SG-1 Missions is a singleplayer modification of the older known Stargate TC multiplayer mod, it delivers hard 11 missions that take place in the Stargate universe. Unfortunately, the mod itself in its current version is problematic and would often crash, it also came with a 3rd party software to launch maps that quite frankly was broken. Remod is both a gameplay and HD modification for SG1M that attempts to repair the crashes of the original, remove the off-putting mission manager thus allowing players to simply select any mission they wish to play, change some of the difficult/unfair/confusing gameplay, and improves the visual look to look just a bit better.

Post news Report RSS Stargate TC - SG1 Missions Remod Finally Up On ModDB!

Some one pretty much told me to make a ModDB homepage way early in WIP stages since one generally would achieve better results in their work if early feedback and encouragement was given. So a page was made. Yay?

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I recalled playing this mod almost years ago, back when the weapons animations look like they're facing upward instead of in front of.

There are a bunch of things that annoy me during my first run, very much so.

The mission manager is bollocks for one, keeps crashing and then shoving me off, i got pissed at that bloody thing so much i just ripped off the maps from them and dump off the rest, i've managed to list them so that most players would simply just have to select instead of finishing them one by one in the Steam-based main menu, unfortunately this means that WON version users (or any HL custom engine with similar main menu usage caliber) would most likely have difficulties selecting missions.

And then when i found out that most maps just love to crash for some reason. Often accompanied by an item respawning noise before the crash, that's when i realize that it must be something about the weapons given at the start, so i edit some of them out.

Even THEN when i finally got inside the game that the mechanics is absolute bollocks, what with Zat'nik'tel totting enemies being OP, basically using a precise gauss gun that takes 20 health and stuns you instead of simply stunning you before killing you like in canon, which means you can get killed just by 5 zat shots, good bleedin' luck going past just one.

Also, Zat gun possesses NUCLEAR secondary attack, just think about that for a second. This tiny thing heats up when used too much, when heated up, it can then be thrown, when thrown away, the weapon will then overcharge and explode, killing anyone too close, but the mod creators were apparently drunk when they set the number for the range in the source code, and now, it's literally a gauss gun + nuclear grenade that goes through walls to kill enemies, WELL BLOODY DONE SGTC TEAM!

And the temperature thingy for Goa'uld's weapons only decrease if you equip them, great...

Some maps are just pricks, the hole above in Cimmeria was practically up the level in Half-Life trolling.

And the turret using enemies can just screw them selves up Apophis's arse.

But, despite it's absolute brokenness and "ridiculous hardcore" playstyle, i find myself repeating them over and over, sometimes cheating, yes, but occasionally managing to finish them.

I had fun, and this mod should be enjoyed by others as well, that's why i decided to remod SGM, more than just visuals as i have did the other 2 remod projects.

It took me almost 3 years (originally just as a HD mod during my first run, now turned to bugfix+HD mod), and now it's almost done.

Right now, the mod is currently at beta testing, i need to replay the mod over and over to see if crashes still occur and if i can still maybe fix them, i can't really do much since i don't have the source code, nor do i have the map RMFs, but i try to do my best, and so far, almost all of the maps has worked fine for me counting out some rare-ish crashes during startup (really no idea why this happens, sometime it works, others it just crash, not even an error that's useful is shown).

When i do finally got beta testing done, i will need to hunt down the credits, i pretty much forgot who owns what in this mod so looking out for them should be "fun".

Only then i will finally release the mod to the public, but until then, have some changelogs instead!

Gameplay Changes :

- End levels now just jump you to the menu instead of crashing the game.
- Some starting equipments have been replaced, this apparently was the cause for some of the crashes, hopefully there's less of them now.
- Some cut weapons return, PSG anyone?
- Explosive turrets are weakened, laser turrets are straight out removed (those things are literally satan, finishing 3 hard maps with only 20-ish health when this jerk immediately hitscan pulverize you is NOT my definition of fun).
- Some entities are edited or removed.

Known Issues :

- Some maps crash on startup sometimes, other times it just worked, no idea what's causing this one.
- Zat'nik'tel is OP, for both the player (secondary attack) and the enemy (instant 20 health gauss gun), no idea how to disable or decrease damage outside of source code.
- Deploying the bomb in "Bloody Snow" too close may get you stuck at the bomb, distance yourself from the door before using it! Can't really fix it unless i have the map's source.
- Tollana's end commands seems to not work if you travel to other parts of the area, i could put the level end at an earlier part of the map, but you'd miss out on a large combat part (so maybe you can use the Beretta and the P90 you got), once the game fades out, you'll have to "Return to SGC" to get back to the mission selection.


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Qwertyus Online
Qwertyus - - 2,505 comments

I made a bugfixed edition of this mod too, but was too lazy or busy to finish all the things up to released version. I can help with betatesting, if you wish. Maybe some of my ideas can be useful too, so PM me, if you need help.

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