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Manny_F. May 8 2014, 10:40pm replied:

Yes, the Death Hand was indeed atomic weaponry, as stated in House Harkonnen's description at the beginning of the campaign mode ( .

I guess the author is aiming to remain faithful to the original superweapon mechanics (it is a recreation mod of Dune 2000, after all).

I never liked how Dune 2k Death Hand worked, though. I prefer something more in line with Emperor's Death Hand: big nuke explosion, followed by toxic fallout.

Nevertheless, progress seems steady and interesting. I'm really looking forward to play this.

+1 vote   media: Death hand approaching!
Manny_F. Apr 24 2014, 1:09am replied:

Hi Lacedaemonius, I'm the one who wrote that review and I would like to clarify in which context I did it, given how later facts made my review sound, well, pretty fanboyish, to some people.

When I wrote it, back in June 2012, the development of Brutal Doom was reasonably civilized (I followed it mostly through the now defunct Skulltag Forums), Sarge was a decent guy with everyone, he made significant changes to gameplay elements because many of users didn't like them and, on the other side of things, criticism from people that didn't like the mod was more like "BD doesn't fit my tastes, you could improve it by doing x thing" as opposed to "BD is a piece of sh1t and everyone who plays it is an idi0t or a sick person".

The "flame wars" I refer to were some repeatedly brought back and pointless arguments around things like "We should have a grenade attachment added to the assault rifle because it's more realistic" or "the chainsaw should have a slash alt-fire", long after it had been made cristal clear that stuff like that wasn't going to happen.

I admit I may have used the term "Flame war" a bit too liberally in my review, but how the hell could I have known all that crazy stuff that was going to happen later?

In short, this review was written way before all the "real" flame wars started, and up to that point there was not much really controversial, in a bad way (well, maybe the real gore for some people, but Sarge never actually added it to the BD base file, because of the negative feedback), about BD or Sarge. Or, at least, I didn't noticed it at that time.

I'd still rate Brutal Doom with a 10, just like I would rate 10 WW Nazis, Diaz, Hideous Destructor, and many other great gameplay mods I've used..

But I won't be dragged into picking sides about later events surrounding Sarge's attitudes and whatnot, and I don't want my review to be understood as such.

I hope you can now understand better why I wrote what I wrote back then.

Best regards.

+7 votes   feature: ModPack DOOM Edition
Manny_F. Jan 8 2013, 11:17am says:

Good design! Sort of a hybrid between the Cyborg Reaper and the Protoss Immortal.

I really like your conception of Nod Cyborgs as bulky, heavily armored war machines, as opposed to the more streamlined cyborgs from Kane's Wrath.

+1 vote   media: Tiberium Essence 1.52
Manny_F. Jan 6 2013, 10:03pm says:

Truly genius' strike! Things often go like this with Carnius:

1-Someone asks for a feature present in TS (Gates, destroyable ice, etc.)
2-Carnius replies that the CnC 3 engine code can't support such feature.
3-Despite that, Carnius comes with a workaround to implement such feature.

Keep it up!

+4 votes   media: Tiberium Essence 1.52
Manny_F. Dec 11 2012, 1:00am says:

Those look great indeed. I used to love the eerie atmosphere of TS winter maps.

Fanboy question: Will you give each TS building their original name (E.G "Port-a-Shack", "Waystation" and the such) or will they remain with the generic "building" name?

+3 votes   media: Tiberium Essence 1.52
Manny_F. Dec 10 2012, 9:26pm replied:

I appreciate your answer, and I agree that, design-wise, Nod soldiers left a lot to desire (especially those ridiculous poncho-wearing rocket troopers) in TW and have been VERY improved in your mod.

It was not the fanatic as a specific unit, but rather the concept of Nod as a whole, what I was talking about (I wrote my "complain" after looking at this unit and the new turbine-powered Venom).

But, I guess you and the others are right. In TW, Nod is no longer the underground subversive terrorist group they were in TD. In TW they're one of the two remaining superpowers on Earth, they have plenty of resources and technology at their disposal. It makes more sense to turn your loyal followers into mindless killing machines, rather than a bunch of innefective suicide bombers.

Anyways, keep up the good work, you're making wonders both on design and gameplay departments!

+2 votes   media: Tiberium Essence 1.52
Manny_F. Dec 4 2012, 11:51am says:

No offense, Carnius, but you seem to be taking a path which will eventually turn Nod into House Ordos or House Ix from Emperor: Battle for Dune (which is a great game, too, but somewhat different stylewise to CnC games).

It's your project, so you're free to do as you see fit, but, what is the point of turning Nod from a crazed religious cult with a core of elite and high tech units, to a generic high tech faction? I seldom used fanatics in CnC before getting TE, but I see them fitting entirely on the theme of what is the Brootherhood of Nod: people willing to give their lives for Kane's twisted ideal.

Anyway, just my opinion. You've done a great job and I will continue to use TE whichever choice you make.

+1 vote   media: Tiberium Essence 1.52
Manny_F. Dec 4 2012, 11:26am says:

Personally, I prefer Version 1. I think there's already too much Hi-Tech stuff going around, and this retro-looking helicopter fits nicely to remember that Nod's basic tactics involve low-tech guerrilla warfare.

Besides, the Harpy was meant to look slim and agile ( ). V2 seems too bulky for me... and on a personal level, it reminds me of Empire Earth's Reaper Gunship ( )

+3 votes   media: Tiberium Essence 1.52
Manny_F. Aug 27 2012, 12:39pm replied:

Sarge, after giving us so much blood-soaked joy, I think you don't need to give explanations at all. We've all learned by now that when you promise, you deliver.

I'm surprised, however, of the big plans you mention. And here I was, convinced that the bulk of the "main cool stuff" was already implemented... but it seems that things get bigger by the minute on Brütal Doom! We've got a lot to thank you.

Don't worry, we'll wait patiently (NOT!) for 0.17. Manda ver!

+6 votes   mod: Brutal Doom
Manny_F. Aug 21 2012, 8:24pm replied:

Ha! You Scandinavian folks know nothin' about women!

Nah, just kidding... it's not about looks, it's about attitude: in pictures, she's just another cute girl, like so many in Brazil. But on screen, Mariana can raise up the heat even in the most dead-boring soap opera with her "crazy evil temptress b1tch" attitude.

Anyways, back on topic, I'm eager to try 1.0 too, but only when Sarge deems it's ready to release. In the meantime, I'm keeping myself busy learning to play the equally brutal and merciless Dwarf Fortress (by the time I finally learn the basics, however, I imagine Brütal Doom 10.0 will be available).

+3 votes   mod: Brutal Doom
Manny_F. Aug 21 2012, 12:52pm says:

Good work on the Airfield. I like how you included a classic RA radar dome on the structure. Little things like that is what makes us fans rejoice.

Regarding the Locust: the unit in-game concept is great, but, in my opinion, even though the YAK-24 is actually a Soviet chopper, it looks too similar to the Allied Chinook (altought I must admit that, in the RA universe canon, the Soviets did use Chinook-styled choppers).

I think the cancelled Mil V-12 ( ) or Kamov Ka-22 ( ) would allow for a lot more distinctive designs, while keeping (especially the Ka-22) an "old, reused stuff" feeling for the Scavengers.

I understand though that 3d models don't just come up from thin air, but rather need hard work and dedication, so just take this as a friendly comment and not like a demand, bad feedback, disapproval or anything. You guys are doing great and I can't wait to have this Mod in my hands!

+3 votes   news: Development Blog #15: Locust in the field
Manny_F. Aug 21 2012, 12:29pm replied:

I believe Sarge's going through the most annoying part on the creation of anything: polishing.

It takes time, and isn't nearly as fun as creating new stuff, so that could explain this prolonged period without news.

That, or he's dating with Mariana Ximenes...

+3 votes   mod: Brutal Doom
Manny_F. Aug 17 2012, 9:35pm replied:

Some people have already complained about that problem. You may find some useful info regarding how to solve it in this video's description:

+1 vote   mod: Brutal Doom
Manny_F. Aug 12 2012, 12:29pm says:

Sarge, regarding that last reply I gave to the guy below: shouldn't be time to change Brütal Doom's "Official Page"?

I know almost everyone is aware by now that Skulltag is dead, but it would be nice to replace the useless Skulltag link for a link to Zdoom's or Zandronum's threads (or no link at all) to avoid confusions.

+1 vote   mod: Brutal Doom
Manny_F. Aug 12 2012, 12:22pm replied:

Belphegor is a Skulltag-only monster. Aside from it being purposely placed on Skulltag-compatible maps, you will have to spawn it through the console to fight him (more info in the description of this video: ).

However, given Skulltag has died out, I don't know if Belphegor will continue available.

+1 vote   mod: Brutal Doom
Manny_F. Aug 9 2012, 12:46pm replied:

Risen 3D's engine is, technically speaking, way too primitive for a mod like Brütal Doom.

It works only for Zdoom-derived ports, which have the sufficient technical capabilities to support it.

+2 votes   mod: Brutal Doom
Manny_F. Aug 2 2012, 9:12am says:

Yes! This's truly a great idea. And there's a lot of love indeed in those models.

+4 votes   game: Rogue Republic
Manny_F. Aug 1 2012, 11:04am replied:

Ok, I get it, thanks for the heads up.
Sorry if I sound a bit too dumb at times. I don't know how it works, I just know it works now.

+1 vote   mod: Command & Conquer Unofficial Patch 1.06
Manny_F. Jul 29 2012, 9:27pm says:

No way in hell, how do you come with this awesome ideas?

Do you even have a life, or you lock yourself down in a dungeon all day, scheming new stuff to add to Brütal Doom? XD

Bom senhor, eu saudo você...

0 votes   media: THIS IS SPARTAAA
Manny_F. Jul 29 2012, 11:53am replied:

In fact, I can't. For what I could piece together, it's not like the mouse's really "blocked", but rather, the menu seems to cause an amount of lag so massive it's impossible to effectively scroll or use the arrows. Once, I managed to bring the menu with the arrow exactly over the "save" option and even click on it. But when it came to name the save file, it wouldn't respond.

Anyways, I won't bother you anymore with this. I deactivated ddraw and now works fine. I can live without hi-res for a 1995 game. All I wanted was to play it properly, and that's what I'm doing right now. Thanks a lot for your time :)

+1 vote   mod: Command & Conquer Unofficial Patch 1.06
Manny_F. Jul 28 2012, 1:17pm says:

Cool concept for a mission!

Reminds me of World in Conflict campaign. At one moment, you tac-nuked the Soviets invading USA, barely making it into the explosion's minimal safe distance. Next mission you had to regroup what was left of the US forces in the middle of the wasteland and finish the surviving Soviet troops.
It was a fun mission. Having a Mk II thrown in the middle will only make things even better!

+2 votes   media: Sneak preview MK.2 missions
Manny_F. Jul 26 2012, 10:49pm replied:

I know all those units are in the mod. That's why we're all here, aren't we? :)

But, I thought Carnius' idea was to offer an "alternative gameplay", not an "alternative story" (even though I'm aware there's some people making a Tiberium Essence campaign), but that's just me reading into things too deep, maybe you're right.

On the other hand, that Westwood had planned a thing doesn't forces you to follow such planning. Some time ago I read on a forum that actually it was Westwood's decission to remove the mechanized walkers from CnC 3. I don't know if it's true, but if it was, it would mean that Carnius should remove all the mechs from Tiberium Essence, because that's how Westwood intended to do the game.

+1 vote   mod: Tiberium Essence
Manny_F. Jul 26 2012, 12:04pm replied:

Blocked as uncapable of scrolling/clicking. The only thing I can do then is pressing Esc to go back to game. But since I can't abort mission, I'm forced to close CnC through Windows Task Manager.

I'm not using Windowed mode also, and I previously attempted alt-tabbing and didn't work. I really tried several ways before actually asking here.

Anyways, I'll deactivate ddraw and see if that works. Thank you very much for the fast reply.

+1 vote   mod: Command & Conquer Unofficial Patch 1.06
Manny_F. Jul 26 2012, 10:46am replied:

The models are nice, but personally, I don't see why the current barracks are wrong. GDI always used modular styled barracks. They're meant to be designed for easy and fast deployment.
Once the base grew up in size, then it would be upgraded through an Arsenal, which looks far more like a permanent building.

Remember also, that before CnC 3, GDI was cutting military budget, so maybe the super-advanced barracks from the past were left aside due to cost-benefit causes.

Tiberian Sun's barracks just went in hand with the more angular, high tech style of that game (which, despite being my favourite Command and Conquer, had some really bad choices in style regarding buildings, things like the Hand of Nod and Tib Silos looked just awful).

+1 vote   mod: Tiberium Essence
Manny_F. Jul 25 2012, 12:27pm says:

I really, really thank you so much for making this.
Back then, I started my CnC experience with Red Alert, and never got the chance to play Tiberian Dawn, until now. I have to admit that, when watching the intro, tears came to my eyes: it was a legend of videogame history and now I would finally play it!

I have a problem, though. After some time playing the game, the mouse gets blocked in the options menu, and thus becomes unusable! As a result, I can't save/load/abort the mission (actual in-mission gameplay isn't affected) and the cutscenes after such event play only the sound, with animation getting stuck in the first frame of the movie. What I'm doing wrong? I would appreciate your help.

+1 vote   mod: Command & Conquer Unofficial Patch 1.06
Manny_F. Jul 23 2012, 2:04pm replied:

The Juggernaut was remade from a Titan chassis in-game only (possibly to simplify the creation process of its model)

In fact (in the FS cutscenes), Juggernauts are considerably bigger and quite different from Titans (as these TS Redux models reflect), which is justified, as Titans ( ) carry a sort of Main Battle Tank 120 mm. Gun, while Juggernauts ( ) have a whole battleship turret on them.

+2 votes   media: Wolverine Juggernaut Titan Animation
Manny_F. Jul 23 2012, 1:53pm says:

Very, very well made.

I agree with some people that says that the bigger mechs move their legs too fast. A more ponderous pace, like that displayed on TS cutscenes, would look even better.

+2 votes   media: Wolverine Juggernaut Titan Animation
Manny_F. Jul 21 2012, 12:23pm replied:

Heh, seems somebody heard your prayers (at least partially):

+2 votes   mod: Brutal Doom
Manny_F. Jul 21 2012, 12:20pm replied:

I get what you mean.

In an ideal world, everyone would work on what they're good at and get paid for it.
Sadly, as Tvtropes says, "Reality Ensues".

But I guess we the fans at least can make the authors feel proud of themselves for all the hard work they've been through, by showing how much we enjoy and love their mods (and by stop asking for a "pistol/machinegun/submachinegun/sniper rifle,Serious Bomb, Penetrator add-on" XD).

+2 votes   mod: Brutal Doom
Manny_F. Jul 20 2012, 10:25pm replied:

I highly doubt that Id would ever get to do that, and personally, I don't really see why Brütal Doom should become a commercial product, as there are many others very well designed fan creations around to upgrade the old Doom which are also free (Have a look at Wildweasel's mods "Diaz" or "Nazis" and you'll see what I mean).

If Brütal Doom starts being sold, why not Zdoom or Skulltag? Let's sell the sourceports, so people has to buy them in order to play with the new fan-made WADS. I believe Randy Heit and Graf Zahl deserve as much as Sarge to be rewarded for their talent.

Heck, why don't we just throw away the whole "free of charge" concept and start comercializing ALL of the Cacoward-winning WAD'S? or even better, ALL the WADS on the idgames database.

As you see, it's a dangerous slippery slope to fall into.

I really appreciate what Sarge has given to us. I try to give feedback and bug report as much as I can. The best way I can reward Sarge's talent is giving a big "THANK YOU".

But I would never pay for a fan-made mod. Sorry for sounding rude, but I'm a man of low budget and I need to establish priorities. And I think Sarge, in a way, understands all this and will never attempt to make Brütal Doom a pay-to-play product.

+3 votes   mod: Brutal Doom
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