Posts Tagged ‘Mods’

Damn: Doom 3 BFG Mod Support Still Up In The Air

By Nathan Grayson on August 7th, 2012.

Argh! This hurts almost as badly as the prospect of not being able to design my own campaign in which the littlest Cyberdemon finally learns the true meaning of friendship.

Doom 3′s source code has been helping make pioneering advances in the science of monster closets since late last year. You’d think, then, that letting players tinker around in the upcoming BFG Edition’s infinitely-shotgunable innards would be as simple as one, two, flashlight-removal-mod-because-you’re-too-hardcore-for-seeing. Unfortunately, however, that’s definitely not the case. Right now, in fact, even John Carmack’s stumped. See, BFG may look like Doom 3 and sound like Doom 3 and – I verified this during QuakeCon while no one was looking – taste like Doom 3, but its ones and zeroes definitely aren’t the same.

Read the rest of this entry »

, , .

36 Comments »

Where The Wildlings Are: Crusader Kigns II GOT Mod

By Adam Smith on July 19th, 2012.

You’ll likely remember that in May we alerted you to the Game Of Thrones mod for Crusader Kings II. It’s first release was already incredibly impressive, packed with features and civil war. And now they’ve released a version 0.2. Goodness knows how good this will be if they ever reach 1.0.

Read the rest of this entry »

, , , .

67 Comments »

Why, Robot: No Plans for Orcs Must Die 2 Mod Support

By Nathan Grayson on April 4th, 2012.

Well, we ALL must die eventually.

After Orcs Must Die made an oh-so-straightforward name for itself with a multiplatform release, it was bit odd – though certainly not unappreciated – to see the second of its orc-slaying lineage go PC-only. But then I began to imagine the possibilities afforded by legally binding, exploding-collar-enforced commitment to our benevolent platform of choice. Custom levels, all sorts of off-the-wall player created traps, genre-twisting overhauls like Orcs Must Meticulously Manage A Small Business For Some Reason. So, giddy with thoughts of pie-in-the-sky promise (and my custom map that’s a lot like BioShock Infinite, except set on a giant pie), I asked Robot Entertainment if mod support was a lock for Orcs Must Die 2. Then I got really sad.

Read the rest of this entry »

, , .

60 Comments »

Weapon Of Miaows Destruction

By Craig Pearson on November 9th, 2011.

Dexter has been weaponised
To borrow a John-ism: oh my goodness! You’re either about to hate me forever, or laugh and offer to buy me a cupcake. Whatever the hell Nyan cat is, it’s clearly a meme of terrifying scope. The original video’s been viewed 46 million times, and now it’s been snuck into Unreal 3 as a mod for the Redeemer. Just look.
Read the rest of this entry »

, , .

49 Comments »

Frankenstein’s Modster: TF2 Halloween Mods

By Adam Smith on October 24th, 2011.

It's a week of updates, plural, and they are in no way alive

While Valve prepare to release their Team Fortress 2 Halloween update, the mod community have been highlighting some of the most bone-chilling, spine-tingling items submitted to the Steam Workshop in a week-long event rather splendidly titled, Night of the Living Update. So, do you want the temperature of your skeletal apparatus to decrease? Do you desire spinal sensations of a peculiar nature? Traipse to the website and explore the blood-soaked offerings on display, some of which may make their way into the official update. This is particularly horrible. With two more nights of updates to go, I’m hoping for a Cthulhu mask. What’s the neatest thing you’ve found in the Workshop?

, , , , .

11 Comments »

Proof: Why Mods Are Ace

By Alec Meer on August 1st, 2011.

Hey, guy that's gonna say 'machinima isn't really anything to do with modding though': shuddupayaface.

Are you listening, Blizzard? ARE YOU? Here are three minutes of why PC gamers deserve the option to alter their games, and why the world is a better place for it. Madness, beauty, comedy, juggling, land-swimming, flying horses and most of all modding await you in this completely, gloriously batshit Oblivion machinima.

Why am I posting it? Why didn’t I post it sooner, more like.
Read the rest of this entry »

, .

97 Comments »

A Quick Call Out For Pripyat

By Jim Rossignol on August 29th, 2010.


I’ve just started a second playthrough of Call Of Pripyat, which impressed me a great deal earlier in the year. Since a few people had been asking me about mods for the game I thought I’d link to the mods I am using this time around. I’ve merged the installs for Atmosphere 2, TGS EZ (pictured) and RCOM. The resulting mixture seems to retain the audio and weather cleverness from Atmosphere, while adding the colour palette and textures from the TGS mod, which introduces a much more washed out, bleak aesthetic. In the first area at least, I think is a considerable improvement on the vanilla version, and hides some of vegetation/texturing problems of the aging game engine. RCOM is a weapon balancing and AI mod, which introduces a bunch of changes, making weapons more powerful, and making it much nastier to get shot. This means that long range single shots from an assault rifle will generally drop an enemy, but it means the AI can give you a beating from range too. Overall this mod mix makes the game slightly prettier and considerably tougher. I’m enjoying it.

Any other suggestions?

, , .

85 Comments »

The Mod Couple x 10: 20 Unmissable Mods

By Kieron Gillen on April 19th, 2010.

For the last month, UserCreated have been presenting a series of short essays about their 20 (count ‘em!) unmissable mods. It leans towards the last decade, but bar one ludicrous failure of judgment, it’s a credible look at the entire width of possibilities inherent in mods, both in the hyper-popular and the artcore. Go see what you think. And, rather than just shouting THEY’VE MISSED ACTION-FACE-BIFF-VIII!, why not lob up your own short list of unmissable mods in the comments? 20 would be overkill, I suspect, but I’d be interested to read what your own selection of essential mods would be.

, , .

81 Comments »

Action Half-Life: The 5 a.m.

By Quintin Smith on March 31st, 2010.

[I wrote this article for PC Gamer UK last year. It's the story of my brush with one of gaming's most fearsome map secrets, and a true story, and a love story. Kind of.]

Strangest game I ever played?

Well, okay.

It started when we met in the underpass at dawn. The memory’s hazy now but I remember it was the underpass, and I remember it was dawn, because it was always dawn in AHL_5am.
Read the rest of this entry »

, , , .

126 Comments »

Lauded British: The Ultima 6 Project Beta

By Kieron Gillen on December 2nd, 2009.

Someone should do a Dungeon Siege tribute in the Ultima 6 engine, sez I.

Brian RPGWatch brought news that The Ultima 6 Project has reached the public beta stage and is, by all accounts, pretty stable. The idea, much like the previous Ultima 5 Lazarus, is to reincarnate these seminal games in a more modern engine. In this case, Dungeon Siege. You can go and download the beta from here if you fancy a trip to Britannia. To see it in action… well, the only footage I could find is from Milestone 5. So bear in mind, the full Beta is 3 milestones along from this. Though, to be honest, this looks pretty nifty to me.
Read the rest of this entry »

, , , , .

26 Comments »

Free Engines And The Future Of Modding?

By Jim Rossignol on November 10th, 2009.


When Unity 3D went free a friend of mine started playing around with it and voiced the opinion that mods would now increasingly become free or indie games, because here was a 3D engine that was so easy to use, and so straightforward to port assets into. Then we had the UDK announcement, which gave us modder’s favourite, the Unreal Engine, as a free platform. So what does that mean for the future of modding?
Read the rest of this entry »

, .

92 Comments »