Also allowing players to change the configuration of their game through the dev console was cool. My favorite visual change was to configure the railgun trails to persist for multiple seconds.
That used to be my jam in Q3A, Instaunlagged. Nothing is quite like railgun jumping with no splash damage. Dusk's crossbow jumping comes close, but isn't hitscan..
Some games come close now, but I'm not aware of any multiplayer games that afford that level of control to their playerbase.
Earliest memory I have in the multiplayer FPS context was probably the 'cheat' menu unlocks for Goldeneye on the N64 in 1997.
Multi Theft Auto (another GTA multiplayer mod, still alive today) allowed for similar things. And so did the source games (Counter Strike, HL2: DM, Day of Defeat, etc.).
There were a ton of servers with wacky mods. I spent a ton of time on the low-grav servers. There were also some that made the top-scoring player huge. Those odd game modes were a blast.
EDIT: Also looks like people are still playing!
https://www.gog.com/dreamlist/game/tactical-ops-assault-on-t...
I seem to remember there was some behind-the-scenes political / financial shenanigans with Counter Strike and the Game of the Year edition bundle that kind of killed it.
Another HL mod I remember fondly in similar veins is "The Specialists". If I remember correctly, it came out around the same time as The Matrix, and had all the fun moves like running on walls in slowmo, jumping forward/sideways and shooting in slowmo, and lots of other stuff. I think I recall it being possible to play both in 1st and 3rd person too, something that was kind of new at that point, unless I misremember.
I think at that I point I probably spent as much time with The Specialists as with Counter-Strike itself (and a cracked copy of 3DS Max 8 for making my own models of course).
Also had a strange RPG community entirely separate from the main game… funny how these random subcultures evolve in unexpected places.
Such a shame the way the post-Dynamix/T2 development studios completely failed to understand what made 1 & 2 great.
I have always hated esports conceptually, from jump.
There's another game called Hypercharge:Unboxed that is definitely giving me the feeling of those old UT maps, but I haven't actually played it.
Obscuring server browser and/or not allowing self-hosting dedicated servers killed modding in modern games. A real shame.
I have such rose coloured glasses of that time.
Looking back, most of the dedicated server software felt like it was just tossed over the wall. Some of the stuff we used to have to do to get things running happily on headless linux servers was very hacky. Others simply HAD to run on windows hosts.
I feel like the entire industry died as games became "live" services.
Nearly 2 decades later when my kids got into Minecraft, I stumbled into the hosted MC server world and was just amazed by the size of the industry around it.
It was a real "arrrh this is where that same spirit ended up" moment.
And now of course there's huge servers funded by getting kids into gambling and pay to win.... Gross.
If you have fun instagib servers that might detract from how many lootcrates people buy since they might just get curb stomped in it + it's just harder to track and measure the impact of changes when you are minmaxxing for monetary extraction when you have high variety of mods/servers. If you want to track and evaluate player behavior to manipulate it you need to control for as many variables as possible. These game companies are straight up evil.
I lived both eras.
Independent servers and self-modding were hands-down superior in terms of creativity and fun.
The current locked-box 'as the developers intended' version sucks in comparison.
And as referenced, its primary purpose is absolutely to enforce scarcity so that can be monetized.
Goatse in exchange for true ownership? Any day of the fucking week. My eyelids work, and I can close them myself.
For a few years Sauerbraten scratched that itch.
(Never played Assault Cube, always meant to but Sauerbraten was just so good)
So many sounds that will forever live in my head.
I think I actually beat UT99 on a laptop trackpad a couple years later. (School device)
No wonder the mutator scene in UT was crazy. My favorite mod for the original UT99 was Dr Strangelove, which modded the Redeemer gun (the one that shoots huge nuclear missiles) to allow you to ride them.
It's dead because if you can play on a server that lets you equip a skin you didn't pay for, that's bad for Epic's quarterly statements.
Your fun is not profitable enough. Sorry.
You can write "experiences" in TypeScript then host your own server that people can join without having to download/install a mod themselves.
There were silly ones like the one making your characters head larger for each kill, and those which made it just different like low gravity, and so on.
It was also relatively easy to make your own, thanks to UnrealScript.
Really wish more multiplayer games embraced this concept, it really increased replayability by changing things up.