Modding, level creation, &/or rom hacking thread - The Vidya equivelant to Autistic Arts and Crafts

I'm keeping at my level design experiments. Compared to what some people can pull off with Quake nowadays, it's a bit quaint, but still:
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Quake 1 lighting is the best.
Hell, Quake mods and maps seem to be very here and there in general. What little non-joke stuff is made for it is more than welcome in my book.
 
I've been fiddling with the editor for SC2: LotV to make a story based campaign akin to the old brood war mod Legacy of the Confederation. The difference being is that the story is set 17 years after LotV ended in the current timeline and will have the UED return to the koprulu sector with a larger force to wrangle the dominion to their control.
 
I've been published in a DOOM community megawad. I'm proud to say there are at least two YouTube playthrough videos of it and some mod maker used my map in their screenshot.
What would those WAD's be? I'm interested in playing them.
 
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Reactions: Calooby
Just so you guys know, speaking of which. Not all of us Terrywadders are against serious wads or any of that. We just hate generic, bland, boring ones lol. There's a long list of wads and megawads and stuff that aren't Terry related that I love.
 
DOOM builder is pretty fun, I tried it out after I saw Joel from Vinesauce do the thing. Never managed anything substantial with it though.

I got real into Sims 1 modding a while back. I never managed to make any objects or skins, but I figured out how to extract the textures from Sims 2 custom wallpapers and make them work as wallpapers in the Sims 1, I managed to replace the NPCs with custom skins (except for the Will Wright giant, the NPC editor crashes when you try to do that), I figured out how to change the loading screen messages to say whatever I wanted and one time I changed the name database so that the random NPCs get generated with different names. Oh and once I got into the registry and changed the game's language into Japanese to see if I knew the game well enough to play it in moonrunes despite not understanding them.
 
How did that go?

I did fairly well at the whole "making my sim not die" part, but a lot of the social interaction was just clicking random menu options and hoping that I didn't just accidentally make the sim bitch slap their neighbour or something.
 
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Reactions: Gator Young Henning
I tend to make mods of mods, usually combining two that aren't clashing or look similar to another but offer different features.
 
Made two mods for Stellaris:

First one adds a civic called Nuclear Survivor. Starts your species off on a Tomb World, with two special vault buildings and a new building called a Vault City, which can be built in other Tomb Worlds. The vault buildings, in addition to giving its standard bonus, give extra unity. It's really just an adaptation of another mod I liked to the latest version of Stellaris.

Second one adds a pirate namelist. I thought the pirate ship names were funny so I grabbed the two vanilla pirate namelists, mashed them together and added a bunch of names based on historical pirates, pirate strongholds and a few name generators I found online.
 
I love these sort of things. I've seen some ridiculously complex mods in my time and they just get better.
At this point, the modders are better developers than the developers themselves. Some developers use it as a way to be lazy ("lol they'll fix it, they'll add it back in, why bother trying" sorta mentality), but a game like Skyrim or Doom or Counter-Strike probably would've died ages ago had it not been for people hacking shit in and making it way better.

I know I become way more interested in a game when it has a level editor.
 
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