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[Source] Mod Megathread

Thoughts on some of the mods I've finished recently:

Nestlings - nice story and atmosphere, but the experience was way too simple. It could use more variety in environments with some real exploring or puzzles.

Dangerous World - I'm not sure how to rate this mod. I think the author wanted to do too many things in one mod. Horror elements straight out of F.E.A.R. and at the same time trying to make it feel like a part of Half-Life's story just didn't work for me. The quality drops in later levels and I've encountered a few crashes and one game breaking bug. Ok, this description sounds pretty negative, but I had a lot of fun with this and it's definitely worth playing. I just wish it had more polish.

Mistake of Pythagoras - what a crazy mod. At first I didn't like it, but its atmosphere and unique art style have won me over.
 
Just finished Minerva and played Research and Development when that was released. Both were really good. I liked Research and Development more for focusing soley on puzzles, but Minerva was straight up great Half Life 2 gameplay. Gonna check out other ones in this thread later on.
 
I'm more a balanced-experience player (kickass combat interspersed with kickass puzzles), so Minerva tops the list for me. R&D had a hell of a lot of kickass puzzles, though, definitely inspired me to try my hand at making my own.

So far I've made two "clever" puzzles I and my test-players like, so that's encouraging.

BiasedGamer said:
Thoughts on some of the mods I've finished recently:

Nestlings - nice story and atmosphere, but the experience was way too simple. It could use more variety in environments with some real exploring or puzzles.

Dangerous World - I'm not sure how to rate this mod. I think the author wanted to do too many things in one mod. Horror elements straight out of F.E.A.R. and at the same time trying to make it feel like a part of Half-Life's story just didn't work for me. The quality drops in later levels and I've encountered a few crashes and one game breaking bug. Ok, this description sounds pretty negative, but I had a lot of fun with this and it's definitely worth playing. I just wish it had more polish.

Mistake of Pythagoras - what a crazy mod. At first I didn't like it, but its atmosphere and unique art style have won me over.
Nestlings - I agree with all of that. The whole package was far more interesting than the world he made in PostScript, in my opinion he should ditch PS and pursue a mod centered around the Nestlings.

Dangerous World - Yeah, this mod definitely could have used additional polish in spots. I got into a few areas I wasn't supposed to and died because of that, and I missed a step of one puzzle for about twenty minutes before figuring it out. I liked the tie ins to Episode One, except for G-man and the citizen, nothing came out of the presence of those two and it felt pointless. Aside from polish issues, the mystery dudes not meaning anything, etc, I liked it a lot. Looking forward to DW 2, which seems to have DW's protagonist being aided by Dog (for some of the time, at least).

Mistake of Pythagoras - Yeah, this mod has a lot of issues in places, but it's so goddamn wacky and inventive. I get some original Half-Life vibes from it, especially the flying alien ships and the invading monsters. My favourite part of the mod was later on, when you suddenly learn telekinesis and start "throwing" massive objects around.
 
BiasedGamer said:
Dangerous World - I'm not sure how to rate this mod. I think the author wanted to do too many things in one mod. Horror elements straight out of F.E.A.R. and at the same time trying to make it feel like a part of Half-Life's story just didn't work for me. The quality drops in later levels and I've encountered a few crashes and one game breaking bug. Ok, this description sounds pretty negative, but I had a lot of fun with this and it's definitely worth playing. I just wish it had more polish.
I remember playing a demo version of this mod that was about 1/4 the length. I put off playing it because I hadn't realized it was completely finished. I have to completely agree with you. There was one specific point in the game where it really reminded me of FEAR. All the horror stuff felt so strange and out of place.

I got stuck at one point and had no idea what to do. It was after the striders, and you get locked in that building. You can see one of those power source things with an orb behind some glass. There were 2 forcefields so I figured I had to get rid of that orb to power them down. I tried everything I could think of. There's even that crate of grenades, so I tried everything I could think of using those. I eventually used noclip to make sure I was supposed to go past the forefields. Once I confirmed my suspicions I just noclipped behind the glass and removed the orb so I could continue on.

By the way, I've been in the mood for some puzzle based mods/maps. If anyone has any suggestions I would love to hear them.
 
You had to throw a grenade through a hole in the wall (near the ceiling), nade would fall inside and disrupt the beam. I can't remember if I consulted a walkthrough to get past that part or not.
 
I figured it was something like that. There were 2 vents above the glass I thought you had to throw a grenade into. The grating wouldn't break when I shot it, and the grenades wouldn't go into either one of them.
 
Botolf said:
You had to throw a grenade through a hole in the wall (near the ceiling), nade would fall inside and disrupt the beam. I can't remember if I consulted a walkthrough to get past that part or not.
I spent about 30 minutes trying to figure this out. It turns out that there's a bug - after the fight with manhacks one of the vents should blow up, but it doesn't always happen. Only reload (or noclip) can help.
 
Botolf said:
If I hear any news on maps 2 and 3, you can bet I'll repost it in here. Want moar, desperately!

Thanks. So far these mods are great.

Right now I'm playing Mistake of Pythagoras and it's just so bizarre. I tried Dangerous Worlds too but didn't especially like it.
 
I decided to check some mods thanks to this thread. Some mods stated in the OP really piqued my interest but after reading about some of them i realized majority of the mods requires episode 2. I will keep my eye out for a sale on ep2 from now on :p.

I downloaded the minerva and riot act. Can't wait till i try them out.
 
I was looking through some mods on Mod DB today when I noticed Blockstorm. I don't know if it's worth posting on the list, but I thought it was pretty fun. I don't know how I missed something like this because it was released in 2006. It's basically Arkanoid/Breakout. It was done without any coding. The main issue is that the ball movement wasn't 100% perfected. There's 2 sets of 10 levels as well as pong.
 
Botolf said:
Also, a new video showing off Raindrop:

http://www.moddb.com/mods/raindrop/videos/the-lower-depths#imagebox

Sweet roller-bladin' Jesus.
:O Been following Raindrop for a while. The scenery is impressive. I'm wondering what the enemies are going to be like. :( Hoping they wont just be using Combine Soldiers from HL.

I feel kinda bad for not wanting to try out mods set in the HL Universe. I'm just more interested in seeing people do something in a original setting.
 
Botolf said:
City 17: Episode 1 news update today (sounds like the mod's development is entering its final stages):

http://www.moddb.com/mods/city-17-episode-1/news/city17-episode-1-the-real-january-update

The civilian kind of looks like he's wearing lipstick.




Also, a new video showing off Raindrop:

http://www.moddb.com/mods/raindrop/videos/the-lower-depths#imagebox

Sweet roller-bladin' Jesus.
I'll have to wait and see about City 17. Right now I don't have any strong opinions either way.

Raindrop looks very impressive. Really reminds me of S.T.A.L.K.E.R. There's not really any information about the story or gameplay (at least on the moddb page), but I'm very excited to see what it's like.
 
Played GoldenEye: Source, I really enjoy it. Too bad I'm so terrible at the game. :lol Trying to convince some pals of mine to play these games but they're more interested in co-op Mods. Are there any good co-op mods besides Synergy?
 
New screenies of the Dear Esther remake:

comp_01.jpg


http://www.moddb.com/mods/dear-esther/news/a-quick-update9
 
Wow, that's amazing. I'm wondering if I'll be able to run that with my PC when it's out lol. :(

Funny enough I just completed Dear Esther today. I tried playing before but the beginning felt too slow for me. I got past that and then the story started to really pick up so I wanted to keep playin. Such great voice acting and music. It's going to be amazing seeing it again with that kind of atmosphere.
 
Those new Dear Esther shots look amazing. It seems that now that most of the art assets are made the actual map construction will be a bit faster from here on out.

On another note, I'm kind of a sucker for those room escape games. A beta of Escape the Room was released a few days ago. It's not all that amazing but it was a fun time waster if you like these kinds of games.
 
Fëanor said:
So, I just download the mod and install it? Someone needs to explain this stuff to me.:lol
Some will install themselves and all you have to do is restart steam so they show up in your list of games. Others, that come in zip files, need to be manually installed. For that you just gotta go to your folder SourceMods (which is in Steam/Steamapps/SourceMods) and unzip them in there.
 
Fucking 500 deleted my reply.


I need help with User1 and Onuser1.


Basically I want to destroy a wall with a helicopter entering a trigger

Trigger1 (with Client disabled and NPCs enabled in Flags)
Ontrigger - Helicopter1 - selfdestruct
Ontrigger - helicopter1 - User1


Now obviously, I'd need to use Onuser - wall - break or something... But how and where!?!? Please help!
 
MNC: I don't really make much use of the user inputs/outputs, but this should be relatively easy to do without them. Italicized text denotes names, feel free to use whatever names you like.


Entity Setup


Filter_name.png
filter_activator_name (To ensure no other NPCs except the helicopter can set off the wall-breaking trigger)

Name: filter_helideath
Filter Name: npc_helicopter (use the name of your helicopter here)​


func_brush
(I'm assuming you want something easy to set up and that won't be hard on performance. This is a brush entity, so set this up with a wall texture and fit it into where you want the breakable wall to be. If you want the whole thing to look nicer, you can use multiple pieces in this one func brush [basically making what's left look jagged/broken] and stick some additional brushes inside the wall that will be revealed when the wall disappears [think broken pieces of steel or pipe])

Name: brush_wall1
Solidity: Always Solid​


trigger_once [Flags: Check NPC]

Filter Name: filter_helideath

OnStartTouch -> npc_helicopter -> SelfDestruct
OnStartTouch -> brush_wall1 -> Kill​


Add more outputs to the trigger, such as ones to an env_shooter (for flying debris), env_shake, and a func_smokevolume (for dust) to make it look more complete and polished.
 
Shit, I completely forgot before 500 killed my post, I had actually got it working by just making an OnDeath Output with the helicopter... Thanks for all the trouble though, since I completely forgot shooters and whatnot! (Though the crash itself provides for some nice smoke)

For this reason I think a hammer thread would be nice, because I'm quite fascinated what people can come up with and in what way, but I just know it'd hardly get any posts
 
MNC said:
Shit, I completely forgot before 500 killed my post, I had actually got it working by just making an OnDeath Output with the helicopter... Thanks for all the trouble though, since I completely forgot shooters and whatnot! (Though the crash itself provides for some nice smoke)

For this reason I think a hammer thread would be nice, because I'm quite fascinated what people can come up with and in what way, but I just know it'd hardly get any posts
I'd subscribe to a Hammer thread on Gaf!

I'm sure other people would be around to ask/answer questions as well.
 
Botolf said:
I'd subscribe to a Hammer thread on Gaf!

I'm sure other people would be around to ask/answer questions as well.
I'll try to come up with an official thread OP :P


E: Any ideas on an official thread title?
 
Botolf said:
FPSBanana is holding a mapping contest for Synergy:

http://www.fpsbanana.com/threads/166307

We'll have to play the best maps when the contest concludes (pretty much guaranteed that there'll be a good haul).
Awesome. Me and my friends love playing Synergy so it'll be great to get some new maps to play on.

Last night I was trying out Hidden Source and man is that a blast. It sucks that there's a lot of empty servers but I was able to find a good game with four other people. I've been enjoying these mods so much that I now have a profile Mod DB to keep up with everything. :lol
 
I should! It's just that I've been really really busy these past couple of days, will get to it :)
 
Interesting new SP mod has been released a couple of days ago - Outpost 16.

This mod was made initially only to be used as a piece for my level design portfolio. After discussing with friends, I decided to release it to the community. There were supposed to be many more levels, as part of an overall campaign. After realizing the amount of energy required to do just ONE level up to the standard of quality I desired, I quickly had to rearrange my story and compress as much as possible into one level. This is the highly edited result: Outpost 16.
Unfortunately there's a bug that prevents me from finishing it, so I watched the playthrough video. It's very short, but looks really nice.

levdesign_still12_l.jpg


Time to try "Human Error".
 
Valve is now hosting the free Source MOD, Pirates, Vikings, and Knights II, on Steam:

Valve said:
Pirates, Vikings, and Knights II Now Available
February 12, 2010, 9:17 am - Valve - Product Release

A free Source MOD by the PVKII Team, Pirates, Vikings, and Knights II, is now available on Steam!

Pirates, Vikings and Knights II pits three teams against each other in a struggle for wealth, power and total domination. The game features many different game modes including Territory, where players fight to control key locations in the map; Holy Grail, where players seek to hold the holy trinket and use its powers against the other teams; Booty, where players fight to capture and hold chests of treasure; and more.
 
Just played Human Error for about an hour or two.

The game puts you in to the shoes of a recently-recruited Combine soldier not long after the events of the Seven Hour War. A group of rebels have taken hold in a nearby University, a University you yourself apparently went to, and the memories of what used to be begin to haunt you in more ways than one.

It is very ambitious in the sense that it actually tries really hard to break free of the stereotypical singleplayer mod. There are lots of new enemies, new weapons, and new gameplay elements. There's also a lot of new voice work with well-defined characters and some pretty good acting. Everybody sounds as if they recorded their dialog using professional equipment, too, so you don't get the weird "one guy recorded his lines with a $2 mic from Radio Shack" effect you do in some other mods.

If I had to fault something, it would be the mod's animation. The new monsters, weapons, etc. all animate just fine, but when the action slows down and NPCs start talking to you, that's when you begin to notice the gulf between this mod's animation and Valve's work in the actual Half-Life 2 games. Some characters speak with strangely crooked mouth animation (maybe that's intentional), their facial textures and expressions never look quite right, and their eyes seem to lack the spark of life you get from, say, Alyx Vance. That's not to say any of it is bad, it's just not professional quality and can be a little bit jarring from time to time. The only reason I bring it up is because the rest of the mod seems to be pretty professional in quality.

I'll play some more later. I left off right around the time my squad mates were trying to kick in that door.
 
Botolf said:
I'm not much of an enthusiast for magic, but that does indeed look good.
Same here. Looks interesting.

Anyone try that WWI: Source mod? I see that they released a Beta. Wondering if I should try it out.
 
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