HL 1 Mod The Existence is/was quite Unique .
http://www.moddb.com/mods/existence/...y-out#imagebox
I played NEO-Tf on a well configured german Server (most Gamevalues can be tweaked) for almost 2 Years,and it completely replaced TFC for me.It was just damn entertaining with all the extra Stuff like Hoverboards,Balloon,teleporting,remote controlled SoldierRockets.
And at the Moment i play a lot of Space Station 13 on the Something Awful Servers Gibbed 3 and 4,as the european Servers are sadly offline.
Technologically its a Crime.It lags a lot compared to other MP games,but i know *nothing* out there like it (Multiplayer-Character-Roleplaying,no OOC or leveling, in a Dwarf fortress like simulated , complex Environment).
Last edited by Arona Daal; 27-05-2012 at 06:43 AM.
Great Search Engine for Game bargains:
http://isthereanydeal.com/?by=price:asc
Agree on Section 8 and Brink. Both were released at the same time and both made me weary about ever buying non-AAA franchise multiplayer game again. The core games were excellent, but they both had problems that ruined the game for everyone. For Section 8 it was the paid for map packs, which should never have had happened. The community could have stayed and possibly even grown, as word of mouth was very good. The map pack just split the community and destroyed it for good.
In Brink's case, there were a few more issues. I believe it was the unlock system that really destroyed the game (ignoring the buggy release, which didn't help.) The classes were pretty much indistinguishable when you started the game and required a good number of hours of play before you could really unlock enough to find the roles each had in the team.
Outside of that, there were a couple of balancing issues that needed to be sorted, such as making the body weights a little more noticeably different. Same goes for the weapons, which initially feel very samey.
The maps also needed another pass or two. There was too much focus on the choke points, which often made the defending team too strong. Contrary to some people's claims, there were plenty of alternate routes, but you never had enough people on your team to really exploit these, without having enough to keep hold of the choke (I only played on public servers, clan games may not have suffered so much from this.). Maps should have been a little bigger and wider, with player counts up to 12 a side. 8 was far too small, whilst the standard 16 probably would have been too many. The map pack that was released a few months after the game was actually pretty good though and they clearly learned their lessons, so there was hope in that regard. Alas, it was another paid for one, so it was just another nail in the coffin. (It was free initially, but that doesn't really help encourage new potential players if they miss out on the offer.)
I also really enjoy Assassin's Creed multiplayer, although I have only played it a couple of times. Do people still play Brotherhood or have they all moved to Revelations? I seem to recall hearing that the later had issues with the multiplayer, making it inferior.
Europe 1400: The Guild and The Guild 2 -- although it's probably due to the fact that multiplayer in both games was quite buggy.
Sacrifice
Netstorm -- game which focused solely on multiplayer, but it was a bit early (in 1997)
Star Trek: Elite Force had very fun multiplayer. Mainly as it was a re-skinned Quake 3 with laz0rs, so being able to strafe-jump was a huge bonus, but it still had it's own charms.
Speaking of Quake 3, I never understood how noone liked Team Arena. New, huge maps and new gamemodes, plus one of the most satisfying to use power-ups in gaming existence - the kamikaze. More games need a 'fuck it, i'll just EXPLODE KERBOOOOOM' button. Looked awsome and never got old. The other powerups were simple, but spot-on for on-the-spot skill enhancing, with damage, ammo regen, scout and guard you could just grab whatever one applied best at the time. Preferable I thought, to choosing a class and being stuck in situations where you find yourself useless or at a disadvantage with the wrong skill-set, which happens to me quite often in some other games of class-based shenanigans.
Yes there were other, free-er mods. Most vanilla players had moved permenantly over to RA3, osp, Threewave, and so on. Nonetheless, there was quality content here. It wasn't full-price and expanded on the vanilla game, rather than obnoxiously replacing it. Had maps, skins, sounds, weapons, everything an xpack should have. Yet everyone sneered at the price tag and ignored it. Bastards.
Last edited by Memph; 28-05-2012 at 07:28 AM.
It's a shame that DoW2 and its addons always had a pretty small competitive mp community. Even though it was a charming little group where everyone knew everyone, I always wished it was bigger and more alive so to speak. Now, with what happened to THQ\Relic it seems only most dedicated veterans and people who picked it up recently for cheap still play MP. Understandable, since no more updates, no more balance fixes for a game that had plenty of bugs and gambreaking exploits, some things were never really fixed since its release and community kept living on dripfeed of updates. Really a shame that Relic failed to fix the game and now it's never going to be fixed.
When I last played it, about 2-3 months ago, it (Brotherhood) was dying, at least on PC. It took about 10 minutes to get into a game, and you were always matched with people who'd been playing it since day 1. The recent Steam sale might have revitalised it though, I haven't checked. Revelations' MP should be a lot healthier, but again I haven't played it in while.
Of the two I'd have to say that Revelations' MP is better. There's just a few basic things added (like having a larger stun range so you can defend yourself more easily, and contested kills which give you points for dying) which make the game a better experience. You still have the 'grinding for equipment' issue present in AssBro but in AssRev you get to choose which upgrades you unlock as you go along.
I had mild connection problems with both games so I figure it's an issue with Uplay, not the games.
I'm hoping Assassin's Creed 3's multiplayer will take the lessons learned from Brotherhood and Revelations and improve it even further. I really appreciate that Ubisoft made an effort at creating a different, stealthy kind of mulitplayer for AC; I enjoy it as much as I do the single player part.
Mechwarrior: Living Legends mod for the aforementioned Crysis Wars. It's very, very good. extremely polished for a mod, and with very purty assets, thanks to the cryengine powering the game. The community isn't massive, however, consisting of about 70 to 100 people on at peak times. It's a good stopgap if you're waiting for MW:O, and even features vehicles other than mechs, like hovercrafts with flamethrowers, and gauss-rifle armed VTOLs.
I'm Respecting your culture!
It's still alive, there are quite a number of players still around. The only problem is the matchmaking system. It's horrible since day 1. I remember the game taking 1 hour and a half to join me into a session during the first month. Luckily they improved it, but still takes longer than needed since it has a freaking habit of making new sessions with 1 player and not joining others. You will find more people on the weekends. Add me if you want: BPSpike. I mostly play the Wanted mode.
I remember those laser trip mines with much fondness. Used to work in an internet cafe and myself and the other guy I worked with used to play when it was quiet. One time he got up to serve a customer, and I found his character on the map and just covered him in laser trip mines. When he came back he just stepped forward and exploded for about a minute