this post was submitted on 12 Sep 2024
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that’s why mods were so magical, especially in multiplayer games! Rocket Crowbar was one of my favorites for half-life — it turned the crowbar impact hitscan into a rocket projectile, which usually killed whoever you hit, the players next to them, and (depending on the whims of the goldsrc engine) probably you too. then from that thoroughly goofy premise they just kept going — there was a shotgun that launched exploding scientists, the grenades opened black holes… here’s an old review of the mod on Planet Half-life of all things if you want a very specific type of nostalgia
nothing else has the manic energy of a modder just doing free jazz with a game engine!
the way that old Quake-based BSP engines pre-rendered their lighting and shadows was beautiful! I’m surprised more map makers didn’t play with customized versions of the renderer to get special effects, since I think it was effectively a texture map that shipped with the map file
I loved making maps for Q3. I made so many of them, some even got rotation on some servers. The simplicity was perfect for someone like me, just brushes and shaders. When UT2K4 came out I decided to try to make maps for that, but everything was intricate 3D models, which i couldn't do, so I gave up and went back to Q3.
I even made some maps for Q1, but I think I spent most of my time trying to make mods. My favorite was an inferno gun from Battletech: Crescent Hawk's Inception, which used the rocket launcher to shoot a fireball that would stick to the target and do big damage in ticks.