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Topic: Differences between a Multi and Single Player Mod |
| Lacutis~rb |
General Member Since: Dec 23, 2006 Posts: 105 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Friday, Nov. 29, 2002 07:01 pm |
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It's interesting.
The last 3-4 weeks I have been working pretty exclusively on Single Player Action Quake 2, fixing bugs, adding features, and watching people play on the server and tweaking things.
The general reaction has been pretty impressive, I've heard people describing it as, "Addictive", "Great", "The Best", etc. I think it has something to do about the teamwork involved. A group of people "saving the world" against the unnamed masses, so to speak.
My feeling towards single player mods has shifted a little in the last couple weeks. I didn't really see it as a viable *online* experience. Something that you would pick up and play a couple times, then throw it back on the shelf so to speak.
Right now I have got about 4 mappers, and I'm still looking for a few more. I'm trying to create a full single player experience for Action Quake. Something enjoyable, with some amount of replayability.
In addition I tracked down some people from a project to take the regular AQ maps and add single player missions to them through the use of entity files that get loaded at map load time. I plan on also expanding that some, to some of the newer maps (as this pack was done in 99).
It seems that the majority of the tweaking I have been doing is in the monsters, trying to balance them against the power player weapons, without making them slaughter the players constantly, and things like making sure the players have enough ammo and weapons to use against the hordes. Most of the changes have been in adding ease of use features to the players that were lacking from the original AQ. Things like reverse zoom so you dont have to zoom all the way in to zoom out on the sniper rifle.
It's an interesting experience doing something fully single player (or coop). But all in all it's still enjoyable.
Any thoughts? Comments? |
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| Lifer!~rb |
General Member Since: Dec 23, 2006 Posts: 21 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Saturday, Nov. 30, 2002 05:32 pm |
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| Quote | Lacutis Wrote: My feeling towards single player mods has shifted a little in the last couple weeks. I didn't really see it as a viable *online* experience. Something that you would pick up and play a couple times, then throw it back on the shelf so to speak. |
I think this is the general feeling many of us have towards single-player. There are ways to make it more fun and enjoyable.
Adding Co-Op is a great idea.. it's something that games in the past had (Doom, Quake), but most today don't. There are alot of players who remember the fun they had playing co-op, and that's one of the reasons why there are so many people wanting it in the games that are coming out.
Adding some sort of randomness in the enemies or events. This may take alot more work in the scripting/maps department.. but in the end it pays off. I played Half-Life, Opposing Force, and Blue Shift.. each once through, and they are now sitting unused. Everything is so scripted, you know where your enemies are, and you know what is gonna happen next. I believe that AvP2 has random spawn points for certain enemies, but I'm only going by what others have said.. as I've not actually played it.
My only involvement in a single player project was with DOD (Dawn of Darkness for Quake2). Unfortunately, most of the people had one major goal, and that was to get the game published and make some money. The project was a major undertaking, and with many of the developers having to worry about real-life issues, most didn't have the time to spend on it like a game developer would.
With the release of Half-Life, and id software working on Quake3, it was decided to stop focusing on publishing the game and just work on "The best #### fine TC for Quake2". Unfortunately, many of the people working on it lost steam when they heard it wasn't going to be published. Eventually, what they had finished was released as a 'beta build'. After that, everyone just went their seperate ways.
A single player game is far more complicated than making a modification. You have to approach it differently than you do with a multiplayer mod. It takes alot more work, and pre-planning.. and then, of course, comes the part of trying to find something unique to extend the replay value of it!
-Aaron Team Reaction |
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| Mank~rb |
General Member Since: Dec 23, 2006 Posts: 3 Last: Dec 23, 2006 [view latest posts] |
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| UniKorn~rb |
General Member Since: Dec 23, 2006 Posts: 1291 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Wednesday, Jan. 15, 2003 04:29 pm |
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I think we'll see more co-op stuff coming up once unreal2 is released. I don't think it'll take long for some team to write the multiplayer part of unreal2 with help of the ut2003 code, and once there is a codebase, there's a lot of potential (I hope someone does it, otherwise we have to do that as well  ) We tried to do it with Jedi Knight 2, but we kind of lost faith when we found out that we couldn't play the original maps in co-op cause the single player executable could handle more models in a map than the multiplayer executable. So we switched to UT2003. It's a strange technology when you are used to Q3, but it's cool nevertheless. |
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| Lacutis~rb |
General Member Since: Dec 23, 2006 Posts: 105 Last: Dec 23, 2006 [view latest posts] |
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| FliX~rb |
General Member Since: Dec 23, 2006 Posts: 8484 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Wednesday, Jan. 15, 2003 06:57 pm |
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| Quote (Lacutis @ Jan. 15 2003, 11:54 am) | I haven't looked at UT2K3, but I worked on the UT engine for a while and I really liked coding for the Unreal Tournament engine, however I thought the engine itself left alot to be desired.
The coding was easier, cleaner, more OO.
I'm actually considering starting a new single player project, we will see. |
im not too keen on UT2k3 UT was gr8 i mapped for it a while, and the mapping tool UnrealED is MUCH easyer than Radiant...
but i still prefer Radiant by now.. So yay long live the Q engine |
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| UniKorn~rb |
General Member Since: Dec 23, 2006 Posts: 1291 Last: Dec 23, 2006 [view latest posts] |
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| slowJusko~rb |
General Member Since: Dec 23, 2006 Posts: 457 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Friday, Jan. 17, 2003 12:01 am |
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Single Player anything tends to get played a single time unless it has some kind of expansive non-linear thing about it (ie. multiple mission paths / endings, secrets or level pars). Even then you'll get sick of it eventually or only play it once and a while. I'd say making a decent single player mod would be a lot harder then making a decent multi-player mod. As for co-op - it rocks! Beats me why so a lot of FPS games of late have multi-player, but no co-op / potential for co-op. I was upset when I found out ST:EF had separate .exe's (one SP, one MP). When RtCW, JK2 and SoF2 came out like that, I was totally pissed off. While I understand the reasons behind the separate versions, I don't have to be happy about it  Was looking forwad to playing Halo co-op, but damned if I'll buy an X-Box!!  (Yeah I know, PC/Mac version IS finally on the way...) Unreal was a powerful mess. UT2k3 seems more powerful, with out so much mess  |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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