Tag: mod

Goldfinger 64: The Game with the Midas touch.

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.

Not the real film sequence but an incredible simulation!

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?

Here’s something you’d never see Sean Connery do: dual-wield Luger P08s.

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.

Aftershock for Quake: The most terrible pun name ever?

“Direct from the Internet.” Kinda rude to take those without permission, you know?

PC gaming in the ’90s was a real wild west affair. When games like Doom took off, everybody started making shovelware compilations of anywhere from hundreds to thousands of levels. Most of them were downloaded off BBSes without crediting people, which is pretty scummy in itself. But if you had no internet connection, this was a way to get levels with ease.

After a few years of this, companies like WizardWorks started making their own unofficial expansions for games like Quake, Descent and Warcraft II. While this was an improvement – level designers could actually license their stuff for commercial use – the internet was really starting to bloom in the late ’90s, making these unofficial “expansions” obsolete.

Today, I’m gonna look at one of these unofficial expansions for a little game called Quake

This looks like something I’d see on some pick up artist’s vlog channel.

Forgiving the groan-worthy punny title, Aftershock for Quake is one of several expansions made to capitalize on Quake‘s success. Published by Head Games, this featured “advanced levels”, adding three episodes and a bevy of deathmatch maps.

Unlike the official expansions – Scourge of Armagon and Dissolution of Eternity – these have no new monsters, powerups or weapons. These are vanilla Quake levels, designed to run with a registered copy of the original Quake. The episodes are drastically shorter than vanilla Quake, only having five levels for each episode.

Unsurprisingly, I couldn’t get the installer to work on my PC running Windows 7 64-bit since it’s a 16-bit application. Thankfully, all I had to do was to copy the /AS/ folder from the CD into my Quake folder and I was off to the races.

The blood on the logo looks rather ominous.

There isn’t much of a story to these maps. Considering Quake‘s story was already bare-bones to begin with, this is relatively par for the course. With the exception of episode three, there aren’t any credits to who made this. It’s unfortunate, because I was hoping to see someone who would go on to later claims to fame in game development, as a “before they were stars” moment. Kinda like how Viktor Antonov worked on the infamous Redneck Rampage as an art designer before crafting out the styles of Half-Life 2 and Dishonored.

By the way, there’s no new music in this. All of it is recycled from Quake, with the exception of one level having no music whatsoever. It would’ve been nice for them to go all out, but I’m glad they even bothered to even assign music tracks. Makes me want to put in a music CD to get a different feel to it, like when I wrote about Red Book CD Audio a couple years back.

Wonder why they put both a knight and an ogre as if they’re equal threats? One has a grenade launcher, for chrissakes.

Episode 1 has some interesting design. E1M1 starts you with an ogre, a knight, and a pool with armor in it as a secret. A later level has you hit a hard to see switch to move a boat across to grab the gold key, otherwise you die in hot slag.

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Better get that quick save key ready. I shudder to imagine trying to do this with keyboard only.

A lot of the level design for Aftershock feels very amateur. Lots of precarious platforming over death pits, unclear instructions, and rather plain-looking level design. A lot of the levels are simple, poorly lit, boxy, and have no sense of balance. One level starts you near a rocket launcher, but then drops you into a trap room with two shamblers, a few fiends, and a couple of pentagrams and megahealth to aid your fight. A lot of these levels have several “kill all the enemies to progress” rooms, and it’s a bit frustrating.

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I dub this image “myfirstquakemap.map.”

Granted, this was around 1996-97, and people were still trying to figure out this fancy new 3D engine, but if you’re selling this level set for money, you gotta make sure it can hang with the big boys of the official product and its expansions. And the first episode gives a rather less-than-stellar impression.

On the bright side, the makers of the mod didn’t seem to know how to strip the player of their weapons upon completing an episode, so if you’re playing the episodes in order, the later episodes can be a breeze because of a full arsenal.

I’m sorry but what the hell is this

 

Out of all three episodes, episode 3 is the one that feels more fleshed out. With more custom textures, and even proper credits — the whole episode’s made by one Greg MacMartin, who’s still in the biz today working on Consortium and the Homeworld games — this is the best of the stuff on display. Though he did have a fascination with putting the gold key in death trap areas…

This is rather cruel enemy placement for a key.

While I didn’t have any strange bugs while playing, I did experience a rare game crash. When I finished E3M5, Quakespasm, the source port I use, crashed with an unusual pushwall error. I was worried that this was an issue with the source port, but surprisingly I could not recreate the error after that. If there’s anyone reading who’s Quake-savvy who could explain what a pushwall error means, let me know in the comments.

That’s about it on the single player front. Aftershock for Quake also comes with about 13 deathmatch levels also made for the expansion, but most of them are simple box levels or have gimmicks, such as the two LAVABOX levels.

Since Quake multiplayer was in its infancy, a lot of these were likely made for 1v1 skirmishes. None of these maps are anywhere near levels of DM3, but when you just wanted to frag your buddies, you were happy to get whatever maps you could get your hands on.

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Now who the heck would want a pool full of hot slag?

You think that’s it, right? There’s enough there to give you something to play around with. Remember when I said that these were made when shovelware compilations were extremely common? Hidden on the disc is a level creator, called Thred, and a bunch of levels that come with it separate from the main Aftershock campaign. Though, the back of the box calls it the “Aftershock 3D Level Editor,” which sounds like a fake program I’d hear on a TV show.

There isn’t anything outstanding in this collection – no Iikka Kiranen levels or anything cool like that – and some of these levels are merely tutorials for how to do things in the Quake engine. Most of these levels are freely available online through places like Quaddicted, but you’re probably not missing out.

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Dare you walk down the ramps of death?

Aftershock for Quake is not an amazing expansion. Episode 3 and the various DM levels are the only reason to check this out, the rest of it is shovelware fodder that was prevalent during this time. I only spent a few bucks on this, so I don’t feel cheated out of this, but I got at least an hour or so of fun playing what Quake‘s community maps were like in 1996, so there’s that.

As far as I know, this is abandonware.  Head Games no longer exists, and there’s probably no penalty for pirating an unofficial Quake expansion over twenty years after its original release. While not as outstanding as some of the other expansions, it’s a cool curiosity from years past. These kind of shovelware expansions should be documented more, there’s probably some interesting stuff about them we’re missing out on.

Demon Gate cover courtesy of Mobygames. Aftershock for Quake cover courtesy of the Quake Wiki.

Updated 8/1/2020 for paragraph changes and some updates.

Mods and Maps: Classic Doom for Doom 3, A Combination of Two Classics.

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 still have that PC Gamer issue. They were actually god damn 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.

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…

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!

Counter-Life: Mixing two of my favorite games together.

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...
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.

Doom modding in the ’90s: My recent fascination.

One day, I was checking out some YouTube videos, until I had stumbled upon this one by Pordontae:

I was gonna write something about that Doom level set featured in the video, but I realized there wasn’t anything particularly unique about it. Some of the levels feel bland and featureless, often with no sense of balance. E2M9 has a fight between one spider mastermind and three cyberdemons, for crying out loud! But it did give me an idea. that’s not the main reason why I liked this level set. It was the random sounds that the creator replaced.

Playing this level made me realize how amazing the Doom mod scene was during the mid-to-late ’90s. END1.WAD is the epitome of a 1994 level, according to the Doom Wiki. During the heyday of Doom modding, everybody was making their own levels to play around in Doom, in varying levels of quality. Some have held up and get universal praise from Doom veterans. Others are forgotten, an experiment often made by a teenager who didn’t pursue game development further.

Modifying an existing game wasn’t a new concept, but Doom was one of the few to openly embrace it in its early days. This lead to many creative levels, some made by people who’d later become famous in their own right.

Though this wasn’t always the case. Since the tools were fairly new, most people were making fairly dreadful levels, usually plagiarizing parts of the original Doom levels, or in some cases created tutorial levels. Such as FEAR21.WAD, which looks so obtusely designed that it’s like if Salvador Dali made Doom levels. Here’s a UV-Max (All kills, all secrets) run from Doom speedrunner ryback:

 

This above is an example of what most people had to offer. For 1994 standards, it was great to have another level to play, but it’s very tough to play today unless you’re like me and have a liking for crap, for sure.