I'm use to the realism now".

    So instead of "the customer is always right" like you would find with a project that makes money, you get this arrogance that just distances the player from the developer.

    Not to mention that the message boards are completely filled with more juvenille "yes men" that don't give the developers honest feedback... then the DOD team uses these familiar players for beta testing which makes matters worse. The DOD team, (if in appearances only) seems now to be the most out of touch mod team out there. This Salon article isn't going to help much.

    My observances are that there are less and less servers hosting DOD games... and the servers that used to be hard to get into (always full) are playing now with spots open all the time. If these are indications that DOD is losing popularity, then I would bet it's because the DOD team didn't handle the 2.0 release constructively.

    And that is something that happens quite a bit with ANY homespun freeware... gaming or otherwise.

    (The Salon article really handled the other mods well though...kudos)

  57. Difference between mods and licensed-engine games by Vireo · · Score: 1

    Ok, maybe I don't have a clue at all, but I'm wondering what is the difference between a mod (say Counter Strike) and a game for which the makers used an engine from another company (say the Quake II or Quake III engine). I mean, it looks to me that Half Life, which is based on the Quake II engine, can be considered as a mod of Quake II, albeit a very total conversion mod.

    I understand that companies which use licensed engines probably modify the engine to suit their needs, which is impossible in mods, but I feel the border between a licensed-engine game and an advanced mod is being smudged. Since an engine license cost a load of money, is the difference merely financial (i.e. mods are not for sale, licensed-engine games can be sold)?

  58. CS? by Anonymous Coward · · Score: 0

    "Can't wait for that inevitable TF mod for Jedi Knight II."

    You mean Quake 3 with lightsabers?
    I've played JK:2 for about 30 mins. I went back to trying to beat the Hitman columbia missions.

    1. Re:CS? by Anonymous Coward · · Score: 0

      You mean Quake 3 with lightsabers?

      By that logic I guess Return to Castle Wolfenstien is just "Quake 3 with Nazis"?

      Jedi Knight 2 is pretty good, nothing earth-shattering or extremely innovative, but I think its alot of fun. Almost every review out there also seems to agree with that sentiment.

  59. Re:Difference between mods and licensed-engine gam by SuiteSisterMary · · Score: 2

    Licensing the engine costs money. Modding does not.

    --
    Vintage computer games and RPG books available. Email me if you're interested.
  60. Counter-Strike's Appeal by Anonymous Coward · · Score: 0

    There has to be something said about a mod so popular that it invites so many attempts to cheat at it. On top of that independents who develop their own programs to stop said cheating.

    The first mod by the creator of CS I played was the navy seals mod for quake. Not only did it feature semi-realistic weapons(The m203 was pure joy), but also weapon reloading and some redone enemies that were much tougher than the original quake stock. It had laser scopes, grenades, fire selection, and the m203 with the under the barrel grendade launcher.

    It wasn't till half-life that I saw alot of these innovations added to a commercial game. While playing through counter-strike I still think of the retrofitted quake grunts.

    Half-life also still stands out against quake 2 & 3 for the story driven levels. Too many quake levels (even single player quake 2) felt like more attention was paid to what the engine could do than what was fun( The multiple spinning circles outside the blackhole generator). You know what happends when you concentrate on showing what your engine can do, the Xen levels.

    Not to say I haven't played good quake mods, the Predator mod for quake 2 was excellent before it was shutdown. Nothing, however, gets my pulse still going like a good counter-strike game. While the cheaters are bad, and those who accuse you of cheating because you killed them are worse, it is still worth it when you play the perfect round.

  61. Garage Games by ShaggusMacHaggis · · Score: 2, Interesting

    I'm very suprised that Garage Games was not mentioned in the article.

    They allow you to buy the source code to the engine that powered Tribes 2 for $100.

    Not only that, but they have released a project called Realm Wars. This is a game that the community contributes to. If you bought the source code, then you can contribute source code. If not, you can still download the demo, and contribute SCRIPTS, artwork, models and more.

    It will be extremely interesting to see how this pans out.
    (as long as I don't get any UE errors)

  62. I second this. by Anonymous Coward · · Score: 0

    Man, I just blew $140 on 4 game boxes. Out of the set of:

    Hitman: Codename 47
    Baldur's Gate 1 (yes, go for the eyes)
    Jedi Knight 2
    "Action pack" (3 games, bought it for the first Solid Snake PC game)

    I only play Hitman and the Solid Snake one a week later. The doom-iness of JK2 almost made me sick! Can't believe I dropped $50 on it! :P

  63. There's one minor flaw in your logic. by Lendrick · · Score: 2

    People will pay money to play the same game, provided that the game engine is better. Since every game engine has its own inherent limitations, the drive in commercial game development will most likely be to develop good games on top of good engines.

    Of course, there are cases like Deus Ex (and many other games that borrow their predecessors' engines), but a game engine only remains viable for so long. The Half-Life engine, for instance, has been pushed to its limit, and it's unlikely that there will be any more hugely successful half-life mods. People will inevitably want to move on to things like the upcoming Doom 3 engine.

    1. Re:There's one minor flaw in your logic. by Pvt_Waldo · · Score: 1

      Actually, I think there is a certain "something" about the Half-Life engine. IMAGDO (In My Amateur Game Developers Opinion), there is something about the "look" of HL engine versus Q3 engine (or others) that just makes HL engine games work better. It's like an art medium. I mean you can have a painting of a mountain done in watercolors, oils, and pastels for example. It's the same mountain, they are all nice looking, but each medium can convey a certain "feel" the others just can't touch. There's something abstractly "right" about HL that just makes it work and keep being so popular after all this time. Look at cave paintings. So crude and primitive compared to a digital photograph or "civilized" piece of artwork. But some just can stir more emotion in your heart than your average "Child With Boat" by some obscure (or not so obscure) artist.

      Now I know you can't go forever with old, but still, there's something to it.

    2. Re:There's one minor flaw in your logic. by Drakin · · Score: 1

      "Half-life engine" Um.. As I recall, the engine that half life uses is a seriously altered Quake II engine.

    3. Re:There's one minor flaw in your logic. by GenCuster · · Score: 1

      The netcode is from Quake II, but the base was the Quake I source code. This is a truely dated engine.

      --
      "The poet presents his thoughts festively, on the carriage of rhythm; usually because they could not walk" Nietzsche
    4. Re:There's one minor flaw in your logic. by Drakin · · Score: 1

      i knew it was one of the Quake engnes... thnks for pointing out the correct one.

      Dated, but oviously it was well designed.

  64. unreal tournament & strikeforce by jilles · · Score: 3, Insightful

    I must admit I always found unreal tournament a bit boring. However I've been hooked for months already on a modification for it: strikeforce. Without that modification (and many others), unreal tournament wouldn't have survived long on my harddisk. Strikeforce is an absolutely brilliant mod. Great maps, great gameplay.

    I had the same with the original unreal. Single player was fun while it lasted. After that I kept the game around to play the mods.

    --

    Jilles
  65. Civilization II by chazzf · · Score: 5, Interesting

    I'm surprised no one has mentioned, but Civ2 is easily one of the MOST modded games ever. Six/seven years after the game was released, and after numerous clones/sequels, the game is still going strong (hell, I still play it on weekends).

    The reason it was modded so often was that Microprose made all the data files open (hmm, almost Open Source, in a way). While the engine was still closed, players could edit plaintext files to control it's behavior, as well as that of the units. The graphics files, for units, terrain, cities, even leaders, were simple GIF's that could be easily modified. Later, Microprose even added a rudimentary macro language for scenario builders.

    I have seen many truly remarkable Civ2 mods. Some people overhauled the ENTIRE game, replacing everything. Forget scenario editors, this goes way beyond.

    ~Chazzf

    --
    No statement is true, not even this one.
  66. I wonder...? by CleverNickName · · Score: 3, Insightful

    You know, one of the reasons I've always liked PC games better than console games is the ability to get mods, updated rosters, etc., through the Internet.

    I mean, would anyone still be buying Half-life if we didn't want it to play CS and DoD?

    I wonder if, once we can have Linux on our PS2's, we'll see mods for GTA3 and the like.

    Does anyone know if it's possible to release mods for console games?

  67. Counter-Strike by EnglishTim · · Score: 2

    One of the big Advantages of Counter-Strike is that it is still playable on old hardware. P233 with no 3d accelleration? Fine - it'll still run!

    Sure, the engine (A Quake I/II mix) is quite old now, but the creators of CS have done an amazing job with it. The sheer quality of the textures and lighting is amazing. To be honest, from the looks of the screenshots, UT looks like it has a higher polycount, but I don't think the overall impression looks all that much better.

    Anyway, graphics can only count for so much. CS is great fun to play (I can't speak for UT, not having played it...), and CS is the most popular online game ever. I remember being amazed when I first tried Counter-Strike that there were over 20,000 CS servers out there. I don't think any other game has come close. CS is *BIG*.

    1. Re:Counter-Strike by JDAustin · · Score: 0

      Although CS is the #1 mod, it also has some of the biggest problems. I stopped playing because of the cheating involved (having play from beta4 through release 1.1). Getting killed by someone using wall hacks, voodoo skins, etcmakes the game old real fast. Combine that with Valves changes to the HL engine as far as prediciton goes, really screwed over LPB's.

      Yea CS can play on old machines but when I have a amd 1800 w/ a GF4, I want play games that will take advantage of it. I moved over to Urban Terror and dont regret it a bit.

  68. Gaming mods have a long tradition by robson · · Score: 1

    Some early examples from the Apple II:

    *Eamon: A text adventuring system in which you were given the tools to create your own adventures.

    *Lode Runner: Early platformer that came with a map-editing tool.

    * Bill Budge's Pinball Construction Set

    * Night Mission Pinball: Had pages and pages of values that you could tweak to customize game play.

  69. Single Player Mods anyone ? by sh0rtie · · Score: 1



    Call me an old timer but i actually like to play these RPG's in single player mode with a mission based strategy and enjoy the scenery along the way , yet all these *mods* wether its Castle Wolfenstein or MOHAA [insert fav rpg] all seem to cater for multiplayer only, which seem to involve running frantically round an enviroment blasting anything that moves, making these RPG's all essentially Quake 3, which seems strange that everyone wants to mod their fave rpg into another quake clone ?!

    Does anyone make mods for single players? ie: new missions,stories etc or are these "lifeblood" mods only cater for turning RPG's into multiplayer online quake clones ?

    1. Re:Single Player Mods anyone ? by Anonymous Coward · · Score: 0

      Like the article mentions, there's a *huge*
      mod community for single-player missions
      for the Thief games, and they're really
      frigging great:

      http://www.thief-thecircle.com/

    2. Re:Single Player Mods anyone ? by Anonymous Coward · · Score: 0

      Does anyone make mods for single players

      Um, yes?


      I Never play the multiplayer mods for Half-Life, but waste a good part of my life in the various SP mods. I recommend "They Hunger" parts 1-3, "Sweet Half Life", "Chemical Existence", "Timeline" parts 1-3, "Azure Sheep", "Heart of Evil" is starting pretty well, ... the list is near endless. Check out Hangar 16 for reviews.

    3. Re:Single Player Mods anyone ? by Anonymous Coward · · Score: 0

      thank you very much

      sh0rtie

  70. Lifeblood of the game industry? by jbum · · Score: 1

    Odd. I always thought the lifeblood of the game industry was that orange stuff that drips from the slice of pizza at 2:30 AM.

  71. Mods are the lifeblood of the mod community by Junks+Jerzey · · Score: 3, Insightful

    On the web, if you go for the few remaining gaming news sites, it is easy think that mods are the center of the universe. But then you look at where the serious action is in gaming:

    1. Big console titles like GTA3, MGS2, FFX, Halo.
    2. Monster PC titles like The Sims and Roller Coaster Tycoon. The Sims has sold over 6.5 million copies.

    then you get a different feeling. Are mods interesting and important? Yes. But lets not get carried away. In reality the communities surrounding games like Half-Life and Unreal tend to be self-serving and isolated, with notable exceptions (gotta mention Counterstrike). You just don't find all that much innovation in mods for, say, Unreal. Now, sure, the mod community will argue otherwise, but that's what I meant by "isolated."

    1. Re:Mods are the lifeblood of the mod community by Pvt_Waldo · · Score: 1

      However MODs definitely should be taken seriously. I don't know the numbers now, but when DoD 2.0 came out, we had more online players and more online servers than MOH:AA and RTCW. That must have just put their undies in a knot to have a bunch of amateurs make something that had more ppl playing than their mega million budget (and probably lots of sales to boot) products.

    2. Re:Mods are the lifeblood of the mod community by argStyopa · · Score: 2

      I entirely disagree.
      The 'serious action' you mention prove it themselves. The console titles are inherently unMODable, but look at the game concepts: MGS2 (derived from Thief), Halo (derived from TeamFortress), FFX is essentially the tenth 'mod' of FF. The PC titles are even better: The Sims is blazingly customizeable (not the engine, but the superficial stuff that is amusing to those who play the Sims) and RCT is equally moddable with custom rides etc.
      Tell me how successful the Sims would have been if you get 2 people, 3 types of houses, 2 carpets, 5 pictures, and some furniture - and NEVER ANYTHING ELSE. Or RCT if you had only the default rides, no self-designs or importables.
      No, this precisely proves that customizability directly extends a games lifespan.

      --
      -Styopa
    3. Re:Mods are the lifeblood of the mod community by BrotherPope · · Score: 1

      Define 'serious action'. To me, it's a meaningless term. Do we mean quantity of players right now, number of games sold, or how many 'hardcore' gamers are spewing nonsense about these games on web discussion boards? Regardless, you've shot yourself in the foot with your #2...

      The article specifically mentions the deliberate mod-ability in The Sims. Both games have sold large numbers of expansion packs (which are really just company-driven mods, rather than community driven). Both core games have been out longer than any of the console games you listed in #1, in the exact same format. The strength of the mods (both designed into the game, like rollercoaster building, and available on the shelves) is what keeps the demand up for these games, just like CounterStrike continued to drive demand for Half-Life.

      As for the lack of innovation in Unreal mods, I can't speak to it. But it's telling that you choose to focus on the weaker mod community to draw your conclusion that modders are "isolated". Are the DoD developers, in your opinion, "isolated"? How did this detract from or contribute to their amazing success? In fact, I wonder if you dispute that a bunch of mod developers have achieved a level of success (both technically and commercially, i.e. by volume) than most professionally produced games will. Doesn't sound self-serving and isolated to me. In fact, it sounds like a good reason to write large numbers of articles on (gasp) gaming news sites.

    4. Re:Mods are the lifeblood of the mod community by iabervon · · Score: 3, Insightful

      I can't help but notice that your list of "big console titles" doesn't include anything more than a few months old. DooM was about as big in its day as any of these, and basically continued to be just as big for several years, until Quake took over. Considering that Half-Life uses the Quake engine, Quake is arguably still doing well today based on mods, after nearly 6 years.

      In 6 years, people probably won't be able to remember any of the console games (except for the FF series, which is pretty distintive), and few people will actually play them.

    5. Re:Mods are the lifeblood of the mod community by MisterBlister · · Score: 2
      The 'serious action' you mention prove it themselves. The console titles are inherently unMODable, but look at the game concepts: MGS2 (derived from Thief), Halo (derived from TeamFortress), FFX is essentially the tenth 'mod' of FF

      MGS2 was the sequel to MGS, which was a sequel to the original Metal Gear on the NES. Even on the NES version of Metal Gear, stealth and sneaking by guards was a big part of the game. The NES version of Metal Gear was out years and years before Thief, so I don't think that argument holds. Also, Halo is really nothing at all like TeamFortress except they are both shooter games. If anything, Halo's a lot more like a single-player Tribes...Calling a sequel a 'mod' is pretty flimsy..especially since in the Final Fantasy games (BTW, I'm not a FF-fan, I liked the pre-FF7 games, but nothing since) the engine and the entire story and characters have changed each revision...The argument that games like The Sims and RCT have longevity because they are moddable on a personal level is true, but that's a different thing than what this article is talking about.

      While modding is cool, I have to agree with the original poster, its not 'the lifeblood' of the industry. Far more successful games are not specifically modable (without serious reverse engineering) than are modable.

    6. Re:Mods are the lifeblood of the mod community by SandSpider · · Score: 1

      In 6 years, people probably won't be able to remember any of the console games (except for the FF series, which is pretty distintive), and few people will actually play them.

      You're kidding, right? Let's start with Yars Revenge. The Mario series(es), including Bros, Cart, Smash Brothers. Zelda. Virtua Fighter. Tekken. FlipOut! (Okay, nobody will remember that one.) Pong. Pac Man. Shenmue.


      And that's just a random sampling of the past 20 years of console gaming based on the barest amount of free association.


      Don't let your personal biases overshadow the fact that consoles have been significantly more successful than PC games, and contain at least as rabid of fans.


      =Brian

      --
      There is nothing so good that someone, somewhere, will not hate it.
    7. Re:Mods are the lifeblood of the mod community by iabervon · · Score: 2

      I was talking about the particular list of console games given as "the action in games". Of course there are classic console games. It's just that the flashy new console games people are playing today are mostly not destined to be classics.

      The console life cycle is also such that the current games aren't going to be played much in 6 years, because the consoles will be too obscure. Some of the games people like will be released in new versions for the new consoles (Zelda, Mario, Final Fantasy, e.g.). The rest will be played, ironically, in simulation on PCs, where they will be subject to mods (such as translation of Japanese editions into English).

      My personal biases: play console games that my housemate gets until I get bored of them; play text adventures and roguelikes intermittently. I haven't actually had a machine set up to play the mainstream modded games since Quake was available for modding. My experience has been that console games are a lot of fun, but easy to play out, while PC games will have new things to play with if you come back to them after a while.

  72. Interesting Omission by Anonymous Coward · · Score: 0

    I love how they forget to mention that Apogee was, originally, strongly AGAINST mods. True old-timers will remember that Apogee sent cease-and-desists to Wolf3D modders, and completely ignored everyone's arguments (including Id's) that the mods were increasing the already-incredible popularity of the game. (however, Apogee was also largely ignored in this issue, and they were at least bright enough to NOT try to sue their most loyal customers)
    Shame, really, since Wolf3D had some brilliant bugs in the engine that you could exploit if you found them. Like being able to make walk-thru walls.

  73. Team Fortress Classic by Link-chan · · Score: 1

    If it wasn't for TFC, I wouldn't be playing Half-Life. Mods really do make games better.

  74. Small Error in the Article? by ShavenYak · · Score: 2

    Regarding Wolf3D:
    It wasn't the very first first-person game-- that title belongs to "Ultima Underworld" (1992), released a few months earlier from Looking Glass Studios....

    Catacomb Abyss came out in December, 1991. Dig those EGA graphics!

    --

    Hey kids, there's only 5 days left 'til Yak Shaving Day!
    1. Re:Small Error in the Article? by nagora · · Score: 1
      It wasn't the very first first-person game-- that title belongs to "Ultima Underworld" (1992),

      1992?! Don't make me laugh: I played "Wizards Castle" on the Commodore PET in the late 70's and it was first person; and it was very similar to an older TRS-80 game whose name I forget.

      TWW

      --
      "Encyclopedia" is to "Wikipedia" what "Library" is to "Some people at a bus stop"
  75. Let us not forget.... by Jaysyn · · Score: 1

    ... mods for 2D games! Go to www.teambg.com for all of you Infinity Engine modding needs.

    Jaysyn

    --
    There is a war going on for your mind.
  76. it would only encourage patches by fatgraham · · Score: 1

    the xbox is/was suppsoed to be a standalone CONSOLE, not a pc. i for one do not want to see ANYBODY use online connectivity for getting "new features" (read bug fixes) itll just turn into a pc, then people will stop buying it.

    aside from publisher demands (where games arent finished yet are demanded by publishers who want their quick buck) the fact that most console games are well polished are because they arent thought of with "patches" in mind.

  77. Next step. by Bad_CRC · · Score: 2

    Right now, mods come after games, basically just using their engines, then modding everything but the core engine itself.

    An upcoming title, Legends just may be the next step in the evolution of gaming. Basically a mod that just skips the first step of buying a different game just to get the engine.

    The game is based off the tribes 2 engine, and will be released for free. People can modify it however they want and contribute to the project in any matter they see fit.

    Will be interesting to see how their experiment goes. Could revolutionize online gaming, and change the way mods are developed forever, or it could fail miserably and accomplish little.

  78. Some great talent out there by Kasmiur · · Score: 1

    Making mods for games.

    would like to point out one such talent who did the Tribes RPG mod. Which is a wonderful mod.

    http://www.planettribes.com/rpg/downloads/

    --
    -THIS SPACE FOR RENT!
  79. If this were true ... by WillSeattle · · Score: 3, Funny

    then The Sims would keep coming out with new "upgrades" or "add ons" every few months ...

    then Pokemon would keep having new "versions" every few months so you would keep getting new ones ...

    then AD&D would have kept coming out with new Books and Campaigns every few months since the dawn of gaming time ...

    -

    --
    --- Will in Seattle - What are you doing to fight the War?
  80. Tribes 2 by jhughes · · Score: 1

    Tribes 2 is another one of those games that's pulled this off nicely. There's dozens of mods, and the game was made for those in mind (too bad Dynamix went out).

    Anyhow, one of the mods, base++ apparently is going to become the official competition mod for T2. There's a new release coming out (Tribes Fast Attack?) but I can't seem to find the link I had earlier with more info....

  81. Thanks by Anonymous Coward · · Score: 0

    Thank you very much.
    I took a class in C++.
    Lets see if it's any use tackling this stuff.

  82. oh god. by Sj0 · · Score: 2

    Jesus! I've seen more patting on the back lately for mod makers, and frankly, it's making me sick. With Microsoft talking about paying modders for their work, I think many people don't understand what will happen when all this money and fame goes to a modders head.

    Alien Doom. Now there was a mod... :)

    though ZanZan is really f*cking cool for a Doom mod!

    --
    It's been a long time.
  83. Imagine mods + Steam with the MP3.com biz model? by Pvt_Waldo · · Score: 1

    It would be interesting if Valve could incorporate some kind of "pay for play" system into Steam like MP3.com does. Steam is the medium you use to distribute your mod/game/etc. The more you get played, the more they pay you - just like MP3.com's Payback for Playback system. Suddenly MOD creators and creators of more extensive single player creations such as Neil Manke could actually become the Bassic of the gaming industry.

  84. ultima the first first person game? by Anonymous Coward · · Score: 0

    [Wolfenstein 3D] wasn't the very first first- person game-- that title belongs to "Ultima Underworld" (1992)

    I remember Wizardry had a first person perspective, even if it wasn't fluid motion. That was maybe 10 years prior to either W3D or UU.

    khl

  85. Blizzard by drivers · · Score: 3, Insightful

    You think Blizzard doesn't just care about money? Blizzard is owned by Vivendi Universal and I can guarantee you they only care about money. I run the boycottblizzard.org site.

  86. Torque! by Midnight+Ryder · · Score: 2

    Take a look at Torque - it's basically the V12 engine from Tribes 2 with all the Tribes 2 Intellectual Property pulled out. What's left is a nice, fairly good engine. Here's the cool part:

    If you want to just do modding, you don't have to BUY Torque, instead, just download the demo. The also have all sorts of community boards for ya to look at and interact with each other for questions. Pretty nice.

    If you suddenly decide you want to write a commercial game with it, or, you need the source code - no problem. License the engine. For $100, and a distribution agreement for commercial sales. Not TOO bad.

    There is a built-in terrain editor, world editor, etc - however, no actually map-building tools for interior locations. But, you can use Quark or WorldCraft (er... guess that's Valve's Hammersomethingorother now) to do that work.

    I licensed the Torque engine to do Trajectory, and so far it's been wonderful. C++'ish scripting language built in, plus having the source for some further modifications that I can't do in scriptin is great.

    Go check 'em out at Garage Games and download the demo or the RealmWars demo to check it out. Or, heck, play Tribes 2 a bit, and you know what to potentially expect ;-)

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  87. blizzard by eudas · · Score: 1

    blizzard did this with starcraft. they had a huge map creating community, and iirc there was even a blizzard approved 3rd party expansion (it was basically just additional singleplayer maps that people had created, but it was fun).

    the one thing they wont do this with though is diablo2... they make too much money off of a few new mobs, a few new levels, a few tilesets stolen from starcraft and then selling it as an "expansion pack"...

    eudas

    --
    Blessed is he who expects the worst, for he shall not be disappointed.
  88. People always forget... by scot4875 · · Score: 2, Informative

    People always seem to forget Abuse (1995, Crack Dot Com, www.abuse2.com) when they discuss 'moddable' game engines.

    When Abuse came out, to my knowledge, there were no other games with a built-in script interpreter. All of the game's AI routines were done in LISP, all easily editable by anyone who knew LISP (granted: most people don't know LISP), and the game engine has an integrated level editor. But this game came out a full year before Quake 1, and still never gets mentioned in these discussions. Hell, they even had a $1000 level creation contest when the game came out.

    Truly a shame, because it's a great game, and the engine was way ahead of its time.

    --Jeremy

    --
    Jesus was a liberal
  89. Mods keep alive old titles AND franchises! by mookie+t+mookle · · Score: 1
    I agree that mods increase the value of the original game; I was an avid player of the Freespace series, very fun space shooters. Problem is the single player campaigns were too darn short. Saying that though, a game where you can win by supernovary death has to be cool!.

    The game still hogs hard drive space though, me and my friends still play it because of the Babylon Project mod. As is well documented, the official Babylon 5 game; "Into The Fire" was shaping up to be a very cool game until it got bounced from distributer to distributer and finally pulled (a real shame as seen as they got Joe Straczynski to write the script and all the cast in to film it, but hey ho :-( ).

    This mod captures the feel of the series very well, sure it is rough around the edges, but small complaints against actually having a game based, IMHO on the most intelligent Sci-Fi show for quite a while.

    Credit must be given to Volition for providing the mission mod as standard with the game as well, again it is good to see a company with the foresight to provide extra value with their products, many a stupid mission has been created with that tool! It certainly makes another space shooter based on a certain franchise look very poor indeed

    --
    "...and on the seventh day we wrapped." JMS 4:22 May 5, 1997
  90. Maelstrom was awesome! by Anonymous Coward · · Score: 0

    I remember playing it on Linux. I also remember there were some really entertaining mods to change at least the sound effects to some from Star Wars and Star Trek. It was really amusing, and a beautiful game to boot. If I dig around, I think I might still be able to find it somewhere.

  91. BTW by aardwolf64 · · Score: 2

    It's at http://web.archive.org/web/19991012141834/http://h ome.earthlink.net/~bcbull/dotb.htm

    Isn't it great how archive.org keeps stuff around just for situations like this???

  92. It's all about the Navy Seals. by Chris+Burke · · Score: 3, Interesting

    Navy Seals: Covert Operations is the best Q3 mod out there right now, IMNSHOBIK. It's more realistic than the cartoony Urban Terror (or, god forbid, CS), and also more fun. Not to mention it's the only mod I've seen where teamwork consistantly spontaneously appears.

    Once a couple problems get taken care of (speed whores, for example), it will be a masterfull game.

    --

    The enemies of Democracy are
  93. Rogue Spear by Kargan · · Score: 1

    This game was my first introduction to serious modifications. Absolutely everything could be modded. Weapons, skins, maps, sounds, text, you name it. It made the game *much* more enjoyable over an extended period of time, and eventually Red Storm even released (unsupported) an exporter to work with 3D StudioMax, so you could make your own models or maps from scratch!!

    If I had known anything about 3D Studio, I would have made a map that was my actual mid-town neighborhood at the time, and then given it to all my friends to play. I always thought that would be incredibly fun, and surreal as well!

    Always wanted to shoot a grenade launcher or light machine gun off my balcony...

    --
    Palaces, barricades, threats, meet promises
  94. If you like realism mods... by doorbot.com · · Score: 1

    ...then you need to play Infiltration for Unreal Tournament. The Infiltration team does some of the best work I've seen, but they try to keep themselves a bit "lower key" than some of the higher profile mods (such as Strike Force). There tend to be less interviews, and less media coverage, but I think this is a good thing. This mod is not for everyone...

    Don't jump into Infiltration, unless you know what you're doing. The mod tries to mimic real life as closely as possible... if you don't spend the time to learn how to play you will not enjoy it. But if you take the time you will thank yourself later (and you will wonder why you ever thought CounterStrike was entertaining). If you're like me and you try CounterStrike after you tried Infiltration, it will be hard to understand what people get so worked up about.

    If you enjoy Infiltration, I recommend supporting the team by purchasing an Infiltration CD, which will be available when version 2.87 is released.

  95. Freedom Force! by arthurh3535 · · Score: 1

    Freedom Force is just itching to be modded. You can download their proffesional model/skin viewer, skin relatively easily and quite a few models have already been made.

    It's only weeks old and has *hundreds* of skins, many made before it even came out.

    The only thing that'll make it awesome is co-operative multiplayer.

    And they are seriously talking about that too.

    --
    No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
  96. Mods must be MODified by Anonymous Coward · · Score: 0

    Snipers who kill you in 0.1 second suck.

    B8ING.

  97. Mods? by El+Camino+SS · · Score: 2


    Mods?

    Screw them, I've always seen myself as more of a rocker.

    Also, I was never a fan of their big coats and silly little scooters.

  98. Why does this surprise anyone? by JamieF · · Score: 2

    Think about it, you can sell X number of copies of your game due to your cheesy graphics and story (*cough* QUAKE *cough*) and then sell 2x more to die hard gamers who will download a free TC and replace your crappy creative work with stuff done by someone else. Basically you get paid for your engine, and somebody else donates the creative work for "cred". Not a bad scam. Maybe the TC folks get paid too, big friggin deal. Still, it's entirely reasonable given that game engines have separated the engine from the creative content for so long, to allow parallel development of the storyline and graphics from the rendering engine, combat system, etc.

  99. Re:CROSS.WAD by Anonymous Coward · · Score: 0


    That was an interesting, yet insightful post. However, I think that you could have been modded up had you stuck to the tried and tested formaula of offending minorities and Katz-bashing.

  100. http://www.gamespy.com/stats/ by Anonymous Coward · · Score: 0

    http://www.gamespy.com/stats/

    counter-strike wins.

    --
    xxacto@azdd.com

  101. OK, we've had Halflife, I'll post UT by Anonymous Coward · · Score: 0

    Quick guide to modding UT:

    What do you want to hack today?

    For UnrealEd (the level editor/general editor) you need Windows, unless WINE has improved a lot since last time I tried it; for UCC (the command-line compiler) Windows helps, but Linux + WINE is sufficient (although you'll need to use the Windows executable "ucc.exe" via WINE, the native Linux executable "ucc" is broken). I don't know about UCC on Macs; they certainly don't have UnrealEd.

    Maps (levels): get stacks of RAM, run System\UnrealEd.exe, do a web search for UnrealEd for more information

    Skins: paint images in Paint Shop Pro, The GIMP or Photoshop, import to UT with UT Skin Maker, UnrealEd or UCC (the Unrealscript command-line compiler), use online communities like www.planetunreal.com/identitycrisis/ to get feedback.

    Models: get Milkshape 3D (shareware) or 3D Studio Max and follow the (unofficial, user-made) tutorials here: http://www.pseudorandom.co.uk/paradox/ams/sdk/
    Yo u can also use Maya, but you'll have to work out how to make stuff work for yourself since my tutorials don't include it yet.
    Again, asking on forums like the ones for www.planetunreal.com/identitycrisis/ is A Good Thing.
    I've written a mod called Advanced Model Support which fixes a few bugs and makes it easier to get models in-game.

    Code: Learn some Unrealscript; it's similar to Java, and there's info on Epic's site (unreal.epicgames.com) and a fairly comprehensive .chm file floating around the net somewhere. Subclass built-in classes and modify stuff.

    Big mods: get a team together and do all of the above.

    -- Psychic_313
    Moderator, Identity Crisis
    Author of Advanced Model Support

  102. Valve Chapter 11 - what's the story? by Anonymous Coward · · Score: 0

    Valve filed chapter 11 earlier this month. Does anyone know the details?