It’s been a while since I covered a modification, but that’s because I don’t pay a lot of attention to the various mod scenes. It also doesn’t help that lately I haven’t played anything new, and often getting myself into a rut. But did you think that a Nintendo 64 game from 1997, one of the biggest first-person shooters of that era, would have a mod scene?
No, I’m not talking about Turok: Dinosaur Hunter – besides, the mod scene is strictly on PC these days – I’m talking about Goldeneye, Rare’s groundbreaking first-person shooter released on the Nintendo 64.
Goldeneye isn’t my most favorite James Bond game – that’s Nightfire, specifically the console version – but I still respect it as a good game that made a huge impact for first-person shooters on home consoles. So I was surprised to see that the game had a modding scene. Definitely not as big as the ROM hacks of Mario or Sonic, or even the thousands of Doom mods; but significant enough to be noticed.
Unfortunately, it seems to be a “separate the wheat from the chaff” problem, as this video from The Kins proves:
Thus I didn’t pay too much attention to the scene, since it seemed to be fairly amateur. But then a friend brought this mod to my attention, and suddenly my interest in Goldeneye modding scene was piqued.
Enter Goldfinger 64, a total conversion for Goldeneye that covers the story of the 1964 James Bond classic, Goldfinger. Goldfinger isn’t one of my favorite Bond movies either, but I understood that it was the turning point for the film franchise. A little less grounded in reality, with goofy villains, iconic film quotes (“Do you expect me to talk?” “No, Mr. Bond, I expect you to die!”), and a time where you could have a character named “Pussy Galore” and not it be the butt of a terrible joke.
While I’m more a fan of the latter eras of Bond films – partially because I don’t like Sean Connery as a person, regardless of his acting abilities – Goldfinger is a goofy romp and a good starter James Bond film for a new fan. So let’s see how this team of modders took the engine of a 1997 game and based it on a 1964 film, shall we?
One thing Goldfinger 64 does is expand on the film’s initial pre-title sequence. While the film only hinted towards Bond blowing up a drug lab and eventually getting in a fight with a cuban hitman, the game expands that into a three level challenge, hitting most of the story beats, but with some embellishments. Such as Bond just shooting the cuban hitman rather than throwing him in a bathtub and electrifying him with a fan.
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.
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:
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?
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.
Wouldn’t be a re-imagining of classic Doom without the starting area and that iconic music.
Then you’re thrown into E1M1: Hangar, with just a pistol, just like the old days. A remix of At Doom’s Gate starts blasting through your speakers. It’s time to kill some demons!
If you haven’t noticed, I really like maps and mods. Mainly because I prefer new content being made by creators for fun and not being sold as $30 expansion packs. 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 stone cold killer. Strange how we don’t pay much attention to that here, or even in the original game.
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 games. Counter-Strike was one of those mods that had a relatively slow burn, and then exploded by the time Valve acquired the team and released it commercially. These kind of crossovers are always neat, and it makes sense someone would blend two of Valve’s franchises together.
“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…
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. While it’s not a 1-for-1 conversion of CS‘s arsenal, it works.
Hell, in older versions of the mod, you could have akimbo USPs and Deagles, in addition to the more iconic Dual Berettas. Those were rather fun to use, but I figure they removed them to strive for more “accuracy” to the original game and not to satisfy teenage fantasies of new weapons. Had this come out during Global Offensive, we probably would’ve saw a clunky revolver and an overpowered CZ75 auto pistol, so in the grand scheme of things they made the right decision.
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. 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.
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 levels, or PWADs, which I’ll link to as well. Unless stated otherwise, these are all focused on single player.
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.
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.
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.
(Full Disclosure: I am friends with the guy who made this mod, so I might have a slight bias on this choice. It’s still high quality, though!)
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.
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?
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.
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, Inc. for Quake. (This is 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.
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 talking about, featuring a certain blue hedgehog.
It’s like I’ve hopped back into 1998! and not in a good way!
Sonic Doom II: ‘Bots on Mobius is the work of one SSNTails, a Sonic the Hedgehog and Project GeeKer fan. It’s okay if you had to Google search that last one, I don’t remember the 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.
You get to play as either Sonic, Tails, Knuckles or Metal Sonic. The only differences between each is stuff like firing speed. You choose the character of your choice and hop in, shooting a bunch of reskins of existing Doom enemies in retextured Doom levels based on levels in Sonic the Hedgehog 3 and Sonic & Knuckles. Grounder replaces Zombiemen, Shotgun Guys and Chaingunners; Coconuts are your imp replacements, and various new badniks replace the Demons, Spectres and Barons. You grab emeralds to unlock doors and eventually find the exit. It’s typical Doom fare. That’s all the good I can say about it. Because everything after it is much worse, especially for Doom mods.
Seriously, this Shotgun reskin makes it look like Sonic’s holding something rather phallic.
Do you like running through large, square rooms with nothing to make it stand out besides a prop or two? Do you like areas where you have to move quickly through the area, otherwise you get stuck and are forced to slowly lose health and die? Do you like fighting reskins of Revenants and Arachnotrons that are ripped straight from Sonic the Hedgehog 3, looking terrible as a result? Do you like terrible-looking gun reskins, even for 1998? If you said yes to any of these, you’ll have a blast with Sonic Doom II.
As much as I love the mod scene for old PC games, I realized I haven’t looked much at Quake‘s mod scene compared to others. The last mods I played for Quake was stuff like Quake Done Quick with a Vengeance, which was made more as a demo of the game rather than something actually playable.
So for today, we’re gonna tackle some Quake mods that tried their best to be a bit more tactical in their approach. Both of these were released around the same time, and share a few similarities but both have their own unique quirks.
Sadly, Michael Biehn and Charlie Sheen don’t appear in this.
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. While those seem like fairly common things now, for when this came out in 1998, that was considered pretty impressive.
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.
In a unique twist, Navy Seals Quake features weapons that reload, realistic ammo management where partial-ammo reloads remove the bullets inside, the option to use flashbang grenades, even allowing you to headshot enemies and gib their heads. This was pretty advanced for its time, and it’s quite impressive.
Sometimes the only solution is to rip everything to shreds, Rambo style. It’s like they know me.
There is one interesting thing about Navy Seals Quake – it was made by a guy named Minh “Gooseman” Le. He would later go on to help make Action Quake II and a little fun multiplayer FPS you might’ve heard of called Counter-Strike. Le was one of the co-creators of Counter-Strike, who later worked with Valve up until Counter-Strike: Source. Le would later go on to make a CS successor called Tactical Intervention, which had some of the same features as Counter-Strike but with some new twists. While it wasn’t particularly outstanding, it did leave for some dumb moments.
So about a few months back, I was watching Giant Bomb do their then-frequent Thursday Night Throwdown, where they were playing the 1999 shooter classic Quake III Arena.
During a simple frag session, a question was asked in the chat: “What’s your favorite custom Quake III models?” The wonderful Ryan Davis said Eminem and Dr. Dre, which him and Jeff Gerstmann went on a tangent about that, with Ryan quipping: “Remember when Interscope 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.
Putting “Explicit Content” on a game that’s rated M seems redundant to me.
According to the readme, this particular map was made for Interscope Records as promotion for the then-unreleased Marshall Mathers LP. All around the map, there’s ads for the album, ads for a forthcoming tour of the duo, and even snippets of music from the then-upcoming album are strewn about.
The level was made by one Pete “MeatPak” Parisi, who made a series of maps for Quake III Arena that involved a meat theme. Outside of this project, Parisi would later go on to make games for Mondo Media, then later Ensemble Studios until it shut down not long after Halo Wars came out. Now he’s working on tech design in other places. His website proudly promoted this level, which you can see from this archive.org mirror here.
MeatPak alongside the design agency Fullerene Productions, which did a lot of web and flash-based content in the early days of the World Wide Web (Homepage no longer active, so here’s an archive.org mirror from 2002), they collaborated with Interscope Records to make this collaboration come to life. Which is pretty cool!
It’s not a flawless map, though. The bots can often get stuck in the phone booth “teleporters,” constantly walking back and forth between them until they’re killed, which seems like bad pathfinding. That doesn’t happen too often anyhow, and more likely you’d want to play this with friends, not bots.
Didn’t Forget About Dre this time.
Speaking of bots, the map comes with Eminem and Dr. Dre bots. Complete with unique text smack talk and player sound effects. The text responses are a little strange, as there’s a fair share of unnecessary underscores in a lot of the text. Presumably this was done to get around certain chat restrictions, but I’m not sure.
With the exception of the powerups on tall billboards that require rocket jumping, Chronic is a fairly flat plane with four buildings around it, with not many tall areas to take advantage of. It’s fairly easy for beginners, but for veterans it’s little more than a gimmick map to mess around in for a few minutes before going back to q3dm17.
Fair warning: the video is not a perfect indicator of the map itself. The sound glitched where the music track would play over itself and have this nasty-sounding overlap, which shouldn’t happen if you’re playing vanilla Quake III and not ioQuake3 like I was.
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 (or this mirror). Quake III Arena is required to run it, and you can get it on Steam if you’re one of the few who never owned this classic multiplayer shooter.
Though, I can’t blame you if you haven’t played it, Unreal Tournament was the better one of the two arena shooters anyway.
UPDATED 4/8/2019: Rewrote for clarity and added more images.
UPDATED 1/19/2022: Added more info about the designer of the map!
UPDATED 9/22/2024: For the longest time I never knew who brought up the map. After years of searching, I found out both Ryan and Jeff mentioned it. Which, y’know, obviously they would mention that, now that I think about this 12 years after the original publication!!Added this tidbit right at the beginning.
Before I started the Secret Area in 2012, I had been casually writing about mods and other assorted stuff on a more personal blog. This was originally written around 2010, and I had put this here to give the site some “content” before I had published something new.
Outside of dates and grammatical changes, this is left mostly untouched.
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 from 2005, mods are still present today. Back in 2008, 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. Just like the movie!
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 masterful shooting skills. 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 Xbox Live Arcade title or something.
You can give the mod a shot here. It requires Max Payne 2 to run, which is available on digital storefronts like Steam or GOG. There’s probably a bunch of gamers who want to find new ways to enjoy the Max Payne games, and this mod is worth a try just to see a bunch of amateur modders make a movie game that would’ve been better than an actual movie game.
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 should tell you how old I am, and how long I’ve been on the internet.
Sure enough, I’d eventually write more mods, which you can find in the Mods and Maps category on this site.
(Edited on January 2, 2019 with more up-to-date links.)