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RSS Articles
Mod of the Year Awards
Modern Masterpieces

Results

Welcome to the 20th Anniversary Modern Category results! With votes across twenty new legends to join the line-up of epics, the freshest of faces have been decided!

ModDB has been running for twenty years now, and seen many generations of modders come and go. The modern era of ModDB has had to survive a shift in the industry away from modding support, but these mods stuck it out and as we see a renaissance in UGC, they're poised to guide the next generation of creators. In the end, only five mods from the poll could take pole positions, and you can find them below!




It's no secret in the S.T.A.L.K.E.R. community that the games all launched in rough shape with a lot of content removed, and whilst still compelling enough to generate their own communities, the true test for modders has been restoring much of this original design goal and expanding the scope of the game to what fans expected. Call of Chernobyl stands as one of the most influential mods in this community, evolving from a map pack to a total overhaul aimed at restoring a classic. Though the project has since reached its conclusion, it still presents a great front for S.T.A.L.K.E.R. fans looking for something more.


4th Place

Black Mesa

For: Half-Life 2


Black Mesa 1.0


There's little to be said about Black Mesa that hasn't already - as one of the all-time examples of a modder success story, its spot in the results is well-deserved (even if the 1st place winner has skewed the percentages with its sheer amount of support!). Black Mesa has had a long development journey, from ambitious mod to Valve-backed standalone commercial title, to the then highly-anticipated Xen remake. That journey is beginning to reach its end, but Crowbar Collective has plans for the future, and we're so excited to see where they lead.



Created by the very same people behind Nehrim, which also placed in our category results, Enderal is the team's effort to replicate their monumental success on a new foundation - Skyrim - and thus take it further than the original ever could've. Bringing us back to the immersive and remarkable world introduced in its predecessor, Enderal continues the story in a fantastic example of continuity across the years, giving us ample reason to be invested in the world as it evolves. The team now work on standalone releases, but who knows? Maybe we'll be back in this world when Elder Scrolls VI eventually hits storefronts.



Mental Omega has had a long history on-site, beginning development back in 2004, but despite all its fantastic additions, struggled to get player attention in the highly-competitive MOTY events - until 2015, when it finally received the recognition it deserves and made a modern name for itself despite its older origins. The team continues to update the mod to this day, enhancing this RTS classic with more units and ways to fight, proving that hard work and consistent effort is a determining factor in the success of a mod.


The sweeper of this vote was The Chronicles of Myrtana, receiving more votes in one poll than all previous polls put together and demonstrating the monumental impact this game-sized expansion mod has had on the community. Boasting a whole new story in the classic Gothic II and writing that some say is on par with the original game, it also features a full Polish voiceover, and speakers of that language can enjoy an all-star cast of professional-quality Polish VO to narrate their journeys. Meanwhile, the team continue to work on new patches, cultivate their community, and enjoy their spot not only as our most recent mod of the year, but now, the top modern mod in the last ten years.


Congratulations to all the modders and community members who participated in the 20th Anniversary event! This is the final results article, and we just want to take a moment to say thank you to everyone who has been a part of ModDB. Whether you're a veteran or a newbie, a hardcore modder or casual player, ModDB's success and history is in large part thanks to you - the users. Thanks for Changing The Game, and here's to another twenty years of modding history!

Continue Reading: Modern Category | Results Page


Mental Omega 3.3.6 has been released!

Mental Omega 3.3.6 has been released!

News

The work is done, and the end is here. Our four-faction Command & Conquer Red Alert 2 campaign is finally complete. All 133 missions are now available...

Mental Omega 3.3.5 is out now!

Mental Omega 3.3.5 is out now!

News 9 comments

All missions revamped, their difficulty overhauled - now is the best time to play the Mental Omega campaign, if you haven't already: on Casual, Normal...

Mental Omega 3.3 Available now!

Mental Omega 3.3 Available now!

News 38 comments

The winds have changed. The Foehn Revolt begins. The 4th side - with its three subfactions: Haihead, Wings of Coronia and the Last Bastion - is finally...

Mental Omega News Bulletin #26

Mental Omega News Bulletin #26

News 10 comments

So what are we doing these days? We're testing the client created by Rampastring of the Dawn of the Tiberium Age fame who's been so kind as to help us...

RSS Files
Mental Omega 3.3.0

Mental Omega 3.3.0

Full Version 269 comments

YOU NEED THIS BEFORE THE PATCH. Read the install instructions first. Remember to download soundtracks separately. Check for available patches before playing...

Mental Omega 3.3.6 Patch (Manual Update)

Mental Omega 3.3.6 Patch (Manual Update)

Patch 15 comments

GET 3.3.0 FIRST! If your updater in the Client doesn't want to complete the update or you were never able to start it at all, download this and extract...

Soundtrack for Mental Omega 3.3 - Part I

Soundtrack for Mental Omega 3.3 - Part I

Music 16 comments

New ingame music for Mental Omega 3.3, optional download. Works for version 3.3.0 and newer. Place "thememo.mix" into the directory you extracted Mental...

Soundtrack for Mental Omega 3.3 - Part II

Soundtrack for Mental Omega 3.3 - Part II

Music 4 comments

Additional new ingame music for Mental Omega 3.3, optional download. Works for version 3.3.5 and newer. Place "expandmo94.mix" into the directory you...

Mental Omega Loading Screen Template

Mental Omega Loading Screen Template

GUIs 5 comments

Mental Omega Mission Loading Screen Template in PSD format. Useful for those who make their own Mental Omega missions. By Nooze. For mappers and modders...

Comments  (0 - 10 of 5,670)
egorevdokimov56
egorevdokimov56

Мод крутой.

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CocoCrusader
CocoCrusader

Hi Mental Omega Speeder I just notice even hail head is a superpowerful faction in terms of fast attack the Diverbee is unlovable and unworthy to use in battle even in campaign stuff if would. Since the Foehn have no complete campaign using Diverbee here is my explanation

Where the Neonwasp, Shadray or Megalodon cannot reach, the Diverbee . This seemingly harmless little drone aircraft is the reason the Epsilon has deployed much more anti-aircraft weaponry in recent times than ever before.

The Diverbee is a single-strike demolition drone that will quickly identify its enemy once launch itself at the target, triggering a explosion that will heavily damage
effectiveness against buildings is average

However the diverbee in pvp is not good and even with Syncronin or Syncronaut.
They damage upon unit is not easy to address even in large battle. It has no point because of there is madman. I think my suggestion is Divervee works like a Roadrunner in air. And instead call it a Beeswarm charging melee in air units causing 30% of own health and explode in enemy like a Roadrunner.

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CocoCrusader
CocoCrusader

They not even heavily damage light infantry.

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teztez
teztez

will you consider adding new factions just for skirmish?No story or lore needed.No multiplayer.Just one or two new faction(without any sub faction).Maybe the Mutants from Tiberium sun?Or scrin from Tiberium war?
I have some idea,like give those mutants multiple unique heroes,but they wont have super weapon(or maybe a weak super weapon).And they use civilian vehicles as weapons.And they have mutated creatures as unit.

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CocoCrusader
CocoCrusader

yes like green zombie Arise to kill Epsilon. But with consciousness
And Cabal with terminator army.

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BarakYisrael
BarakYisrael

is there access to the rules ini at all? i would have enjoyed doing my own personal edits to some units for private use. or is that totally encrypted?

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ButtersCooper
ButtersCooper

Hello, Deer speeder! I made a new game mode on the MO platform by using the existing units and materials of it. First of all, I understand that MO don’t allowed to modify the copyright requirements of ini and release it without permission. Therefore, after completing this mode, I only played a few games with my close friends in a very small range (which achieved very good results). I will never make any profit or tranfer this into aMOD away from MO. As long as you give the corresponding reply, I am willing to give you all the copyright of this mode map free of charge.
With the help of some rules of Ares and Phobos, MO's grand escape draws on some elements from the popular SLG self-propelled chess in recent years, some elements with heroes as the core in MOBA games, and the security zone reduction mechanism of PUBG to form a game mode similar to "no base" and "bounty hunt". Everything in it has no impact on MO's world outlook and plot trend. I think, If it is logged into MO, it can gain the love of many players even more than “land grab”.
① In the early stage of the game in this mode, the core concern of all players is how to ban out the strategic nodes that may threaten their advantageous tactics in advance, and how to select the first-hand strategic nodes? How to select the next two strategic nodes according to the enemy's ban and pick? Did you run out of ban bits at the beginning? Is it to use one engineer to achieve a perfect combo, or leave the engineer to choose according to the situation in the subsequent game? These different "strategic nodes" provide different types of buffs for their own side or cause different types of debuffs for the enemy. Through PVP ban & pick, they form their own card group in thinking and compromise. Even the hand disabled players can strive for the overall advantage for themselves through reasonable BP at this stage, which has rich game interest.

② The middle stage is the reduction stage of the security zone. At this stage, the security zone narrows from the outermost part of the map to the center of the map. Players who could have been in a corner are forced to start more and more fierce friction and fighting. In order to promote the mobility of players, the map has a large number of random toolboxes and supplies that play different roles to encourage players to flow and fight in the map. This stage is particularly similar to a popular game pubg a few years ago.

③ Pre-final circle & Final circle stage. In the later stage, we will shift from incremental competition to stock competition. At this stage, we rely more on leaders and less on conventional units than before. Leader is the core unit in this mode. Each player has only one leader. If he loses it, he will directly determine that the game fails.

This stage is also the most similar part to MOBA games. Through the switching of different skills and weapons of the boss (relying on the upgraded deformation logic of the Ares platform or the skills of the leader), you can control the intake of experience values, so as to control your own form and flexibly deal with the changing war situation. It is as interesting as Libra of EP23.


The leader who can survive to the end will become the only winner in the end - of course, in addition to FFA, you can also form a team for 2v2 and 3v3, and rely on teamwork to get richer strategic node collocation, so as to win.

I think this playing method is the superior substitute of "no base" mode, and there is a high probability that many people will like to play it. Therefore, I'd like to ask you whether it is possible to be adopted as a MO mode or map. I just realized the automatic control of ini level from the beginning to the end of this set of play. If you may ask, you would have my full cooperation on this mode’s modification into MO. If this mode cannot be included in the list of intentions you are considering, I want to apply to you for permission to modify the end of mind ini. I will limit the degree of using MO client to play online after modifying the ini to only friends who know each other. I would follow any rules you may give me on this. I will never recommend or send it to ordinary players who do not have relevant knowledge, and I will never try to level up my position or make profits in any form. (Recently, my modification of Mo's ini was opposed by some players in other forums, but I didn't know the scale and details of your regulations, so I asked.)

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Djordjeee3real
Djordjeee3real

None of that is doable within the RA2 engine, not even with Phobos or Ares or anything, sorry.

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ButtersCooper
ButtersCooper

There are lots of rather complex logic combined and enormous details that I have solved on how to make all these features all in together to function without contradiction. I shouldn't leave any file download link here, but if you are interested, you could leave a E-mail address.

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ButtersCooper
ButtersCooper

About how to B&P strategic nodes?
①Even one has limited times of "Ban"——a generic warhead SW that can destroy the node from being captured by other people's engineers.
②Even one has limited times of "Pick"——a unit delivery SW that gives engineers to capture these un-desytoryed nodes.
③Even one has a defender that by rotation give one's captured nodes iron curtain so that they wouldn't be re-captured.

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ButtersCooper
ButtersCooper

Just click this (If you don't trust it, open as many kill virus software as you can): https://www.bilibili.com/read/cv16191877

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ButtersCooper
ButtersCooper

I did use phobos, but mainly ares. For example , I realized auto-shrinking safe circle feature by a damage-heal system. This is the Chinese blog about how I realized it, you could try translate it into English.

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ButtersCooper
ButtersCooper

Sorry, I do realize it perfectly, I can send you a file (but most tips are chinese) . You can try it out on your own.

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ButtersCooper
ButtersCooper

Even if you say no to all my proposes, I still wouldn't do any separate project (or in anther way of saying this, too lazy to establish a new MOD only to copy it way of playing to the original RA2/YURI platform, which would cost my enormous meaningless time on finding materials. There is already lots of items from MO that I have used and they matches super fit. I don't even want to have any connection to the name "material thief")

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