Slashdot Mirror


NYT on Game Mods

Bansuki writes "The New York Times has an article about the role of the modding communities in the games industry. It's a decent overview of the current state of modding though it focuses heavily on Epic Games and the Unreal engine. They spotlight the Unreal University program (an Unreal sponsored event giving classes to potential modders) and Red Orchestra (a highly ambitious mod of the Unreal Warfare engine). The article also mentions machinima as a type of mod with artistic potential and gives due credit to Id Software and Bioware for their work in making engines available to the community. But here's a glaring omission: Half-life and its wildly successful mods. Odd."

9 of 172 comments (clear)

  1. Building a mod inside a level editor... by tcopeland · · Score: 4, Interesting
    ...is great and all, but it'd be nifty if a level could be built using a script. Like this:
    map = Map.new
    level = Level.new(10,10)
    level.add_sector(0,0,5,5)
    level .set_spawn_point(2,2)
    map.add(level)
    Or something to that effect.

    I've poked around a bit trying to find a way to generate DOOM PWADs using a script... but I can't see a way to build a map outside a level editor. It seems like there are two components necessary - a sector layout thingy and a binary space partition calculator.

    At any rate, I've started a little project to generate DOOM levels via a Ruby script. And if it turns out this is already possible via other means, I'll shut the project down :-)
    1. Re:Building a mod inside a level editor... by wideBlueSkies · · Score: 4, Interesting

      3D realms, provided a random level generator for Rise Of The Triad.

      The utility came on the CD version of the game. It would work as advertised and generate random levels. Every now and then you'd get a good deathmatch level out of it.

      So I would imagine that one could write an engine to generate a random level for any game. This would be a bit simpler probably for older 2 1/2 D games like Doom, ROTT and Descent, compared to full 3D engine games like the Quake and Unreal series. But definitely do-able I think.

      wbs.

      --
      Huh?
    2. Re:Building a mod inside a level editor... by Mohammed+Al-Sahaf · · Score: 4, Interesting

      Its been done for Doom at least. SLIGE is a tool of the Zionist American pigs for generating random levels.

      --
      Former Iraqi Information Minister Mohammed Saeed al-Sahaf
  2. They should be thanking us! by Terragen · · Score: 5, Interesting

    Mods like Counter-Strike are a boon to developers. Its like having people who work for free. I know that valve has taken CS under their wing now but there are many mods that keep games playable - with no work on the part of the developers. Imagine all the people who bought half-life so they could play counter-strike on the internet (or DoD or TF)? Originally CS was just a couple of nerds with some free time on their hands.. Not to mention that you can't make everyone happy.. mods let people take a great engine and make a game that is "boring" to them fun. Some people like CS, others prefer TF, some are into DoD.. I'm pretty sure that many of those people never bother to play multiplayer HL.

  3. Speaking of Mods by JSkills · · Score: 3, Interesting

    Did anyone ever play the "TW Creeper" mod for the original Quake? As nice as the 1st person shooters have gotten - Counterstrike is so much more realistic and several orders of magnitude more impressive in terms of rendering graphics - I still haven't found more enjoyment in a multiplayer 1st person shooter than that old modded version of Quake. Sounds silly I guess ...

  4. What the article poster forgot... by i.r.id10t · · Score: 4, Interesting

    ... is that the classic Quake/QuakeWorld engine really started the ball rolling for mods, and is/was responsible for some of the things we take for granted in these games, like CTF (Thanks Zoid and Threewave for helping me waste sooo much time playing - had a blast) and the original TeamFortress.

    --
    Don't blame me, I voted for Kodos
  5. Re:It's not a coincidence by dolo666 · · Score: 4, Interesting

    When I was interviewed by the New York Times about the mod I'm doing, I was shocked at how much of the interview was left out. So I'm doing a feature with MTV magazine about it, and forgive me if I'm having some faith. :)

    My point is that the NYT doesn't know much about modding. They only know what they can see, and that's a wall of information. They don't have good resources for tapping into something like modding. Part of that is our fault, because there isn't a central information base for modding anymore, and there hasn't been since Slipgate Central was shut down. NYT wouldn't know what Allstar CTF was, and they would likely think that Zoid was a little toy.

    But patiently, with time, maybe the rest of the world will get it, when it comes to mods. Until then, we have to make do and we have to try and keep working towards that connection.

  6. Re:It's not really all THAT odd... by wrinkledshirt · · Score: 4, Interesting

    On that level, I sort of agree, but at the same time, that's like doing an article about increased consumption of fast food in society and leaving out McDonald's.

    --

    --------
    Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

  7. Future of modding... by hookedup · · Score: 4, Interesting


    I'm a big fan of Desert Combat mod for Battlefield 1942, seems as though the designers/coders have formed their own company headed by founder Frank Delise. This seems like a great way for mods to break into the gaming scene, release an amazing mod for free, then start a company, then PROFIT! (sorry..). I'm really looking forward to see what these guys are comming up with next.