Comments on: Categorisation of mods?

http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/ The greatest Quake 1 Singleplayer site on this planet. Tue, 09 Aug 2011 22:15:18 +0000 hourly 1 By: RickyT23 http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3185 RickyT23 Tue, 09 Aug 2011 22:15:18 +0000 http://www.quaddicted.com/?p=1545#comment-3185 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. By: Yhe1 http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3181 Yhe1 Sun, 31 Jul 2011 18:38:50 +0000 http://www.quaddicted.com/?p=1545#comment-3181 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. By: Spirit http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3180 Spirit Sun, 31 Jul 2011 12:52:49 +0000 http://www.quaddicted.com/?p=1545#comment-3180 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. By: Yhe1 http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3178 Yhe1 Fri, 29 Jul 2011 02:35:32 +0000 http://www.quaddicted.com/?p=1545#comment-3178 On a unrelated note, why are the bugged versions of Dry Sorrow and LFSP2 still there? By: Spirit http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3177 Spirit Thu, 28 Jul 2011 12:39:41 +0000 http://www.quaddicted.com/?p=1545#comment-3177 You are both right. By: goddogx http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3176 goddogx Wed, 27 Jul 2011 21:01:48 +0000 http://www.quaddicted.com/?p=1545#comment-3176 no, the important thing is that be complete, and not judgmental. as spirit says, collect first, categorize later! By: Yhe1 http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3175 Yhe1 Wed, 27 Jul 2011 06:28:53 +0000 http://www.quaddicted.com/?p=1545#comment-3175 The important thing is that the categorization must be undisputable. By: Spirit http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3174 Spirit Tue, 26 Jul 2011 12:32:04 +0000 http://www.quaddicted.com/?p=1545#comment-3174 Hm, good hint. We would need a way to disguish game types. Might make sense to collect first and check what is out there. By: delor http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3171 delor Sun, 24 Jul 2011 10:48:36 +0000 http://www.quaddicted.com/?p=1545#comment-3171 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,..) By: Yhe1 http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3170 Yhe1 Sun, 24 Jul 2011 04:12:05 +0000 http://www.quaddicted.com/?p=1545#comment-3170 I think single player mods only would be good. And also the mod has to be FPS. By: Hazza the Fox http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3169 Hazza the Fox Sun, 24 Jul 2011 00:46:41 +0000 http://www.quaddicted.com/?p=1545#comment-3169 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? By: Spirit http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3168 Spirit Sat, 23 Jul 2011 08:09:20 +0000 http://www.quaddicted.com/?p=1545#comment-3168 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 By: Spirit http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3167 Spirit Sat, 23 Jul 2011 08:05:20 +0000 http://www.quaddicted.com/?p=1545#comment-3167 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. By: ericw http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3166 ericw Fri, 22 Jul 2011 23:41:52 +0000 http://www.quaddicted.com/?p=1545#comment-3166 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. By: goddogx http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/comment-page-1/#comment-3165 goddogx Fri, 22 Jul 2011 23:02:05 +0000 http://www.quaddicted.com/?p=1545#comment-3165 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.