At this time of year I normally write some sort of wish list for the following year (2007, 2009 (not sure what happened to 2008!)), but this year I decided to be much more specific. This year I am going to talk about what I would like to see in mods.
I have decided to split it into two articles, so that we can discuss each point in greater detail. So, without further ado, here are the first six.
In Destiny, I remember driving inside a warehouse for about 1 minute and think that this could be fun if the author extended it. Now, I know that there are a few drivings section in underground sewer section but I am thinking about areas that wouldn’t normally see driving; large warehouses, certain Combine buildings.
In fact, how about a mod that resurrect the Combine Factories? Driving through huge industrial areas, with presses that need to be passed at just the right time etc. In fact, I would like to see a multiple-route area that offers various elements; the lower offers faster driving but fewer obstacles and a much longer route, the higher route, lots of twists and turns but plenty of jump-out-and-open-doors etc action, with the middle a combination of both.
I’d also love to smash through some windows and fly across the gap and into the building next door! Multiple routes through various buildings could keep me happy for ages.
Come on modders, what you waiting for? Get mapping!
I want a group of modders to get together and say “Okay, here’s the deal. We are going to make one mod every 6 months, come rain or shine. Finished or not, it gets released!”
Sometimes forcing a deadline is a bad thing but only if it’s done after the project started or the project’s goals were too ambitious.
Each 6-month mod would be stand alone, not an episode. A simple story with only a few levels and sequences. Nothing too ambitious, just a good mod using standard textures and models etc.
The skill is managing the team’s time and making everybody work to a schedule. That in itself would be great to have on a CV! Of course, the team would rotate because people always drop out, but that’s part of life – get used to it.
The mods, wouldn’t be ground-breaking or spectacular just solid and great fun to play.
Offshore had a very large area with Striders and Hunters and I am sure a lot of players really enjoyed it. I would love to see some derelict buildings and a stream of Striders coming through and your job is to stop as many as possible.
Unfortunately, you need to go between different building to use the ammo that has been placed for you and the other rebels. Of course, there are hunters running around, along with some Combine soldiers, making your life really hard.
The final moment is when 3 striders surround you building and then life really gets hard – of course that’s when it gets fun too.
Anybody else wanna play something like this?
I don’t remember many mods that used the beach setting. I am sure there are some and don’t let my running this site fool you into believe I remember every mod I’ve every played. I quite like the antlions coming out of the sand and those thumpers. In fact when you think about it, those views were one of the defining images from the game. Things have certainly improved since then yet scenes like that rarely get recreated. Is it really thathard? Maybe, I don’t know but given the talent among our mapping community, I am sure it’s possible.
Now imagine starting the mod in the high hills of a forest, where you goal is to reach the shore and drive along the coast road to some forgotten outpost and you have a perfect excuse for two types of setting. The join between the two would be a challenge but isn’t that half the fun for mappers?
When was the last time you saw a great bridge sequence in a mod? I think it was Riot Act but that fizzled out to a few minutes. The author apparently spent quite a lot of time on the bridge, it’s a shame it wasn’t used more.
I have little doubt that there are some technicalities with lighting and models etc, but I am sure they could be solved.
Random Quest had a short bridge section where the wind blew you to one side, but that was open and I am hoping for something with 3D gameplay. Up the girders or down to a lower level, that sort of thing.
Why not have GF, leading a large group of rebels across a bridge, only to find that the Combine are trying to destroy it. You must reach the other side in less than 15 minutes or the bridge will collapse. Maybe it should be “about” 15 minutes and have some sort of random timer going on, to add replay value.
If you fail, watch the bridge fall into the mist below and hear the almighty crash as it hits the river.
This is an area that i feel many modders need to focus n. They can create great individual levels but it takes a Game Designer to make sure the form part of an ever increasing mod, with a finale that feels right.
I am currently watching my favourite TV show (It’s quite old, but new for me and I’m, not telling you the name in case you add a spoiler!) and this series is building up to a fantastic end. If you look at each episode then it’s hard to see the build up but because I watch them all in a couple of weeks, that build up is clearer.
How you do it in a mod, I don’t know because it’s not just about making each level harder than the previous one, or having more enemies. There is something much more subtle than that. It’s the foreshadowing, the hints and the little things that give the clues to the viewer.
This is an area that needs more investigation by the modding community.
Well, that’s part 1 finished and I haven’t even asked for anything crazy, have I? Part 2, tomorrow, will finish with another 6 things.