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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Posted: Thu May 28, 2009 8:32 am Post subject: Inside3D Asks #3 : What mods stick out in your mind? |
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Please, if you can, link them. Will link if I have some more time.
Here's my faves (in no particular order):
Malice : all around great TC. I didn't mind paying the price either.
AirQuake : a true classic. amazing programming work even this day.
X-Men : Ravages of Apocalypse : some amazing production value. I plan to use the models for a Danger Room mod I've been brainstorming... now that it's free. Again, didn't mind the price.
Quess : I've played this countless times against my ex-modding partner, GBLW. Still an fun mod.
Fantasy Quake : I basically just had this to steal models from. Too many impulses and keys to remember/bind for good gameplay.
Future vs. Fantasy : I want the full version! Someone please link me.
Team Fortress (the original, not mega, not classic, not 2) : Too many great games played to even comprehend. If you haven't tried this one, do it.
Quake Rally : Quake and Racing... simply great work.
Hurried Decent : Simple, but affective.
Minion : Quake Battle Chess with extra flare!
Minion Arena : Simple monster fight arena. But still fun as hell.
Starship Troopers (the QW one. forget who made it? Renegade?) : I want this again! Please link. I still have the demos I recorded of me playing this with all the people from #qc.
Prydon Gate (where the hell is prydon universe!?!?) : FrikaC stikes again. Simply amazing mod. He pushed what people could do with retail Quake and just astounded everyone. KEEP GOING DAMMIT!
Reinforcers : Controlling 3 units with specific jobs through Quake. Turned the game into something new without changing hardly anything.
CyberQuake : FUN FUN FUN! Play it!
those are the ones that stuck out in my mind.
EDIT:
I honestly can't believe I had some of those mods slip my mind... sorry to the creators.
Honorable mentions go from me to:
Gyro - I've used many times in my mods, though the mods were multiplayer, so I couldn't really use it
Zerstorer - Can't believe that slipped. Amazing work there.
Vile - My heart pounded out of my chest playing that one.
TargetQuake - simply was astounded by this one.
FrikBot - though I never considered this a full mod, just a great plugin to other mods.
Pendinas - not released, though I was one of the few to got to play this turnip infested mod  _________________ Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki
Last edited by Error on Fri May 29, 2009 6:27 am; edited 2 times in total |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Thu May 28, 2009 9:27 am Post subject: |
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I just had a post written up but I closed the tab :S
So I will just be quick
Painkeep (can of pork and beans, beartrap, airgun). Very very professionally made.
Deathmatch Essentials (visible weapons own).
Perquake (new awesaome guns + visible weapons for each gun!)
Frikbot and Extras r4 - for clever coding and nice pluginability
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Thu May 28, 2009 9:57 am Post subject: Re: Inside3D Asks #3 : What mods stick out in your mind? |
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Quote: |
Future vs. Fantasy : I want the full version! Someone please link me.
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http://fvfonline.com/
the version on the server is crazy  _________________ bah |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Thu May 28, 2009 2:52 pm Post subject: |
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Malice.
Gyro.
Q1Arena.
Dragons.
Cranked.
DOOM Shotguns.
Swinging grapple (forget the actual name).
Extras, Custents, FBX, ... |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Thu May 28, 2009 4:01 pm Post subject: |
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In general I don't like mods, but how could nobody have mentioned Zerstorer yet? Full marks to it for accurately keeping the atmosphere of the original game but ramping the brutality, creepiness and fear up several notches.  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Thu May 28, 2009 5:31 pm Post subject: |
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mh, here here on Zerstorer
So my list, from that:
Zerstorer
Zeus Bot
Cujo Bot
Troopeux
Portal Gun
TeamFortress
MegaTF
Threewave CTF
Threewave CTF bots
Future versus Fantasy
Minion Arena
Skyblazer
Quake Tac Toe
Quess
HeadHunters
GetRichQuake
Storm the Castle
Vile _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness. |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Thu May 28, 2009 6:25 pm Post subject: |
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In no particular order, and obivously not including my own work:
Zerstorer - Fantastic atmosphere, essentially the nearest thing to a direct sequel Quake has ever had.
Prydon Gate - Need I say more?
SST:TD - Great fun Coop action with the #qc team.
The Daemon King - Brilliant partial conversion which featured moving back and forward between levels at least a year before Half Life came out.
KQP - The supreme king of the big, dumb compilation mods.
Minion Arena - Rocket arena + farting zombies. Genius.
Malice - By far the most professional mod ever, even more so than the official expansion packs.
AirQuake - The first time I'd really seen Quake changed into something other than an FPS. Totally inspiring to me.
Team Fortress - By far the most successful quake mod ever.
Hurried Descent - King of the minimods
TAoV - Quake 'em up!
QRally - silly fun
Nexuiz - If it can really be considered a quake mod of course... _________________ Apathy Now! |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Thu May 28, 2009 7:48 pm Post subject: |
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Is DOOM Shotguns just changed damage and firing rate. or does it have models? |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Fri May 29, 2009 12:34 am Post subject: |
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Can I say "honourable mention to Reaper bot"?
It doesn't matter, I just did.
I don't really care that it's not the best bot, or that it's buggy, or whatever, the important thing is that it hugely raised the bar in terms of what could be done. So it definitely deserves to be in the list. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Fri May 29, 2009 2:37 am Post subject: |
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Airquake - for reasons previously mentioned. This mod was brilliant and extremely well executed.
Archmage - A lesser known TC that was very influential. He did some very neat stuff, including sly tricks to get things working that weren't meant to. I ended up learning a great deal from his code.
I still shudder at memories of me as a geeky annoying teenager bugging him constantly, and yet he somehow tolerated me and kept replying.
Frikbot - Though rarely played alone as a mod, Frikbot is one of my favorites. It has served as a crucial component of many, many mods I've created, allowing me to actually play my multiplayer mods without a host of quake-playing friends with workable schedules. Multiplayer mods need multiple players, and the Frikbot's incredibly easy plugin steps made it extremely easy to do.
QGren9 (is that the correct name?) - The original predecessor of Wazat mod, my first mod. I don't remember all the details, but I either built off of the mod or began shamelessly pilfering code from it and other mods (eventually making many of my own creations once I had learned how) and eventually ended up with the massive, unsteady conglomerate that was Wazat mod. This sticks in my mind because it's what started it all for me, despite the fact that I'm still unsure of the name. I am a self-taught programmer who got hit start picking around at mods like this and figuring out how they worked, how to duplicate them, and eventually, how to take them to the next step and make something even cooler.
Team Fortress Original - I played this from time to time and it was one of the few mods I enjoyed in online play. Many others required insane numbers of bindings and such, while TF was relatively simple and for the most part you could just hop in and play. The spread of classes gave some nice variety, and let me explore different play styles and find which ones I was in the mood for.
I still need to get into TF2, but I'm not much of a competitive gamer anymore (more cooperative, ala Left 4 Dead). Something about a 9-5 job and 2 hour commute, not having enough time to sharpen my skills, and not having the patience for online trolls and other such problems. Just excuses though...
RenegadeC's TAOV - It's just damn cool that he pulled off a side-scroller and made it really fun!
A variety of weapon and monster mods, including the Airgun, Portal Gun, Raptor monster, and a bunch of stuff off of cdrom.com that I can see in my head but cannot remember the names of.
Snowed and Roids - Really incredible mini-TCs that shook up the boundaries of what could be done.
Prydon Gate - A mega TC that again radically changed the game we were playing, and greatly expanded what was possible.
Fiend Hunter - Though it wasn't terribly playable (no way to beat it or even survive for very long), I was impressed with this mod. Very good, professional feeling weapons, the fiends swarmed and hunted well, and the eggs were just damn cool.
I remember playing one of Dr. Shadowborg's mods and really liking the weapons, enemies, and his use of custents entities (and others) like force fields, transparent particle bridges, etc. I've liked more of Shadow's work too but I just can't remember and connect things together these days.
Custents, for creating lots of cool, practical use stuff.
Nexuiz - Neve mind that I worked on it. It's pretty damn cool what they achieved even before I got involved. I think my addition of the game modes was cool, but they had a fully functioning and popular stand-alone open source game by then. That's quite a dream fulfilled!
Harb's fish mod. You heard me! That thing had me laughing so hard... if you ever find a download link, read the readme first. It's part of the humor.
Quess - just damn cool. I loved the fiend carrying away the dead pieces.
Hurried Descent - Simple concept, perfect execution. A fine example of taking a very light touch to modding to produce great effect, instead of huge, radical changes that don't end up playing well.
A number of maps also influenced me and reside in my memory, like Mr. Fribbles' Electric Fish dm series, Hall of Dread (which I still intend to someday turn into a siege map of some sort, ala Unreal Tournament Assault/Onslaught), and others I simply cannot remember much about beyond brief, cool visions of several rooms, architecture, a really cool ambush, etc. Not very helpful when trying to locate a map. It's like asking a friend about a movie, saying "Hey, do you remember that one movie? With that one guy? The one where he does that funny thing, and... oh I don't remember. Help me out here."
*sigh* The problem for me is I simply cannot remember what the mods I'm thinking of were. Some of them were by the very people in this conversation but I can't remember what they were. I'll add more names as they come to mind.
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>_>
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...
<_<
Annnd... I of course am very fond of my own mods. But don't tell anyone!  _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri May 29, 2009 6:55 am Post subject: |
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prydon gate, iv always loved rpg mods and prydon was one of the first quake mods i played. also got me into modding. _________________ QuakeDB - Quake ModDB Group |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri May 29, 2009 5:48 pm Post subject: |
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frikbot, essential copy and paste for testing dm weapons
perquake, 22khz sound madness with loads of weapon frames and chainsaws. WHERE IS HE NOW doing enhanced doom stuff such as 32khz sound effect replications and smoother weapon animations.
Ultimate Quake, for loads of classes and weapons and original implementations of weirdness that didn't try to be killer quake pack #635
Special Forces Quake, for offering a unique single player campaign (the mod itself isn't as good as usmc or navy seals though)
Team Fortress 2.5 for the intro, and BLUE TEXTURES AND DARK SKIES OH YEA (I hate 2.8 for the iikka sentry). Best use of Qtest water.
Pain Keep for the creepiest 11khz ambience and the weapons. and red skies
any of singe's mods, because he comes from the rule of cool when he makes his stuff. and doesn't let his furrism get in the way (apart from a level called slidefox, and a singe face in the qtank qplaque)
Mechwarrior 2 Quake because it's one of the first mods (that weren't only progs.dats and player skins) i've tried. I am referring to the old 96 version, not the PiRaMiDa fixup.
Swat team because BADBOYSBADBOYS WHACHA GONA DO WHACHA GONA DO IF THEY COME FOR YOU starts up each round. The earliest form of Counter-Strike gameplay ever recorded in history.
Troopeux because its so french style funny
Xmen because the muscles on the skins are more polished than the rest of the game.
Superheroes Quake because of all the powers and hiding in the lava in e1m8 is a blast if you know what i mean _________________
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Trickle
Joined: 26 Mar 2009 Posts: 44
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Posted: Sun May 31, 2009 8:56 pm Post subject: |
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we should plan a night to play one of these mods _________________
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