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RSS Reviews
3

Half-Life 2: Overcharged

Mod review

After playing this for awhile I feel like there is too much unneeded stuff in this mod. Sure it's nice to have some of the cut weapons and enemies and a handful of post processing effects, but there's so many extras of all of those things that it feels kinda bloated. A lot of areas feel like they've had monsters shoehorned in and there's way too many weapons to use, some of which I find myself forgetting about all together. I can see why people compare this to SMod so often, though it seems like SMod seems to be of better quality than this.

A lot of the model and texture work really varies in quality, especially for many of the new enemies. I can tell which ones were just ripped from Opposing Force and thrown in seemingly randomly. Low-poly, low-res textures, and a lumpy bumpmap blanketed over the whole thing to make it look "better". I'm not asking for highly detailed models with 4k textures, but they could at least be of similar quality to the rest of the game's graphics. Kinda made me feel like I'm playing Garry's Mod rather than an expanded Half-Life 2.

As for the new graphical options I find the UI layout in the settings pretty confusing and having way too many options that just look bad when they're on. And I don't mean "ugh too much bloom and too cinematic", I mean it looks really bad and makes It hard to see. found myself turning most of it off just so I can actually see what I'm doing.

The whole time I was playing this I kept feeling like I'd rather be playing MMod, so I'm gonna go play that instead. I'm very disappointed with Overcharge. Seems like it's quantity over quality. :(

1

Half-Life: Remastered

Mod review

Stolen garbage.

3

Doom Slayer Chronicles

Mod review

It's basically invasion mode but its all style and no substance. And the style is poorly optimized. I love invasion mode, so you can imagine my disappointment with this. Also it not as "mod friendly" as they say it is. I tried to run it with QC: Doom Edition and it randomly crashes after taking a few steps forward. I thought it would be a match made in heaven, but I guess it wasn't meant to be. Brb, gonna go play Skulltag instead.

8

Spongebob Doom II

Mod review

While the visual quality may be a bit lacking, I can tell that this was not just some garbage wad someone through together. This is a labor of love by someone who is still learning how to make mods for Doom II. From the sheer size of the campaign and all the references packed in it to the inclusion of a Nazi Zombies styled survival map, this mod makes me smile for how much went into it. I hope to see the author go on to create even better mods and learn more of how to create them.

1

INSANELY Brutal Doom (Restarted)

Mod review

"Highly edited" my ***. It seems like the only changes are that some of the sound effects are different. I noticed that you also mixed in the BD Voxel pack and changed some of the menu text. Over all, the little amount of changes that were made were either too insignificant or completely pointless.

This mod should not be called INANELY Brutal Doom. I think this mod should be renamed to "Slightly different Brutal doom: A light edit of Brutal doom that changes some of the sound effects and menu labeling (also includes the BD Voxel pack)".

8

Brutal Doom 64

Mod review

This is very good and I hope to see new updates for it! :)

9

Shamblers Castle

Mod review

This mod is amazing! This is what quake needs to be again! Not more strogg and no more multiplayer only! Its a shame that this is so short.

5

Quake HD Pack

Mod review

I must be stupid because I don't understand the "easy to follow" guide at all. :P

4

Perfected Doom 3

Mod review

While the graphical enhancements are very good, I really don't like the gameplay choices. The alt-fire modes for the weapons are either way too OP or completely useless. For example: the alt-fire for the shotgun gives me no reason to use the primary because there is no limitation to the rapid fire, the chaingun's alt-fire just makes it fire slightly faster to where its pretty pointless, and the machine gun's alt-fire shoots 10 rounds at once despite the fact that it usually takes 10 bullets to kill imps and zsec anyways. Another problem I have with the gameplay mechanics is the medkit system. Why do I have to press a separate key to use a medkit instead of just using it when I walk over it? And why is there no option to disable it? Also, movement speed feels slower than vanilla doom 3, and the “always run” option doesn't work. All this makes the gameplay feel cheap and frustrating to me.

Its a shame that the only thing I like about this mod is the graphical enhancements from Sikkmod, which was developed by someone else. In fact, Sikkmod also has some of the same gameplay features that are in this, however they can be disabled or modified to your liking.

I appreciate the effort, Vgames, but I'm going back to Sikkmod.

8

Black Mesa

Mod review