Posts | ||
---|---|---|
Which Game has the most mods? | Locked | |
Thread Options | ||
Oct 10 2009 Anchor | ||
Really, which game has the most mods? How can do a search for the most modded games on Moddb. Thanks! |
||
|
Oct 10 2009 Anchor | |
hl2 duh! :p -- °w° |
||
|
Oct 10 2009 Anchor | |
Not Half-Life 2 - Creatures 2 But mods for that game aren't really listed on ModDB |
||
|
Oct 10 2009 Anchor | |
Doom -- < insert subject games here >
|
||
Oct 10 2009 Anchor | ||
Oblivion: Tesnexus.com. Check the 'total files' at the bottom of the category listing. |
||
Oct 10 2009 Anchor | ||
WarCraft III! It has a SDK bundled with it, and a GUI for triggering, not just a scripting syntax that confuses most non-nerds in non-bundled SDKs. |
||
|
Oct 11 2009 Anchor | |
IMO quake1 had the golden age of modding. After that the modders all split off to q2/hl/whatever. |
||
Oct 11 2009 Anchor | ||
i think hl1 or 2 has the most mods. but the monds playable, finish/near finish quality ones are quake 1/2 from what I've seen. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
||
Oct 12 2009 Anchor | ||
Thanks for help! |
||
|
Nov 10 2009 Anchor | |
hl2 (and hl1) of course! (DUH!) -- |
||
Nov 12 2009 Anchor | ||
DUDES what the heck happened to all the sc mods? |
||
|
Nov 12 2009 Anchor | |
HL1! or Doom 3! |
||
|
Nov 13 2009 Anchor | |
Oblivion. --
|
||
|
Nov 15 2009 Anchor | |
Depends on what counts as a "mod", doesn`t it? ^^ Edited by: projektariel |
||
Nov 15 2009 Anchor | ||
if we're going be the real & not popular definition, it sure does! -- Go play some Quake 2: q2server.fuzzylogicinc.com |
||
|
Nov 15 2009 Anchor | |
Are you refering to the difference between counting any change to games as a mod or on the other side only conversions which change a certain amount of a game or even only total conversions which are like new games? -- --> Far Cry meets Shakespeare`s "The Tempest": SturmMOD |
||
Nov 15 2009 Anchor | ||
Yes. By the second definition (which even moddb.com uses to a point) it could be argued that wolfenstien 3d, doom 1/2, quake 1/2 HL1 have virtually no mods what so ever as many were either heavily code based with little/no graphic changes, all graphic/asset based or concepts/gameplay changes. The definition of mod between Wolf3D & HL1 was anything that changes the game. Levels weren't normally included in this but non-level changes (graphics/HUD, sounds, adding cvar's, etc) were. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
||
|
Nov 15 2009 Anchor | |
With the fine distinction IMHO that until Doom and its PWADs changes to games were global / difficult to reverse and from Doom onwards changes (often) had the shape of (bundles of) external modules which were loaded and executed temporarily by the game engines to prevent that original files of the games were overwritten - a development after all which established the definition most of the people know and use today... -- --> Far Cry meets Shakespeare`s "The Tempest": SturmMOD |
||
Nov 15 2009 Anchor | ||
yes, when doom made popular (I don't think they introduced, flight sims may of done this first) the idea of used extra files to replace/add content vs directly changing the content, that changed everything in the mod landscape. Even using dehacked (exe changes for those who don't know) patches became an automated process that let you play the original or modified exe easily. I still use the "changes the game in any way" as a definition of a mod. There's an amazing amount of things that are so simple & practicly non-existant but amazing that can't be ignored (like the gravity/portal gun for quake 1, barneystien, etc!) -- Go play some Quake 2: q2server.fuzzylogicinc.com |
||
|
Nov 16 2009 Anchor | |
Now that`s interesting... is there by chance anyone who knows which flight simulator or other game was the first to introduce such a support for external files? -- --> Far Cry meets Shakespeare`s "The Tempest": SturmMOD |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.