Category: Mods and Maps


Doom 3 was a pretty cool game for 2004. I replayed it recently since it had been several years and I was initially down on it, but after replaying it, I have some newfound respect for it. While not as groundbreaking as Half-Life 2, it was still a good game. Though it’s hardly a “masterpiece of the art form” as the box quote says.

I even have that PC Gamer issue, they were actually serious with that quote!

I even have that PC Gamer issue, they were actually serious with that quote!

Alas, from what I gathered, the Doom 3 modding community was sparse compared to classic Doom, even compared to its competitors like Half-Life 2. But one particular mod stood out, and it’s not surprising it exists considering id Software’s legacy:

It feels like 1993 and 2004 combined into some freakshow.

It feels like 1993 and 2004 combined into some freakshow.

Classic Doom for Doom 3 was one of those hyped mods in its heyday. Boasting a small team of developers at Flaming Sheep Software, these guys aimed to remake the 1993 classic on a modern engine. Of course, what better way to show off the modding skills of Doom 3‘s engine than with a remake of the original Doom?

So much for doing a UV-Max run...

So much for doing a UV-Max run…

There’s only four difficulty levels in this one, similar to Doom 3‘s skill levels. Alas no Ultra-Violence, but I’ll play on Hey Not Too Rough, the equivalent of “Normal” difficulty.

Surprisingly the development team made an intro to explain why you’re going in. It’s so corny, filled with amateur voice acting and really jerky animation. Basically they give a reason for Doomguy to enter Mars and kill demons, eventually fending for yourself. Granted, the intro can be skipped, but it’s fascinating to put a story on why things went to hell. It’s a sight to behold.

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Then you’re thrusted into E1M1: Hangar, with just a pistol. A remix of At Doom’s Gate starts blasting through your speakers. It’s time to kill some demons!

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If you haven’t noticed, I really like maps and mods. Mainly because I believe in new content being made by creators rather than developers packaged into $15 chunks. But also because people make really good mods.

Some of my favorite mods tend to be ones that only change that gameplay slightly while leaving the original content intact. Stuff like Police Brutality: wildweasel presents Terrorists!, like I mentioned in my Doom mods article a while back. So this time, I cover yet another one of those kind of mods.

So what happens when you take the world of Black Mesa in Half-Life, and throw in the guns from Counter-Strike? You get Counter-Life.

Gordon Freeman is a cold-ass motherfucker.

Gordon Freeman is a cold-ass motherfucker.

I remember this mod in its early days, back when I used to lurk on a Half-Life mod forum. It makes sense that this exists, considering the popularity of both.

“FOR GOD’S SAKE, OPEN THE SILO DOORS! SOME CRAZED MADMAN WITH A MAC-10 WANTS ME DEAD!”

So the story is identical to Half-Life: You play as Gordon Freeman, except instead of an HEV suit, you have a kevlar vest and you get to fight with more realistic weaponry. Basically this is more of a weapons mod than something like They Hunger, which not only had new weapons, but new levels and enemies as well.

The arsenal from Counter-Strike 1.6 is in full force here, from the classic USP, AWP, and Deagle; to the lesser-appreciated TMP and M249. Though there are some new weapons, such as the M4A1 having the M203 grenade launcher like in Half-Life, as well as a rocket launcher that almost resembles a LAW.

This is the weirdest rocket launcher I've ever seen...

This is the weirdest rocket launcher I’ve ever seen…

In addition, some of the weapons have features not in CS, such as the P90 having a zoom in scope, or the Glock 18 actually functioning like its real-life counterpart as a fully-auto pistol and not the weird Glock/Beretta 93R hybrid it’s been since the beginning. So while it’s not a 1-for-1 conversion of CS‘s arsenal, it works. Hell, in older versions, you could have akimbo USPs and Deagles, in addition to the Dual Berettas. Man, those would’ve been fun to use…

Silly Barney, why are you just leaving stacks of cash lying around?

Silly Barney, why are you just leaving stacks of cash everywhere?

So how do you get these guns? Well, in Counter-Strike, you’d go to a buy zone and buy weapons with money you earn. In Counter-Life, killing enemies give you cash that you can go to a Health Unit or an HEV Charge station to buy guns, ammo and other important things like health and armor. There’s also money strewn all over the place, so you’ll likely have plenty of cash to buy what you need. When you get to Xen, the Longjump Module in Half-Life doubles as a mobile buy zone, where you can refill ammo when you need to, but by then you can’t buy new guns, so make sure you got the weapons you want before you jump to the border world.

This probably looks weird to everyone but Gordon, just seeing a floating menu where you could buy stuff.

This probably looks weird to everyone but Gordon, just seeing a floating menu where you could buy stuff.

There is a catch to this weapons system, though: You can only have one of each weapon type. One pistol, one shotgun, one assault rifle, you get the picture. This means like in CS, you have to drop weapons to buy new ones. I’m not a big fan of this, because I believe in having bottomless pockets to hold practically everything. But it’s not a deal-breaker, it just means planning for what weapons to use in the next area. It doesn’t take long to adjust.

The only other gameplay difference involve the NPCs. Barney’s been upgraded from using a dinky Glock to a more powerful SPAS-12, and the grunts have powerful assault rifles and shotguns. I’m not sure why they made the changes, but I approve.

Man, this place has heavy god damn protection...

Man, this place has heavy god damn protection…

While I enjoy the mod, there are problems. In addition to the weapons system, ammo has to be bought at the health stations, which can be frustrating when there’s long gaps between finding those to refill. Not only that, with their new guns, grunts are literal aimbots and will kill you extremely quickly with their new inventory. Armor ends up being ineffective in these cases, which sucks having to fight them in later sections.

Get your quicksave buttons ready, cause you'll be using it a lot.

Get your quicksave button ready, cause you’ll be using it a lot.

That’s Counter-Life in a nutshell. There’s a multiplayer mode that converts some notable CS maps like Assault, Oilrig and Prodigy as well as one of the billion Dust clones that came out during its heyday, but any multiplayer for GoldSrc/Half-Life engine games these days are deader than a dodo. It also seems redundant considering Counter-Strike in itself is a multiplayer game. Perhaps if it had a co-op/survival mode instead, maybe then it would’ve been fun to play.

Your 5.56mm bullets are no match for the Gargantua's massive flame arms!

Your 5.56mm bullets are no match for the Gargantua’s massive flame arms!

Thankfully the mod is not lost to time, it’s on ModDB and was updated to be Steam-compatible around 2008. The developer has moved on to other projects, though I can’t see what else you could add to this besides support for other Half-Life levels. It’s worth a look, even though Counter-Strike: Condition Zero Deleted Scenes is basically this but with extra polish. On the other hand, Counter-Life is free and requires only Half-Life to run.

Eh, I hate making choices. They’re both great, give both of them a spin. It’s a shame there was never a Counter-Life 2 for Half-Life 2. I’d totally play that with Counter-Strike: Global Offensive‘s weaponry…

I’m not a big fan of list articles. At best, you could find interesting stuff that might intrigue you and maybe share to your friends on Facebook. At worst, you find terrible click-bait articles that seem to be written more for a paycheck than any informative value. It’s something I’ve refrained from doing here, as I prefer writing interesting long form stuff instead.

Seriously, this is what Cracked is now. I weep for our future.

Seriously, this is what Cracked is now. Remember when they actually wrote parody articles? Probably better than “11 Amazing Things You Didn’t Know About Your Pants,” anyway.

One particular list article by Cracked irked me considerably. A recent list, “6 Awesome Hacks That Did Mind-Blowing Things With Old Games” featured some cool stuff like Iron Man or the Incredible Hulk in Grand Theft Auto IV, or the entirety of The Elder Scrolls: Morrowind in Oblivion‘s engine. Even Just Cause 2: Multiplayer Mod, where you could go crazy in the world of Just Cause 2 with hundreds of people, made the list. But what was number one? Brutal Doom.

I won’t go too much into Brutal Doom as it’s made the internet rounds everywhere over the past couple of years, but it’s championed as the “definitive way to play Doom,” with more gore, violence, Mortal Kombat-style fatalities, even a key that’s simply dedicated to flipping off enemies. It’s amazing at first, but it outstays its welcome pretty quick.

I’m gonna be honest: I think Brutal Doom is an overrated, mediocre mod. The only thing it has going for it is the ridiculous macho factor, and that seems to be championed by every average dude who always writes about the Doom mod scene. Brutal Doom is usually mentioned as “the way Doom was meant to be,” but it really isn’t. Brutal Doom isn’t the way Doom was meant to be played, it’s Doom if it was a terrible caricature of itself. It’s the Doom comic in game form.

Seriously, I wonder if there's people who love this sort of stuff.

All this does is make Doomguy look like a god damn psychopath who should be in a mental asylum, not fighting monsters.

So, as a response to the article (as well as breaking my own personal rule of no lists), I’m making a list of 6 awesome Doom mods that aren’t called Brutal Doom. These are ones that the Doom community swear by, and are more worth your time than Brutal Doom any day of the week.

As always, these require Doom to run. You can get Doom II on Steam for the low low price of $5. After that, you’ll need a source port to play these. I recommend GZDoom (for Singleplayer) and Zandronum (for Multiplayer). While these mods will work perfectly fine with the default Doom II levels, I do recommend playing these with custom PWADs, which I’ll link to as well. Unless stated otherwise, these are meant to be played in single player.

Police Brutality: Wildweasel presents Terrorists!

(idgames link)

Ever wanted to be an action hero? Terrorists! will live out your dreams of being the next Chuck Norris. Armed with only a pistol and the ability to kick dudes in the face, this mod adds real life weapons and enemies for you to fight in.

Stopping crime the only way possible: with a six shooter and a bunch of bullets.

Stopping crime the only way possible: with a six shooter and a bunch of bullets.

In addition to the weapons and enemies, there’s also a new feature where you level up your guns by killing enemies with them. Upgrades start out simple, like faster fire rate, but as you level them up, they get more crazy, like a Beretta that converts to burst fire, or a revolver that becomes a long-range rifle. Even your melee and grenades can get upgrades, from electric grenades to explosive roundhouse kicks.

Our hero, kicking robots like it ain't no big deal.

Our hero, kicking robots like it ain’t no big deal.

Wildweasel’s made some other great mods, like the WWII-inspired Nazis! (which goes great with the Egyptian themed EPIC 2), and the action packed Diaz. Terrorists became one of my favorites, only because of the weapon upgrades. The three I just mentioned are all pretty good mods for Doom, and give enough gameplay changes to make it just as fun. For those who want to live out their action movie dreams without actually getting hurt, Terrorists! will do the job nicely.

(Disclaimer: I might have a slight bias as I am friends with the guy who made this mod. It’s still high quality, though!)

Samsara

(ZDoom forum link)

Ever wanted to play through Doom campaigns with characters besides Doomguy? Well, Samsara adds characters from many old games of the era, from Duke Nukem, to B.J. Blazkowicz, even the heroes from Chex Quest and Marathon make an appearance here. Now playing as each character will allow you to use only that character’s weapons, so you can’t run around with 4-5 weapons from different games, sadly. However, that’s a compromise I can deal with considering the variety of classic characters involved.

Yeah. I'm the Ranger, a friend of mine is the Chex Quest guy, and we're fighting a Baron of Hell. Welcome to Samsara.

Yeah. I’m the Ranger, a friend of mine is the Chex Quest guy, and we’re fighting a Baron of Hell. Welcome to Samsara.

I’ve always loved crossovers between different game series, official and non-official. Samsara scratches that crossover itch. Playing as the various characters gives a much different take on Doom. Nothing’s more fun than ripping through Chex Quest as Duke Nukem, or playing custom levels like Community Chest 4 with Ranger, or bringing firearms to the world of Heretic. There’s even mods that add the enemies from those games, giving us an unusual mix that you normally don’t see in games like this.

B.J. Blazkowicz, Duke Nukem, and the guy from Marathon, all fighting on the same level. What's not to like?

B.J. Blazkowicz, Duke Nukem, and the guy from Marathon, all fighting on the same level. What’s not to like?

Samsara is meant to be played online, either fragging with friends in deathmatch or working together in co-op, with each person choosing different characters for each situation. Though you can play this single player in GZDoom, it’s not the recommended way to play this. Get some buddies together in survival co-op and rip through as many levels as possible. Just make sure you put it on random character for the ideal Samsara experience.

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Half-Life is my most favorite game of all time. How I got to experience it for the first time is a story for another time, but one thing that really caught my eye was the mod scene for Half-Life. Much like Quake and Doom before it, people were messing around in WorldCraft making maps for the internet masses. Some were interesting, others were bizarre, then there’s the classics. The mods that did really interesting stuff for Half-Life, and end up being the must-play mods for the game. Such as today’s entry. Since Halloween is around the corner, let’s look at the zombified single player mod They Hunger.

They Hunger was originally released in 1999 as a PC Gamer demo disc freebie, followed by two additional episodes in 2000 and 2001. Neil Manke, who had made the Half-Life mod USS Darkstar for PC Gamer earlier in 1999, was already familiar with game modding for promotional purposes such as Coconut Monkey Adventures for Quake II and Soldier of Fortune for Quake. (Not to be confused with Soldier of Fortune by Raven Software, this SOF was based off a TV show.) Naturally, They Hunger looked to do something most Half-Life mods didn’t do at the time, and it definitely succeeded.

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I love Doom. The fast-paced action, the creative levels, the large variety of weapons and enemies. It’s no wonder it’s held up as a classic in the first-person shooter genre. In recent times, people have made Doom last longer by way of modding – changing Doom‘s weapons, levels, even adding stuff never before seen on the Doom engine. Some of these mods, like Alien Vendetta and Doom the Way Id Did, take an existing spin on the tried-and-true formula, while others like Brutal Doom change the game drastically. Those mods are famous and well-known among the Doom community for their good quality. I wish I could say the same thing about the mod I’m featuring: Sonic Doom II: Bots on Mobius.

It’s like I’ve hopped back into 1998! and not in a good way!

Sonic Doom II was the work of one SSNTails, a Sonic the Hedgehog and Project GeeKer fan. (Don’t be surprised if you had to Google search that last one, I don’t remember that show either.) Back then, mashing existing franchises with Doom was pretty common – there was the Aliens TC for Doom, as well as Batman Doom, made by the guys who would later go on to make Zeno Clash. Naturally, SSNTails decided to mix the speed and fun of Sonic with the run and gun tactics of Doom and see if he could make something truly amazing in the Sonic fan games realm. Unfortunately, he didn’t succeed in that.

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I have a very stream-of-conscious sort of thinking. I’ll be in the middle of something — watching a video, listening to music, playing a game — and suddenly think about something related to what I’m doing right now, like information on a movie or song. It happens to me very often, leading to me going on weird tangents about silly stuff.

For example, last week I watching a video of a game called Quest for Bush, which was being played by internet superstar and bad game connoisseur Habermann:

In it, you play a soldier where to infiltrate a terrorist base with the ultimate goal to kill George W. Bush, while various Arabic music played. In reality, it’s a hack made by the Global Islamic Media Front and actually went under the name Quest for Saddam, where the goal was to kill Saddam Hussein in Iraq, complete with bad jokes and bringing down the statue of Hussein. Quest for Bush or Night of Bush Capturing was released in 2006, three years after Quest for Saddam‘s original release.

Once I finished watching the video, my stream-of-consciousness went into effect, and I started looking into the game chronology of Jesse Petrilla, the designer of the game. Quest for Saddam is a remake of Quest for Hussein, a Build engine total conversion where you do the same thing as Quest for Saddam: Find Saddam and kill him. Even a few levels are redesigned from Quest for Hussein. Before those games, there was Quest for Al-Qaeda, then Plunder & Pillage, both made under the Build engine.

Wait, Plunder & Pillage? That doesn’t sound like an terrorist-killing game at all. That’s because it actually was a shooter where you played as a pirate, and was Petrilla’s first foray into game development.

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As much as I love the mod scene for old PC games, I realized I haven’t touched Quake‘s mod scene that much in the past few years. The last mods I played for Quake was stuff made for speedruns, like Quake Done Quick with a Vengeance. So for today, we’re gonna tackle some Quake mods that tried their best to be more like tactical shooters before that was even a popular thing. Both of these were released around the same time, and share a few similarities but both have their own unique quirks.

First on our list is a mod called Navy Seals Quake. This mod features a bevvy of new weapons such as the Mark 23 SOCOM pistol, the MP5 (and its silenced variant), a Mossberg tactical shotgun, even an M16 assault rifle with grenade launcher. There are three unique levels made for Navy Seals Quake, though selecting New Game oddly takes you to the default Quake start level. The levels all feature you going in and killing everything while completing objectives like destroying a jet and disarming “RADEK” bombs. You can also play through regular Quake with these new weapons, giving you a different taste of the game, but only a handful of characters were replaced, leaving you with custom marine models mixed in with default Quake enemies like Ogres and Scrags.

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So about a few months back, I was watching website Giant Bomb do their weekly Thursday Night Throwdown multiplayer session, where they were playing the 1999 shooter classic Quake III Arena. One of the hosts said “Remember when Interscope Records put out a Quake III map and models?” I was thinking such a thing did not exist and they were merely joking. They weren’t.

The map is called Chronic, and it’s a deathmatch map. Resembling a city block straight from “the streets,” it has cars, a few buildings, and loads of Eminem ads. Apparently this particular map was made as promotion for the then-unreleased Marshall Mathers LP, complete with ads for the album, for Eminem and Dre’s common sponsors at the time, and even snippets of music from the album. Although, it’s clear this guy wasn’t a great mapper. Some problems include the bots constantly walking back and forth into the telephone booth teleporters, as well as sound glitches where the music track would play more than once and have this really loud overlap. Also, a good chunk of the power-ups also require the player to rocket jump, meaning this map was clearly made for veterans of the game and not for newbies.

Yes, there are Eminem and Dre avatars for the game. Complete with unique dialogue. Much like everything else in the map, the mapper seemed to not know how to do bot dialogue well, as there are a lot of unnecessary underscores in a lot of the text. Presumably this was done to get around certain chat restrictions, but I’m not sure. Other than that, it’s just a simple-ass Quake III multiplayer map. There’s not much else to say about this one.

If you want to try the map out yourself, you can download it here. Quake III Arena is required to run it, and you can get it on Steam if you’re one of the few who never played this classic multiplayer shooter. I can’t blame you if you haven’t played it, Unreal Tournament was better anyway.

(This is a blog post I originally wrote in late 2010 on my original blog. I’m reposting it here.)

I’ve always considered myself a fan of PC gaming. The best thing I’ve loved about PC gaming can be summarized in one word: Mods. Ever since the days of hex-editing levels in Wolfenstein 3D and Doom, mods have been prevalent in PC gaming society. While gaming has shifted more towards a console focus in the past five years, mods are still present today. Two years ago, I did a dedication to Half-Life‘s tenth anniversary by covering a bunch of Half-Life mods. While I never got to cover every single one due to time constraints, I always wanted to go back and record some new videos for some of the mods I didn’t cover. Maybe later this year.

So on a Friday afternoon, bored with little to do, I decided to rewatch Mathew “Film Brain” Buck’s review of Mission Impossible II. Remember that action flick that got parodied a lot in the media around 2002? Yeah, I never saw it and don’t intend to any time soon. But that film reminded me of this mod for Max Payne 2. It was called Mission Impossible: New Dawn.

Unlike other games like Half-Life or even Quake, Max Payne modding wasn’t as prevalent. Most of the mods I saw just added music tracks and Matrix-like action movie moves to the core game. Or, in the first game’s case, the famous Kung-Fu mod. I remember Mission Impossible: New Dawn being a big freakin’ deal back then, it was going to be a complete Total Conversion of Max Payne 2 to resemble the Mission: Impossible movie series. This was made around 2004 or so, before even the third movie was in planning stages.

Now that I reinstalled Max Payne 2 recently, I decided to downloaded the mod, to see if it held up after all these years. And… it didn’t, really. Although, I expected that to be the case. Since games evolve at such a rapid pace, games tend to age faster than other mediums like TV shows or movies. But in the case of this mod, it’s about average quality when it came out, and still average today.

The cutscenes look really stiff. Even by 2004 standards, they look stiff. Models standing around, barely moving their mouths, awkward camera angles, and models not even animating properly. I know something’s wrong when the first Max Payne did animation better than this. I do have to give the mod team some credit, there’s a lot of homages to MI2. There’s some decent voice work in here as well, despite the voice over for Ethan Hunt does a crappy job at sounding like Tom Cruise. It even has music from the films, and oddly enough, music from Crimson Tide, Paycheck, and Metal Gear Solid 2 of all places. Now if only I could make sense of the plot, which is more action movie than it is Mission Impossible.

So I decided to record some footage of me playing it to give you an idea on what this mod looked like. This is from about halfway through the game, and is on the easiest difficulty (Medium). As you can tell, I suck at Max Payne. But oh well, I just wanted to show you the quality of the mod, not my “l33t gameplay skillz, dawg.” Look as it even takes the Gunkata concept from Equilibrium, but it doesn’t work well at all in the game and is absolutely dumb.

Unfortunately I cannot tell if the mod team worked on anything before or since this project. But it’d be funny to know some guys who worked on a dinky Max Payne 2 mod now work in a development studio working on some recent budget Xbox Live Arcade title or something.

You can give the mod a shot here. It requires Max Payne 2 to run, and since Valve had their Steam summer sale recently, there’s probably a bunch of gamers who want to find new ways to enjoy the Max Payne games. The Fileshack mirror works and that 2-3 of the others don’t, not sure on the rest.

Man, this makes me want to find some other mods and write more about those. I used to play PC game mods like a madman, it was my way to extend the replay value out of these games. Hell, my early blog posts back in the days of Livejournal mention me covering some Wolfenstein 3D mods back in 2001. That shows you how old I am and how long I’ve been on the internet.

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