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Comment History
ddaavvee
ddaavvee - - 4 comments @ Coastline to Atmosphere

This is the third mod I've played so far and it was better then the other two combined x10.

Loved: Dancing disco zombies
Trippy hallucination scenes
Maps (huge, optimized, original)
Satellite distruction and my trip through it..very realistic!
Cinematics (seagul intro and Breen/GMan escape (or attempts to))

Hmmm: sounds (great music but i could still hear crickets and outside noises inside buildings)
Not so keen on the screen hints (the odd civvy or sign telling these tips would be more natural)
RPG fights with striders and helicopter were too easy (too much cover)
Loosing the HEV and weapons was a great concept but very frustrating not being able to
swap weapons. Accidentally picking up a grenade during a firefight was usually fatal.

Hated: Nothing warrants a hate in this mod.

Graphics 9/10
Sounds 7/10
Storyline 6/10
Gameplay 9/10

Thanks for a great Mod!

Good karma+1 vote
ddaavvee
ddaavvee - - 4 comments @ City 14

I read thru the other posts since making my first post and I have to ask...where was the airboat????

I got to the end (where the guy was who said...stash the boat in here) without seeing it once.

Good karma+1 vote
ddaavvee
ddaavvee - - 4 comments @ Causality Effect

This is the second mod I've tried and it was superb.

If you're reading this and are considering it to download...its definitely worth it.

Best bit: The graveyard battle

Scariest bit: Combination of creepy cooridor, flickering light and fast Zombie

Annoying bit: Slow and frequent loads.

Frustrating bit: reaching the end...I was ready for more.

All made by one bloke.......good work fella....Valve should give you a job!


Good karma+2 votes
ddaavvee
ddaavvee - - 4 comments @ City 14

I enjoyed playing this mod although it took me ages to find the crowbar at the beginning.I was trying allsorts to get out of that blasted room!! I also got to the end somehow minus the boat so when the guy said I should stash it in the garage I obviously couldn't and nothing else happened.!! Judging by all the RPG rounds and health dotted around I think I missed a good bit!

The area with the long grass and headcrabs was a brilliant idea as the headcrabs were incredibly difficult to see; but it was too easy to escape by running to the next area and waiting for them to emerge from the grass. Maybe a trigger once they were all dead to allow you to progress would of been better.

Few strange lighting issues (namely around the lake area (with chainlink fences) cliffs going black at particular angles.

Enemy spawns could be more scripted. The combine were a bit 'lined up' in places.

Good karma+1 vote