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posts from @Snarboo tagged #Mods

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trashbang
@trashbang

This mod popped up on Slipgate Sightseer with a barebones description, promising '42 large complicated maps, custom sounds, textures, atmosphere' from its sole author, and I instantly knew I was in for an experience.

The player stands on a rooftop, surrounded by landing pads, looking up at shining skyscrapers. There are various flying vehicles being refueled here. High up in the sky is a zeppelin with a screen on it that just says "PERIL"

The player is at street level, watching blocky vehicles whiz past under the lights of the city. On their right is a small planter with some foliage in it.

Mods like this always have such a specific vibe to them. The story is a fanfic about ranger's cool punk daughter, living in a future dystopia. Everything is kitbashed together with assets from half a dozen games and another dozen mod packs (you can almost make a game out of seeing how many Half-Life/UT99 textures you recognise). The environments are breathtakingly huge and laced with bespoke work. This is a labour of love, through and through.

The player stands in a nightclub, surrounded by strippers under multicoloured lighting in true nineties FPS fashion. A ranger model 'dances' here, still wearing a determined grimace.

The player stands on the road in a large industrial estate, with a chain-link fence on one side. Smokestacks, factory buildings, and tall cylindrical tanks are visible all the way into the distance.

And to be clear, it's not 'good' in the traditional sense. The vast levels are largely dead air—a problem exasperated by the obtuse critical path and lack of signposting—with enemies scattered loosely throughout them like so many crumbs upon an expansive, lavish carpet. One of the first things I was asked to do was throw myself onto the roof of a moving car on the highway below, and while I'd consider my air control in Quake-style engines to be relatively good, I definitely needed to quickload that one a few times. Even now, having only made it mid-way into the second level, I have serious concerns that I may have softlocked myself somehow. Maybe I'll just noclip through the gate that's blocking me and damn the consequences.

The player is in a junkyard with an enormous yellow bucket excavator bearing down on them. Enemies hail down bullets and grenades from the excavator's upper levels.

The player stands in front of a blocky, evil-looking building, emitting laser beams that pierce the heavens. On the front of it, in a glowing blue rendition of the Quake font, are signs reading "SLIPGATE"

But I desperately want to press on, because I keep seeing glimpses of what they were going for, and I love it. You can feel the parts of the layouts that were almost certainly sketched out on some spare notebook paper. You can see what the set-pieces were meant to be, even if they are rather too ambitious for the primitive nature of the engine. Someone desperately wanted this mod to exist, and they weren't going to let anything stand in their way. Even if I'm not having fun, that kind of energy is intoxicating.


Snarboo
@Snarboo

As soon as I saw those screenshots, I knew the author of this mod was asking an important question: "What's something that I want to see in a map that other maps aren't doing?"

Sure enough, a comment by the author in the release thread confirms this:

Each map in Peril was experimental, attempting to do something a bit different. But the main theme is openworld for most maps.
The problem is that Quake wasn't developed for an openworld scenario, and it has been difficult to pull off.
After years of playing fps titles and maps that are mostly linear or on rails, I wanted to have a go at offering freedom and space within excessively large maps.

The reason I point this out is because it's all too easy to fall into the ol' "what am I not doing that others are?" trap when working on something, which can lead into a negativity spiral as you chase trends rather than be honest with yourself and your intentions. It's a trap I've fallen into numerous times on creative projects, particularly maps and mods, and is the biggest reason why I haven't released anything in a long time.

Massive props to Balgorg for spending 3 years on answering a need they wanted to see fulfilled.



trashbang
@trashbang

Quake mod concept: put the actual reasonable difficulty settings in a secret part of the hub, and make Nightmare mode the only easily accessible one. This way, the player feels rewarded for exploring.


Snarboo
@Snarboo

Even better idea: the other hidden hub difficulties are also just Nightmare mode. The real alternate difficulties are hidden in a challenging, low gravity level ala Ziggurat Vertigo.



blazehedgehog
@blazehedgehog

So I don't know how many of you remember this, but way back in the day, there was this mod called Vampire Slayer, for Half-Life 1. Browsing the demos on the Switch right now, I hit upon a game called "Vampire Slayer: Resurrection" and for a moment I'm obviously like, "No way that's the same game, right?"

As it turns out: Yes! It is! What???

I only ever played this for one night like fifteen years ago, but it left enough of an impression that I can still remember it by name and occasionally think about it. Vampire Slayer was, or I guess is, a team deathmatch mod where one team is the vampires and the other team is the slayers.

It's been forever, but to my memory, the vampires are just vampires. I think they function as a unified team. They're faster and significantly more agile than the slayers, almost being able to fly for how high they can jump and how fast they can run. The rub: they're melee only. Vampires can only attack by slashing with claws (and biting -- more on that in a sec).

Slayers on the other hand were a little more class-based -- I think you could choose from a four or five different loadouts, and they were mostly about ranged weapons. I remember there specifically being a priest, possibly with a sawed off shotgun and some kind of rosary attack? I remember somebody with a crossbow that launched wooden stakes, too.

The catch, of course, is that vampires can't really die. When a vampire loses all their HP, they appear to fall to the floor, dead. Then, a few seconds later, they... get back up again, just like in the movies. Unless -- and this is the important part -- a slayer can run in and stake the "dead" vampire before they get back up. That kills them for real.

As you can imagine, the character with the crossbow on the slayer side of things was a big deal, because they were the only slayer that more or less auto-staked a vampire instead of just knocking them down. But I also want to say that, much like headshots are important in other shooters, vampires must be staked in the heart in order to kill them, and nowhere else. This lead to interesting scenarios where panicked slayers rushed a downed vampire, missed the heart, and were torn to shreds for botching the stake.

This sounds like the game is balanced very heavily in favor of vampires, and to some degree, it is. I think ideally the balance tried to shake out that vampires were glass cannons and slayers were slow and tanky. I want to say vampires had a low HP cap, something like 75hp, and they didn't wear armor, whereas slayers could armor up like it was Counter-Strike. I also think slayers either had a healing class, healing items, or could find heals out in the map (or all three) whereas vampires could feed to regain health -- the rub being that vampires needed corpses to feed on.

(In order to maintain healing sources, I believe vampires could feed on the corpses of other vampires, but they got less from it or something of that nature. )

I think a freshly-fed vampire would even get a temporary buff to speed or health, to top it all off. So there was incentive to lure slayers in to a trap where the team could safely feed and then launch a counter offensive once they were all juiced.

Mechanically, you can probably see why it stuck with me after all these years. It's a hell of an interesting idea for a multiplayer game.

I just wonder how much demand there is for it in 2023. I guess I should download that demo.

Honestly, I miss the days of Half-Life mods like this. Vampire Slayer, Zombie Panic, Science & Industry, Pirates Vikings & Knights, The Specialists, The Hidden, Zombie Master... we've lost a lot not having these weird, experimental ideas anymore, even if they weren't enough to support player bases forever. They were often cool as hell in the moment.

Godspeed, Vampire Slayer Resurrection.


Snarboo
@Snarboo

This isn't the only Half-Life mod to recently receive this treatment, either! A remake of the The Wastes built on idtech 3 was launched on Steam in 2018, and was updated this past October with a bunch of content, including a singleplayer campaign mode and a mission editor.



shadsy
@shadsy

I don't talk a lot about my adventures in Doom modding, but it's something I did! For about two years during the pandemic (on and off but fairly actively), I helped out with an extremely goofy horde-style Doom mod that we finally released this spring. I'm taking a long break to focus on other stuff, but I'm super proud of my contributions to this.

We packed way too much weird side content into this mod. It was basically just an excuse to make each other laugh as much as possible during a bleak time, and then we gradually tuned it into a game that I think is actually pretty fun and well-balanced? A notable Doom YouTuber called it "astonishingly good," which is a heck of a compliment. I've been wanting to do a co-stream with the lead developer where we walk through everything we crammed in.

My big hope is that we win one of the Cacowards, the annual community awards for Doom modding. The previous version of the mod already won a Cacoward back in 2012, and I want to be the only two-time Cacoward-winning video game archivist in the world.


Snarboo
@Snarboo

Still need to give this a spin sometime! That said, having watched @wildweasel and a few other mutual friends stream this time and time again, my favorite reel is the one that lifts weapons from WizardWorks shovelware covers. :p