The Mod Squad
Devil's BSD writes "Popular Science has a new article in this month's issue about gaming mods. It contains a nice history of mods, touches on mods for the Big Three gaming systems today (as well as those for computer games), and a beginner's guide to mods. Interesting, but not much new for the l33t h4x0rs out there though."
I remember doing my own (simple) DOOM mods. Then came Quake and I loved the mods, expecially CTF, even played semi-professionally for a little bit.
However, after hardware advanced too fast for me to be able to afford upgrades, I have pretty much left the gaming scene entirely.
It was damn fun, though.
"Alcohol, Tobacco, Firearms, and Explosives" should be a convenience store, not a government agency.
When I hear the word "mod", the first thing I think of is Counter-Strike. If you don't know what that is, you should get out of that hole you've been living in! :) It's a tatical terrorist vs. counter-terrorist mod to Half-Life. A few months ago there we're about 13,000(yes, THOUSAND) active servers. Now there's only a few thousand, but it's more then any other mods I believe. It must be by chance that this story was posted right after I've been playing CS for the first time in a couple of months.
http://www.counter-strike.net
For example with Day of Defeat mod for Half-Life, HL is like a few years old and yet the mod is very popular. v3.0 beta just came out a few days ago and I am in awe with this mod.
:)
Sure, the game engine uses outdated engine, but the fun is there. Now, if I could just play this awesome WWII mod in Linux (no Wine and stuff).
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
DoD Web site. I think it is gaining more players and to me, this mod is much funner.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
There's already a booming mod commnuity for GTA3(pc version). SOmeone's making a whole new city with various tweaks here and there.
Man would I like to have GTA Twin Cities. There's also simple mods you can do, like make a car 15K pounds heavy, and any collision sends a car flying in the opposite direction.
The article is already /.ed so I need to ask.... was there any discussion about the support that devopers give to the mod community? I am not specifically talking about mapping and level designs but rather new game concepts adapted from the original.
Id Software seemed to start the mainstream trend with the Doom engine being easily adapted with the good folk that developed the right tools. Then Valve software came along and gave the fledging mod community a BIG helping hand to the point where they enter "partnerships" with the better and more popular mods (ie. CS of course). Even games like Morrowind and NWN ship with tools that say "Use Me !!!" to custom design or alter adventures. It almost seems expected of a developer to offer the extra incentive for what is probably the minority of users to keep the game "alive" until the next game by a developer is released... what with the 2-3 year development times now.
- HeXa
I began a whole lot longer before that, Go back to the 70s/80s where people with their 'big three' home computers starting out by modifying BASIC from a tape program or type-in listing (Yep I remember giving the mansters in Cursor's Dungeon silly names and myself better recharge stats)
A Few years later as 8-bit computing progressed many pirates added extras to their 'cracked' games (which they called 'trainers' added such options as too many lives, indesctructible, level jump, etc.)
Next the designers themseleves were modding their own games before release, type in this combo or do that joystick move to get free lives, etc.
The article is old news to me.
"Enjoy what you're doing! If it becomes drudgery, you're doing it wrong!" - Jim Butterfield
That would be a snow plow. People in the Twin Cities are quite good at driving into those, with the effect that you describe.
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E_NOSIG