Morning Discussion
So everyone loves mods right? As in game-changing additions? But there's so many, for so many different games, that it can be hard to personally try out every one. So maybe you could name your favorite and tell us why in this thread.
ShackBlog: Bringing you the answer to your second most burning question:
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In this thread we list our favorite game mods. Also:
-It's good to say why it's a good mod
-A download link?
-What did you think of that other dude(ette)'s choice?-
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I'm going to start with Point Defense Systems for Homeworld 2. It tries to take HW2 from RTS to naval tactics simulator, and until I get an Honor Harrington video game this will have to do. It's slower and deadlier to you when you don't understand the more complex unit interactions, but a whole lot of fun. Heck, I'd even be game to give a ShackBattle a shot.
http://www.pds.hwaccess.net/news.php -
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This is my favorite as well. There have been some imitators since then, but nothing has captured me like Gloom did.
I think it was a combination of the character designs and moody levels. I really liked the visual theme they had for each side, which I can't say the same for when it comes to Natural Selection or the more directly Gloom inspired indie game - who's name I can't remember right now.
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ThunderWalker - my first QuakeWorld experience online was with this mod. It led me to find friends I still keep in touch with over 10 years later, my current roommate (and one time coworker I met through TW), my current career (not game related, but computer/tech related almost directly due to this game)...
It was so much fun, so fast, had a great community. The maps were pretty much all awesome to play on, and I miss it very much. In a nostalgic sort of way.-
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I saw that played, but I was a bit late to the scene. That had a ball/chain kinda grapple right?
I got my first experience with Quake 1 at my job when I worked at ComputerCity and a dude there would load it up after hours and was destroying zombies and stuff... I thought it was the coolest. Then he told me about online play I think......
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http://www.hidden-source.com/
CS:S Zombie is not a full out mod, more like an addon and you can see the servers running it by looking at the name.
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Deathball (for UT2004)
The reason i bought UT2004 was that mod.
Best team sports game i have ever tried.
www.deathball.net-
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So are the euros back to 2.3 as well? I rarely join the euro channel for mixes because my ping is unplayable on those servers.
I know most of the story as I've played db off and on for a while now. From 2.0 to 2.4m or whatever the hell it was. Wasn't a fan of 2.4 (or the many tweaks & changes with every release, gg davidm), but It was still fun most of the time.
I got back into 2.3 along with a lot of other NA'ers late last year. I was even on a team for a while in the league this year ( http://www.dbleague.com/index.php ) but my video card shit out so i haven't played in a while, but I want to. Great game.
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Forgotten Hope: a ridiculously comprehensive realism mod for BF1942.
http://www.moddb.com/mods/4402/forgotten-hope
It was also lol-huge (2 GB). -
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Quake 2/3: Rocket Arena
http://rocketarena.planetquake.gamespy.com/downloads.shtm
The ultimate mod. Fast paced, unadulterad deathmatch mayhem on equal footing. I don't think I need to say more.
Quake 2: OSP Rocket Olympics
http://www.orangesmoothie.org/rocketo/
Get from point A to point B on various courses. The only resource you have is a rocket launcher. This mod was simultaneously fun and instructive. After mastering the courses in this mod, you could rocket jump anywhere. It was simple yet retardedly fun.
Unreal Tournament 2004: Alien Swarm
http://www.blackcatgames.com/asv1/index
Top down squad based marine action with an element of suspense and terror through tight narrow hallways. There were different classes and weapon load outs which added for some great strategies. Incredibly addictive, fun and atmospheric. I never got to play this as much as I would have truly liked, but it had production values through the roof. -
I have a history of supporting awesome mods that go nowhere.
Generations Arena for Quake3 was my baby for years -- and I mean years. It brought some much-needed diversity to Q3, and it was a ton of fun. Being able to play the dudes from any old id game was nostalgic. The team's still alive and kicking, apparently, although I haven't seen much in the way of new material in months. The over-long development cycle is what killed this one. http://www.wireheadstudios.com
Checkmate for UT2k4, made by a shacker, was a class-based team DM mod where every class had attributes based on chess pieces. Knights could jump like crazy and had a grenade launcher great for indirect fire, Rooks were slow walking tanks much like the Heavy from TF2, the Queen was death incarnate, and the King was a goddamn masterpiece: fast, melee-only, had 'auras' that healed allies and replenished their ammo. This was the best UT2k4 mod ever made. And no one plays it.
As far as mainstream goes...
Rocket Arena 2 for Quake 2 was my multiplayer game of choice for several years. I got quite good at it and I was in several clans that took #1 on the OGL ladder. Rocket Arena 3 never had the same appeal to me. It was fun but not great. -
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Natural Selection for Halflife. Its a fun spacemarines vs. aliens mod, where one person can play as the commander and get a top down view of the action somewhat like a RTS. They are making a new source mod and should be out soon.
http://www.unknownworlds.com/ns/-
No no no, Natural Selection is so much more than this.
Marines and aliens are two entirely different teams. More than that, they're even two entirely different games.
First, a few basics. In the future, mankind spreads out across the galaxy encounters alien blah blah. Natural Selection maps are set on space stations, research stations, industrial colonies and other dank, unfriendly - okay, with a few exceptions, hi KungFuSquirrel! - places, clanking, dripping, droning and rusting in on you. Each map has ten resource nodes. These need to be capped with a tower (not actually a tower, bear with me) to slowly provide resources for your team. Obviously a huge part of the game is killing off the enemy's resource towers and defending yours, as well all know that resource points mean prizes.
The marine team functions basically as an RTS. You spawn in at a predesignated point with your pistol, rifle and trusty combat knife. At your spawn point will be a command chair, which one player can hop into and use to live out their fascist fantasies. With a view identical to every RTS - http://www.unknownworlds.com/images/ns/screenshots/ns-comm-ayumi.jpg - the commander can drop structures, which marines must 'use' to build. While every marine spawns with the same equipment, they can be individually given better weapons, welders to repair buildings and players' armour, mines and special armours.
Every RTS has its research buildings and tech tree and NS is no different. Your armoury, as well as doling out extra ammo to marines, can be upgraded to allow dropping of heavy machine guns and grenade launchers. Marine observatories offer the ability to respawn the entire marine team at once in return for a chunk of resources and can be upgraded to give motion tracking indicators on the HUD (both commander view and on the marines' HUD) and phase gates- teleporters. The arms lab allow weapon damage and armour amount upgrades across the entire team. The tech lab can let you drop jetpacks (oh yes!) and heavy armour (think Fallout power armour, it's awesome).
So, you give your marines orders to go out and cap nodes and they of course head straight for where they think the aliens will be and die horribly. Ah. This is a problem. This time, you drop a handy little waypoint indicator down on their HUD and they... head in the opposite direction. Eventually, by bribing them with promises of mines, shotguns and upgrades, you cap a node or two by sheer dumb luck and maybe even kill some alien nodes. You slowly tech up, fending off alien attacks and pushing into their side of the map, before finally you have their hive in sight. You fight to build a phase gate so reinforcements can teleport in, fight to hold it, fight to build a turret factory to defend your position, fight to upgrade that turret factory to siege turrets then fight to hold out long enough for your siege turrets to destroy the hive through the wall, while aliens heal the hive and kill your marines and buildings. Or you give your marines shotguns and jetpacks and loose them into a hive room you have filled with medpacks. Or march in an entire team of heavy armour marines decked out with grenade launchers and machine guns. It's your choice. In the end, the hive goes down, everyone cheers, someone plays C + C Music Factory over voice but... oh. The game hasn't ended. They must have another hive. Oh dear.
The alien team is in ways more selfish but also relies heavily on teamwork and collaboration. Aliens spawn from a hive, a big fleshy womb hanging from the ceiling. This putrid uterus spreads bacterial filth around it, it's awesome. This concept from NS2 shows basically what a hive would look like: http://www.unknownworlds.com/images/ns2/screenshots/hiveconcept.jpg . Each map has three possible hive locations, one of which will be chosen at random for you to spawn in. You can eventually build all three hives and indeed you want to for each hive gives every alien an extra ability, leading up to some downright awesome skills at three hives, but they are expensive and take a long time to build.
All aliens spawn as a skulk, basically a dog made of fleshy bacterial scum which can neatly walk all over walls and ceilings. This is great fun but also crucial to master as while skulks' bites do massive damage, they are extremely fragile. You can then 'evolve' into another class - turning into a cute little egg http://www.unknownworlds.com/images/ns/screenshots/ns-gestation.jpg - for a chunk of your resources. I should mention the aliens' resource structure. While all of the marine teams go directly to the commander, points from alien resource nodes are distributed evenly among all players. Each alien has their own resource pool and can gain extra points for killing marines. Anyway, back to the various classes.
First up is the builder class, the gorge, a cute pudgy little fellow who makes squishy noises and purrs when happy. As well as having a healing spray attack and eventually a building-demolishing bile bomb and entangling webs, the gorge builds everything for the alien team. He plops down wonderful organic stuctures in the shape of resource-collecting towers to hives, spike flinging offensive chambers to crucial upgrade chambers. Ah yes, the upgrades. Gorges can choose to build one of three types of upgrade chamber, each allowing every alien to evolve one of three traits. The defensive chamber gives upgrades of extra armour, regeneration or a chance to be teleported back to the hive when close to death. Movement chambers offer a speed increase, silent movement or increased energy regeneration - energy beng used for all alien attacks and abilities. Sensory chambers allow the ability to sense marines through walls, higher attack damage but lower attack speed, or a cloaking ability. You can choose a different ability every time you respawn or die.
The next class is the lerk, a flying creature who spews poison gas and also makes cute noises. Then we have the fade, a large and monstrously terrifying lifeform who 'blinks' quickly into battle, swipes down a marine or two then zipping out again. The marines' game really needs to change when the first fade appears because fades have so much destructive potential. Killing a fade is a huge achievement and will buy you a fair bit of breathing room. Last up is the onos, a mahoosive space rhino cow. Onii (the pedantic squad love this) have teats even though all lifeforms are fully-grown. Worrying. An onos is a gigantic problem for marines, easily able to kill several at once, and can demolish an entire base extremely quickly. Hunting onos is a favourite sport of jetpack marines everywhere, as they are slow and have no ranged attack.
Each team basically wants to wipe out the other, killing all players and their spawning structures. Which is a simple enough objective but in practice, well, think how long an RTS game can go on for. Now throw in individual people playing every single unit in the game, each bringing their own personal playstyle, plans, priorities and strategies. It's an RTS played by two players with godlike micro skills and a myriad of different personalities. Sure, sometimes these personalities will come together for a single goal but even then they will go about it in an entirely different way. That is what makes NS so fantastic. Games can last for a single minute or for over an hour and both are just as fun.
Natural Selection played different across each of its three major release versions, each changing both teams' priorities, goals and methods in fairly big ways, but it was consistently fun. Alas, most of the players moved on and Natural Selection is not what it used to be. But once, oh once my friend... The upcoming Source-based Natural Selection 2 sounds promising. Some beautiful concept art has been released as well as this incredible tech demo of the bacterial infestation that spreads around hives: http://www.unknownworlds.com/ns2/videos/
I cannot even begin to properly explain Natural Selection and so shall leave you with this odd, rambling, poorly-structured and basic explanation. Hopefully this incomplete account is enough to show that NS has a whole ton of stuff and is pretty darn complex.
All I can say is that on a good server with good players, Natural Selection was the most fantastically tense, exciting, fun, challenging and rewarding mod.-
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I wonder if Valve has considered picking up these guys...
Though at the same time, I wonder if there will be moves to eliminate the commander, as it seems there have been too many complaints of people taking the role and not know wtf to do - ie Goldrush TF2 map replacing VIP with an NPC mine cart.
Personally, it would be awesome if they implemented both systems. Classic NS gameplay with a PC commander and then a version that is similar to say BF or ET where upon capturing a point, automated tasks are performed by the AI or npcs, ie defensive turrets go up around point, followed by rearming station. Or rather than a set queue of commands to be performed, the team as a whole could vote for a build queue and a simple majority could approve or deny a player's build requests.
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Even though it was always really unstable, I had a blast with Hidden: Source.
Premise: Smear the queer.
1 guy is the "hidden" who is invisible and armed only with pipe bombs and a knife. He can leap huge distances and cling to walls/ceilings.
The other team had to kill the hidden with conventional weapons.
Fun mod.
www.hidden-source.com -
Alien Swarm for UT2004.
This game is tons of fun for up to four players. Top-down perspective where you run around in alien infested locations. It builds a lot upon mood and suspense, sort of like the early Alien movies. It's often dark and you can equip your soldier(s) with flashlights and/or flares, but at the cost of things like grenades, so you have a few tactical choices to go for.
This shit is really good, but also really hard a bit into the campaign.
http://www.blackcatgames.com/asv1/index
http://en.wikipedia.org/wiki/Alien_Swarm -
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wow, the page is still up: http://kqp.horoy.com/
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Complex Mod for Homeworld 2:
http://www.homeworld2complex.com/
- The newest version just came out yesterday, thanks for reminding me to look it up! It's crazy how much more they packed in on top of the original game. It's like a little bit of Total Annihilation (lots of units) and some elements of 4X strategy (economy, research tree galore).
Firearms mod for Half-Life
- I loved this mod back in its day. The pacing was great and they maxed out the possible number of weapons in the game. As realistic as it tried to be I loved exploiting the parachute bug where if you climb a ladder with it deployed it shot you straight up like a rocket and I drift down killing many with my M-60 maxed out on marksmanship skills (Yeah, it had a skill tree)
Forgotten Hope for BF1942
- The mod was fantastic add for realism and the lesser known vehicles of WWII. It also made artillery more unforgiving especially the side who controls the Katyusha Multiple Rocket Launcher. I loved exploiting the fact you can hijack the other team's carrier though, made so much fun parking a part of it over the edge of the map and then shooting down their planes taking off with their AA guns. After a few minutes of that I hit flank speed to the edge of the world and my friend and I did a daring escape by taking a two-seater bomber like something out of a video game. -
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Tekagi's Treasure (Freelancer)
Not that it's my favorite mod but I've been playing this recently and it's pretty cool.
http://www.tekagis.com/ -
Lithium for Quake 2. Grap hooks and crazy power ups but doesn't go too far from the original game.
http://lithium.planetquake.gamespy.com/ -
PVK 2 (Pirates, Vikings, and Knights)
http://www.pvkii.com/
One of the best source mods I've ever seen. Great professional quality work on everything: Music, Textures, Models, Map Design, Voice Acting. These guys did an awesome job. -
- Max Payne Kung Fu 3.0
- It's awesome
- http://www.fileshack.com/file.x/2380/KungFu+Mod+3.0
- (old) Video proof! http://www.youtube.com/watch?v=RIhjtSY-nxg
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not a mod, but if the Restoration Mod for KOTOR 2 ever comes out I will be VERY happy! http://www.team-gizka.org/
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Slave Master for UT2004.
I find this game mode to be the most fun free-for-all gametype out there. Here's the idea:
► It's deathmatch. When you kill someone, they respawn as your slave.
► A slave is invulnerable and does not carry any weapons. Instead of picking up weapons/items, they are given directly to the slave's master, and the slave earns "favor" for it.
► If a master dies, all of his slaves respawn as normal players again, and they are granted some weapons/armor depending on how much favor they earned while a slave.
► A slave can also earn his freedom by gaining a large amount of favor. If this happens, he respawns with a lot of items (several weapons, full armor and full adrenaline.)
► You win by making everyone your slave at the same time (or a score limit if you want.)
Download it here:
http://www.apartment167.com/forum/viewtopic.php?t=153
Also I made it, so that might have something to do with my undying love for it. Everyone I have forced to play it at LAN parties has loved it though. People generally prefer it over standard deathmatch. -
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Head Hunters for Quake, Q2 and Q3....
Simple gameplay with a lot of depth. In FFA you basically DM and as you kill people you pick up their heads. You carry them back to an "altar" to score. The more heads you have the bigger your score. So it comes down to a risk vs. reward... do I want to risk losing all my heads to get one more to double my score... It also got really frantic when someone dropped a bunch of heads and everyone was spastically trying to get back to the location, pick up as many as possible and score.
There was a lesser known team mode as well where teams could toss all their heads on to one teammate for massive scoring bonus. -
The Specialists - Halflife mod.
TS was inspired by the Matrix and other action heavy kungfu fighting slomo movies, but mostly the Matrix. Which is why you can find alot of the famous scenes from the Matrix as maps.
Well, besides all that It has:
Awesome stunts and stunt-fu/stunt-shooting
tons of kungfu / melee moves
melee weapons
a shitload of guns, including almost all SMG/Pistols Akimbo'd
lots of weapon modifications(silencers, laser sights, etc)
great graphics for a HL mod
Great particle effects and stuff
tons of players, even today.
a 'roleplay' community, which can be fun sometimes(I like to just go into serious roleplay servers and roleplay a drug dealer so I can kill people or something/generally grief everyone)
fucking awesome as shit fast paced action FIGHTAN
No source conversion :(
http://www.specialistsmod.net/
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I dunno about favorite, but does anyone else remember a mod called Science and Industry? Pretty sure it was for half life. I believe the gameplay involved stealing scientists from the other corporation. Your team also got to vote on what upgrade got researched next. The more scientists you had the faster the upgrade finished.
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Frontline Force for Half-Life. I'm not sure if it was the first, but it was a mod that had capture points, much like TF2's is. Except the Capture Points involved a single person activating an object and waiting for it to be captured (kind of like deactivating a bomb in CS:S).
The gameplay was crazy, and the strategies involved were awesome. It took some teamwork, but a lone soldier could do a lot of damage if he was good. Unfortunately, as they kept updating the mod, it got worse and buggier, and soon very few people were playing.
Still, for a month or two, it was a very fun mod. -
Synergy coop mod for HL2
Its coop
Loads of maps
You can play the HL2 campaign in coop plus i think EP1 and soon EP2
Its coop
Theres still a good number of servers
and its coop.
http://synergymod.net/