Categorisation of mods?

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## Categorisation of mods?

If you want Quaddicted to cover mods then now is the time to make constructive contributions. So post suggestions on categories. Some random thoughts from me:

Singleplayer / Multiplayer

### These are random ideas, do not base your own on them.

Simple mods:

- Additions
- Changes

(of weapons, monsters, features (think a radar or double jumps))

### These are random ideas, do not base your own on them.

Complex mods:
New gamemodes / altered game play / different game:

- for the original media
- with new media
- total conversions

(True total conversions where nothing of the original media is left? Where is the borderline?)

- Completely different game (Airquake, Qrally)
- Still an FPS (FvF? Star Wars)

### These are random ideas, do not base your own on them.

Engine requirements:

- Requires a specific engine
- Requires specific features
- Brings its own engine in the release archive

### These are random ideas, do not base your own on them.

What is Zerstörer, what is Nehahra, what is Quoth, what is Qonquer, what is e1m1red, what is X-Men.
What about Darkplaces mods/games?
What about Bots?
idgames2 was rather stupid with its partial conversions vs QuakeC/, right?
QuakeC is a term for programmers, not Quake players.

Speak now or be silent forever.

22.07.2011 in Other Quake News, quaddicted.com | 18 Comments »

### 18 Responses to “Categorisation of mods?”

1. Anonymous Says:
   22.07.2011 12:23

   i think you should have categories for each possible change: e.g. [all] new weapons, [all] new entities, [all] new monsters, changes movement, etc. Then have genre as an enum, with the usual ones (fps, 3rd person, racing, etc.).

   Then it will be kinda easy to define something like “simple mods”: e.g. simple mods are the same genre, do not change movement, total conversions have all new models/weapons/maps, etc.

2. del0r Says:
   22.07.2011 14:26

   Hi Spirit.. this is my two cent ’bout:

   reading your post I have the impression you’re making too difficult/sophisticated something that is not.
   We don’t need all these sub-categories of mods
   ..it’d be too difficult/time consuming!

   important: quaddicted does not need any little quakeC mod ever created! there are too many!

   Quaddicted needs at least all decent partial/total conversions(since there is Nehahra,FantasyQuake,Atf,.. why not Omen,VictoryPlanet,ThisAlienEarth,
   Bloodmage,#cough.. my Quakery ..#cough)

   In conlusion my modest opinion is: stick with single-player stuf only(partial/total conversions)
   faithful to Quaddicted being a sp Quake1 repository.

   Bye

3. onetruepurple Says:
   22.07.2011 22:47

   - Zerstörer

   An obvious modification, but nowhere near as complex as Quoth in comparison – simple mod.

   - Nehahra

   Requires its own engine, so this is a no-brainer.

   - Quoth

   Significantly expands upon the id1 gameplay, so complex mod. Drake also goes here.

   - Qonquer

   Rewires the id1 gameplay, complex mod.

   - e1m1red

   Other than the red keycards it’s a pretty transparent change (no offense to LA) so simple mod.

   Compare: if you take out the red keycards from e1m1red you get e1m1, if you take out Quoth stuff from Warp Spasm you get unplayable brushwork. Admittedly the line is a little blurry here (Zer vs. e1m1red) though.

   - X-Men (True total conversions where nothing of the original media is left? Where is the borderline?)

   A separate category for TCs would make sense, I think.

   I hope this was remotely helpful…

4. goddogx Says:
   23.07.2011 00:02

   first of all, thanx to spirit for even considering changes to his beloved site. i suggest, firstly that he links the stuff even before it is reviewed by the aces :) now as to categories, in descending order of importance (at least to me hehe) 1//basic sp – every sp .bsp/.pak that has at least one enemy, with whatever sounds, textures, models, scripts, etc., but NO progs.dat 2//transmogrified sp – all of the remaining, more complex productions, regardless of file size, space used or hardness of installation, as long as they use/require a recognizable quake engine (of which there are over 10!) 3//basic dm – same parameters as basic sp has, these levels are useful to me whenever i use aardappel’s great dmsp2 mod! 4//transmuted dm (including ctf and other team games) – same parameters as complex sp has. and lastly 5// anything else quake related that doesn’t contain a level. let’s make quaddicted THE GREATEST QUAKE ARCHIVE IN THE KNOWN UNIVERSE (tm 2011). btw, i have answers to all your nitpicking and/or pedantic questions :) please email me – goddogxxx (at) juno (dot) com! thanx for reading this rant.

5. ericw Says:
   23.07.2011 00:41

   Release type: is it a standalone, playable release, i.e. a single map or episode? a mod that’s intended to be played on existing maps? or just a devkit? Maybe both a map pack and a devkit?

   Gameplay type: singleplayer FPS (monsters and/or puzzles)? new game mode (e.g. transloquake)? bots/DMSP (qonquer)? deathmatch or new multiplayer game mode (CTF, rocket arena)?

   Quake stylistic/thematic faithfulness (obviously subjective): very much, somewhat, or not really? IMHO this is more interesting than what percentage of material is new content. i.e. you could make a map with zero stock textures (using say kell’s textures) that feels 100% quake, vs a map that uses 50% duke3d textures that doesn’t feel like quake at all.

6. Spirit Says:
   23.07.2011 09:05

   megaman (was that Anonymous): Yeah, I had a similar idea. Even going further with “[n] changed Things” and so on. Would be a lot of work though, especially if progs modifications are involved. On the other hand some parts could easily be automated.

   del0r: What makes a mod “decent”? I do not like that idea. This site is meant to be an archive of everything, not just what some people consider worthy. ;-)
   And the borders between SP and MP can be blurry too, I’d rather cover everything properly right from the beginning. And yes, that includes tiny mods.

   onetruepurple: Damn, you fell into the trap of my unclear writing. The category ideas above were random and just my thoughts. I am mostly looking for better suggestions on HOW to put mods into WHAT categories. I think e1m1red is very different from Quake, it has a completely different objective, but yeah, it is simple and fits the universe (but not “the game”).

   goddogx: Cheers, those are some good ideas. If a mod contains new levels is irrelevant though.

   ericw: I overlooked that easy and quite distinct criteria, “does it just use [some] of Quake’s media on its own levels” or “does it bring new media to the existing levels”. Nice, thanks!

   What do you mean by devkit? I do not want to include (uncompiled) qc-only releases.

   Stylistically/thematically like Quake? Yeah, no, impossible (unless everyone accepts the decisions of a single person). You know what that led to… The problem here is that Quake is made of many things, the style (what style of what?) is just one (or multiple?) aspects of it. Gameplay is another.

7. Spirit Says:
   23.07.2011 09:09

   Maybe it would help to brainstorm what factual classifications come to mind when looking at specific mods? I’ll start with the latest one:

   http://forums.inside3d.com/viewtopic.php?t=4209
   -total conversion in terms of gameplay
   -total conversion in terms of theme(?)
   -uses original media at least for the textures though
   -not a not standalone game
   -requires an engine with CSQC support

8. Hazza the Fox Says:
   24.07.2011 01:46

   Oh yes! Awesome idea!

   If possible, I’d aim for a checkbox of inclusive and exclusive search criteria (specifically filtering for things I want- or filtering out a few things I don’t want).

   Absolutely definitely the following (these criteria would overlap in many areas- which is good, as it should do exactly that:

   -A filter for new monsters
   -A filter for new/alt weapons

   -A filter for new mechanics/coding mod for other Quake games (BlinkMod, Pain, Cujo).

   -Definitely a filter for mod engines
   ……………………

   Conversions should probably relate mainly to how many monsters are replaced;

   -If every monster were replaced (excluding maybe fish and dogs, being kinda minor), it’s a total conversion (Shrak is a good example).

   -If a fair few monsters are altered, and the setting is different (Juggernaut) it’s a partial conversion

   -For games like Quake Rally- I’d probably title them as “Game Conversion” or something in that vein?

9. Yhe1 Says:
   24.07.2011 05:12

   I think single player mods only would be good.

   And also the mod has to be FPS.

10. delor Says:
    24.07.2011 11:48

    I agree with Yhe1.. we must impose a limit to which kind of mods are allowed or else it could be a big mess!

    First all sp mods must be included,
    and honestly I’d leave all those tiny mods from Gamers.org/QuakeC where they are cause many of them are useless (ie. mods with only 1 weapon changed)

    QuakeTerminus for example includes only the big(quakerally,slide,chess,..)

11. Spirit Says:
    26.07.2011 13:32

    Hm, good hint. We would need a way to disguish game types. Might make sense to collect first and check what is out there.

12. Yhe1 Says:
    27.07.2011 07:28

    The important thing is that the categorization must be undisputable.

13. goddogx Says:
    27.07.2011 22:01

    no, the important thing is that be complete, and not judgmental. as spirit says, collect first, categorize later!

14. Spirit Says:
    28.07.2011 13:39

    You are both right.

15. Yhe1 Says:
    29.07.2011 03:35

    On a unrelated note, why are the bugged versions of Dry Sorrow and LFSP2 still there?

16. Spirit Says:
    31.07.2011 13:52

    lfsp. I forgot and took a look now. Your zip was confusing, the start map and lfsp7 were missing and you did not provide any note why. So I checked all the files and made a new package. But as it turns out the start map is buggy. I mailed Leafface.

    As for drysorrow, unless Tronyn releases a new version I will not replace his release.

17. Yhe1 Says:
    31.07.2011 19:38

    The lfsp start map is indeed buggy. The lfsp7 map is not connected to the rest of the series. It is also bugged. The important thing that that the lfsp2 map must be the old version (modified in 2000).

    As for Dry Sorrow, please made it clear the description that it is bugged and a patched version is available. I wasted time play lfsp7 first time because I didn’t know it was bugged.

18. RickyT23 Says:
    09.08.2011 23:15

    This is an awesome interface for a community-content website:

    http://www.newvegasnexus.com/downloads/file.php?id=39964

    Pretty awesome and epic as far as websites go, but I guess it’s necessary for such a big community – there are a lot of files on there, and a lot of larger projects too.

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