Category: Mods and Maps

Covering those custom maps and modifications for computer games. Because playing the stock game sometimes isn’t enough.

BlackOPS for Half-Life: An interesting mod with a hard-to-search name.

You know what I haven’t covered in a while? A game mod. How about a game mod for Half-Life, one of my favorite games of all time? Sounds good.

I’ve always been fascinated by Half-Life‘s mod scene, which had some really creative stuff being made for it. Even to this day people are doing some outstanding work with the that 25-year-old game engine. But let’s jump back to 2005, when Half-Life 2 was new. Let’s talk about Black Ops.

No, not that one.

Not that one either. We talked about that one years ago.

There we go. Third time’s the charm.

BlackOPS (or Black Operations as it’s called in-game) is a Half-Life mod that covers the Black Ops soldiers, the reskins of the HECU soldiers initially introduced in Half-Life: Opposing Force. Released in 2005, BlackOPS was primarily the work of three folks: Stephan “little_otis” Grabenhorst, Volker “Thrillhouse” Schreiner and Daniel “DeeGee” Grabenhorst, who came from the German custom mapping scene.

By this time, Half-Life 2 had been released and the fancy new Source engine was starting to be one of the go-to engines to mess around with. Despite that, GoldSource — the old Half-Life engine — still had some legs in it, so much so that there were still mods being made for the seven-year-old game. Honestly, the Half-Life mod scene post-HL2 is really interesting to me, so let’s check it out.

Anomalous materials, eh? I see what you did there.

The mod starts with an exposition of the creation of the Black Operations squad in game, and mentioning the Black Mesa incident that happened in Half-Life. Eventually we’re dropped into the Black Ops HQ as the protagonist, Declan Walker, is briefed upon his mission: Go to Metro City, find Dr. Gallagher, a rogue scientist, and procure a special case he was holding onto. Doing this while fighting off any aliens and soldiers along the way.

“Here, have some dessert: Lead!”

Initially armed with only a silenced pistol, Declan fights his way through the apartments of Metro City, fighting mostly headcrabs, zombies, houndeyes and even the Alien Controllers from later on in Half-Life. Declan’s journey eventually takes him to a subway, into the belly of a drug-addled club, through the obligatory sewer, before arriving in Chinatown.

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Mods and Maps: Duke Nukem: Alien Armageddon – Alien asskicking goes nuclear.

The Build Engine is a fascinating piece of tech. Made by a young Ken Silverman, the engine was made as one of those engines that could rival Doom in features, and was used to great effect with its design, features and most importantly, interactivity. Build brought us some of the coolest mid-90s FPS games: Shadow Warrior, Blood, and of course, the granddaddy himself, Duke Nukem 3D.

Still looks cool as hell as it did in 1996.

With news breaking of someone leaking a work-in-progress build of Duke Nukem Forever from around 2001, I’d be kinda getting an itch to go back to the ‘roided up wisecracker. Problem was finding good Duke-related content.

While Doom’s mod community is well documented and reported upon, I feel the Duke Nukem 3D mod community is talked about a lot less. Granted, there isn’t a whole lot of outstanding mods, and some of the more notable ones like Plunder & Pillage have an unfortunate history behind it. But somehow, I found a modification for Duke Nukem 3D that for a good while was my go-to if I wanted to play a game that wasn’t a Call of Duty title.

Quite the content warning you got there.

Duke Nukem: Alien Armageddon is a modification for Duke Nukem 3D using the eDuke32 source port of Build. At first glance, you’d think this is just a few new levels and maybe a few monsters. Oh, it’s much, much more than that.

Made by a team called “Dukeboss,” the team mostly consists of sebabdukeboss20, a modder known for the AMC Squad for Duke Nukem 3D, and DeeperThought, whose Duke Nukem Attrition mod for Duke Nukem 3D was something I played constantly for years. There’s a myriad of other developers involved, including mappers, artists, even voice actors; but those are the most notable members of team Dukeboss.

New content, same old Doomed Space Marine.

Alien Armageddon is a combination of Duke Nukem 3D with a myriad of new items and features. The original episodes from Duke Nukem 3D: Atomic Edition alongside two of the official expansion packs – Duke It Out in D.C. and Duke Caribbean: Life’s a Beach – which add new cutscenes, animated features and even abilities like an RPG system and an AI partner. I’ll get into that more in a bit.

Please note: This article was written in June 2022, which covered version 4.54, the most recent version of the mod at the time of publication. As the mod is often updated to add new content or fix bugs, some of the things mentioned here may differ from a more recent version.

Okay, I’m genuinely impressed about how they made this episode selection thing.
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Mods and Maps: Soldier of Fortune, Inc. for Quake — Not *that* Soldier of Fortune.

A few months back, to celebrate its 25th anniversary, Bethesda re-released the id Software classic Quake on modern systems and the PC. Ported to the versatile KEX Engine by Nightdive Studios, it added the base game, the two official Mission Packs, the MachineGames developed Dimension of the Past made for the 20th anniversary in 2016, and a newly made expansion, Dimension of the Machine, also by MachineGames.

Going back through Quake was a nice nostalgia trip, and while I had already played through the game countless times in the past – most recently in June to test out the fan-made Copper rebalance mod – It felt good going through the tech bases and castles with nailguns and the Thunderbolt once again.

The official port has licensed mod support, similar to the Unity-powered Doom remasters on these same platforms from a year or two back, with Midway’s port of Quake to the Nintendo 64 being the first supported mod. Though it does also support some older Quake mods if they were just simple levels and not involving complex scripting from recent source ports, which means stuff like the oft-praised Arcane Dimensions don’t work in the remaster yet.

Colored lighting on Quake 64, at the cost of more boxier level geometry. A fair trade, honestly.

It made me think of many old custom levels from the early days of modding, and one that I thought of was during that wild west period, when map makers would offer to make stuff based on licensed properties as free promotion. One of which was based on a TV show that most of you probably don’t remember.

Kinda hard to watch this show nowadays, but okay.

Soldier of Fortune, Inc. for Quake is not what you think it is. It has nothing to do with the later 2000 game by Raven Software. Rather, this three-level pack existed as a promotion for a television show, back in those days when people could just make custom levels and have them officially sponsored by those companies, akin to stuff like Chronic for Quake III Arena made to promote The Marshall Mathers LP.

But what is Soldier of Fortune, Inc.? SOF was a TV series created by Dan Gordon, an ex-Israel Defense Force soldier turned screenwriter, produced by Don Simpson/Jerry Bruckheimer Productions and Rysher Entertainment. Named after the magazine of the same name, SOF was an action series involving a rag-tag group of soldiers trying to stop various people doing the bad things. In essence, it was a modern-day Mission: Impossible. It often aired in late-evening time slots alongside shows like Baywatch, which meant it was made to be one of those shows that tried to capture some of the Baywatch audience by also being an action-packed romp.

The show did get renamed for the second season, losing the Soldier of Fortune branding. Now called SOF: Special Ops Force, the show had a few notable cast changes, including basketball player Dennis Rodman playing a supporting character and Peter Graves doing an introductory narration, further leaning into the Mission: Impossible trappings. The show ended in 1999 after that second season, being mostly forgotten by the general populace.

I was reminded of this show’s existence thanks to a podcast. It Was a Thing on TV – a TV obscurities podcast hosted by a few of my game show colleagues – had recently done an episode on Thunder in Paradise, another short-lived action show starring Hulk Hogan and Chris Lemmon stopping evil villains on beachfronts. Much like Soldier of Fortune, Inc., Thunder in Paradise was trying to capture the Baywatch crowd, but wasn’t successful at it either, only having one sole 22-episode season.

Thunder in Paradise would get a video game adaptation for the Philips CD-i and DOS that was during the peak of full motion video, using an episode from the TV series but with more footage shot for the game. It made me think of similar action shows from the ’90s that got video game adaptations, and suddenly I started thinking about how a similar action show somehow got a custom level pack for Quake, back when that was a thing that could happen. Nowadays those same entertainment companies just cut a check to Activision to put John Rambo in Call of Duty: Black Ops – Cold War for $25, complete with low-quality sound bites from the movies.

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Gun Game: My favorite multiplayer game mode.

I’m probably gonna show my age with this one. While I don’t think I’m one of those “30 year old boomer” types that people meme about these days, I certainly have been playing multiplayer games for a long, long time. I’ve been playing them for literally decades at this point. I’ve played most of the notable ones, like Quake, Unreal Tournament, Counter-Strike, Call of Duty 4, you name it, I’ve probably dabbled in it at some point.

But sometimes I wanted more than Just Deathmatch. Stuff like Capture the Flag or Domination helped, but it just wasn’t enough. There was one mode popularized in a game that really caught my interest and was a fun mode that I wished more games did: Unreal Tournament’s Assault mode. Seriously, why isn’t this in every game???

Kidding aside, the other game mode that I’ve learned to love over the years is Gun Game. A simple deathmatch variant, the goal is mainly to kill enemies with a specific weapon, leveling up to the next weapon, and repeating this process until a player got a kill with every weapon. It’s been around for a while, and any game that features it will certainly pique my interest.

My earliest experience with the gun game concept is Soldier of Fortune. While mostly known for its excess gore and goofy Hollywood story, SOF did have its own version of Gun Game. The mode was simply called “Arsenal.” This was before the “gun game” parlance became commonplace.

Getting a kill in Soldier of Fortune was satisfying. Not because of the gore, but because of a really goofy fanfare that played each and every time. That needs to come back.

Despite the different name, it’s similar to the gun game most of us know now: A set of weapons are given to every player, with the goal of getting one kill with each weapon to win. The big differences that there was no fixed pattern of weapons, and when someone got the final kill with their last remaining weapon, instead of ending the game, they got a “big winner bonus” score and the game started anew with new weapons until the score or time limit was reached. Good for those who end up with a bad layout of weapons and can hope to rebound on the next set.

Though while I remember playing Arsenal in the mid-2000s, when the original Soldier of Fortune was mostly a skeleton crew of hardcore players by that point, the one I remembered more fondly was Counter-Strike: Source’s gun game mod.

Man, cs_deagle is a map I’ve seen constantly used in these kind of modes. Surprised no one’s copied it.

In the gun game mod for CS:S, the goal is to take out enemies of the opposing team with one of each weapon, with the famous knife often being the final level. Regardless of whatever side you were on – Counter-Terrorists or Terrorists – you needed to get a kill with every weapon. So in addition to the weapons that are available to a specific faction in the regular game, CTs still had to get kills with Terrorist-exclusive weapons like the Galil, MAC-10 and AK-47, and Ts needed to get kills with the CT’s USP, M4A1 and the AUG, just to name a few.

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Ghosts I-IV for Quake: A different kind of soundtrack.

If there’s one thing I need to improve on in my life, it’s to write something in the moment. I’ve bought plenty of games, played a bevy of mods, grabbed other assorted things for potential blog fodder…

Then I do nothing with it. This has happened more often than not, but only because I get the problem of being an ideas person and rarely act upon them. I’ve been slowly improving on this front, at least more than I was years ago.

Which brings me to this post about a game mod. I played this on a whim back in 2018, and thought it was pretty neat. While I’m currently wrapped in a few other things right now, I thought I’d write something quick for this month.

A few years back, I wrote an article praising the wonders of Red Book CD audio. CD audio tracks that would play in certain games, from PC classics like Half-Life, to even Sega CD games like Sonic CD. Unfortunately, modern technology is not too kind to the concept, as it often struggles to work properly on modern devices. In some cases, digital re-releases of games like Starsiege: Tribes didn’t even come with the CD music, removing part of the ambience.

There have been solutions thanks to source ports and game updates. For instance, playing Half-Life on Steam has all its music files as MP3s, so if the game (or a related mod) calls for that CD track, it’ll play it without needing the CD.

Looks just as good as it did in ’96.

Which brings me to a classic in Red Book audio: Quake. One of the earliest PC games to use it, popping in the CD would fill your ears with weird ambient music by Trent Reznor and his band Nine Inch Nails. Modern source ports such as Quakespasm actually support playable CD tracks in MP3/OGG formats, which means one can rip the soundtrack from their copy of Quake – or just find it on the internet, I doubt id and Zenimax care these days – and play it easily, proper looping and all.

There’s a handful of Quake map packs that come with custom soundtracks tailor-made for the level pack, such as Travail. Others outright replace the Nine Inch Nails soundtrack with different ambient tracks, like EpiQuake or Quake Epsilon. But what if I told you someone replaced Nine Inch Nails music with Nine Inch Nails music?

Ha! Now I won’t be burned by hot slag. Take that!
(Oh wait, now I can’t get out…)

“Ghosts I-IV for Quake” is an interesting mod. Replacing the original 1996 soundtrack with the entirety of Ghosts I-IV, an album by Nine Inch Nails with nothing but ambient instrumentals seems like a good fit. In a sense, Ghosts I-IV is a spiritual successor to the original Quake soundtrack, even if there’s little similarities in style.

The album itself is interesting: Frustrated by their record label, Trent Reznor severs his contract with Interscope Records and decides to go independent – for a while anyway – and released this under a Creative Commons license. This license is how the mod exists without lawyers getting involved, as it’s a free mod for a commercial video game.

Shooting switches with the power of magic pellets!

There is one other feature of this mod: There’s no monsters or weapons. Now there’s mostly empty levels with switches, lifts and other assorted things, but nothing to shoot. With god mode turned on. In a sense, this changes the perspective of the game entirely. No longer a straight explosive romp, it’s strictly an exploration-based affair.

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