Kittens and Explosions. The two things people love on the internet. I am a game critic and a sound designer. If you wish to make contact with me for sound design, specifically monster sounds and guns, I would be more than happy to contribute. Although I probably won't be able to work full-time on a project, I will help. I am also a music producer and work on Hardstyle, Hardcore, Electronic, and Dubstep. I am also a part of the Conscript team, working on sound design, so a lot of the beautiful clashing, banging, and voices you hear will be from me.

Comment History  (0 - 30 of 112)
mrtaterz Jun 4 2015, 6:59pm says:


+1 vote   mod: Brutal Doom
mrtaterz Apr 26 2015, 3:44pm says:

Looks awesome, but a Kobra is kind of pushing it; that's Russian equipment, buddy. xP

BUT, I love the SCAR model itself, it looks top-notch! The LAM is really good on it; will the laser be functional?

+2 votes   media: New Scar model and Alpha Squad
mrtaterz Apr 25 2015, 7:33pm replied:

The S&W MK 22 was used by the Green Berets more often than the PPK it seems. I'd give them the MK. 22, and make the Walther PPK be used by the French if you plan on having them in the game. If you want to be "lazy" and not add in the French, give the Walther PPK to an Officer class that can call out support strikes or something like that.

+1 vote   media: Walther PPK
mrtaterz Apr 25 2015, 1:47pm replied:

Sorry for a late reply; I didn't mean to come off as rude. But, if you REALLY want me to give you a suggestion, I'd say go for the grey/blue eyes, as it makes her have more of a "Ukrainian/Russian" look. When I think Sarah, I think Eastern European, and when I think Eastern European, I think of blue/grey eyes. That would work.

+2 votes   media: Two version of Sarah
mrtaterz Apr 10 2015, 11:54am says:

Too much of an anime look if you ask me.

+2 votes   media: Two version of Sarah
mrtaterz Mar 31 2015, 12:31am says:

Version 8.0 makes the Aliens a pain in the *** to fight, which I honestly love. There were a lot of moments were I was like, "Oh, come the **** on, really!?", I loved it.

+2 votes   mod: Aliens: The Ultimate Doom (TC)
mrtaterz Feb 17 2015, 7:25pm says:

Honestly, I'd keep it like that without the ironsights "because it's a video game". It would be funny and add an obviously video-gamey feel to the game. It's not like you're gonna be able to aim down sights anyways, right?

0 votes   media: Mp5k Texturing/Modelling
mrtaterz Jan 19 2015, 1:59am says:

Would it be possible to make this work with Zandronum? My friends wanna play it together

+1 vote   mod: Aliens: The Ultimate Doom (TC)
mrtaterz Jan 14 2015, 9:22pm says:

I would recommend trying to follow John Romero's design philosophy. From what I'm seeing based on screenshots, the maps aren't really designed with his thinking in mind. If you have the guts to name this Episode 5, you should have the map design to match that attitude.

Here's his design rules below:

While designing levels for Doom, Romero documented several rules, among them:
always changing floor height when I wanted to change floor textures
using special border textures between different wall segments and doorways
being strict about texture alignment
conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
making sure that if a player could see outside that they should be able to somehow get there
being strict about designing several secret areas on every level
making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
creating easily recognizable landmarks in several places for easier navigation

+2 votes   mod: The Devil Sleeps
mrtaterz Nov 16 2014, 5:32pm replied:

Play it on a harder difficulty and you'll be burning through ammo in no time. Really tense.

+2 votes   mod: Aliens: The Ultimate Doom (TC)
mrtaterz Nov 15 2014, 1:26am says:

Pretty. Any chance of seeing the M16A1 soon?

+5 votes   media: Fall of Saigon Countryside
mrtaterz Nov 11 2014, 8:09pm says:

Downloaded it and played it, and I honestly don't know what I was expecting. It may not have custom maps, but it definitely made me feel like I was playing a whole new game. I like how depending on which class you choose depends on the model of Pulse Rifle you got. (I obviously stuck with the good ol' M41-A), and how there are actual companions to help you kick Xenomorph ***. The flying aliens were a nice touch, and, although silly, didn't really bother me as much as I thought they were going to. Spitters are annoying, as they should be, and runners are just agitating as all hell. I like the variety of weapons that are implemented into this, as there's more than just one shotgun to pick up at any time, or even a different handgun. Definitely a must need for any Alien fan out there. If you don't have Doom, go buy it just for this; I guarantee that you'll have a hell of a time in this slaughterhouse.

+1 vote   mod: Aliens: The Ultimate Doom (TC)
mrtaterz Nov 11 2014, 6:51pm says:

There honestly isn't enough Aliens to go around. There are now currently 3 Alien TC mods, and this one is in my opinion one of the best! Great, now I got two Alien mods for DOOM to complete, huh?

+2 votes   mod: Aliens: The Ultimate Doom (TC)
mrtaterz Oct 11 2014, 10:31pm says:

this game has the vector. 10/10. track'd.

+1 vote   media: Riverside and SMG
mrtaterz Sep 21 2014, 12:41am says:

Could you make the arms on the suit black or carbon fiber?

+1 vote   mod: Counter-Life 2
mrtaterz Aug 10 2014, 6:55pm replied:

Sorry for being so late, but the community is all over the place right now! I will be making sure that the community is more active in the coming months, though! Glad to have you aboard!

+1 vote   group: Tru Music Designing
mrtaterz Aug 10 2014, 6:55pm replied:

Sorry for being so late, but the community is all over the place right now! I will be making sure that the community is more active in the coming months, though! Glad to have you aboard!

+1 vote   group: Tru Music Designing
mrtaterz Aug 4 2014, 11:40am says:

Always running?

+1 vote   news: Gameplay Thread
mrtaterz Jul 3 2014, 11:57pm says:


+1 vote   media: Guess the location
mrtaterz Jul 3 2014, 11:51pm replied:

@ScarT LOL I know this is from a year ago, but seriously, why don't YOU actually show some progress on YOUR project, ya jerk? Does anyone even follow MI anymore?

+2 votes   media: Airex chapter start - gameplay
mrtaterz Jun 15 2014, 6:17pm says:

Does this mod add in cut mutants like the Chimera or Burer?

+1 vote   mod: STALKER Complete 2009 (2012)
mrtaterz Aug 27 2013, 4:51pm replied:

Veteran is nearly impossible, depending on the level you're playing. Modern Warfare 2, the Favela mission on Veteran? Get the flop outta hurr.

+1 vote   tutorial: Difficulty Scaling
mrtaterz Apr 14 2013, 4:16am says:


+2 votes   media: PSP Submarine
mrtaterz Feb 12 2013, 4:28am says:


0 votes   media: The Conscript MP Experience
mrtaterz Jan 28 2013, 4:23pm says:

Make a text-based 3d Adventure Time game. D:

+1 vote   media: Wip of Marceline
mrtaterz Jan 27 2013, 4:42pm says:

Too high detailed. Might look weird on the Source engine. Looks like something from an id Software game.

0 votes   media: High poly immolator
mrtaterz Jan 27 2013, 4:40pm replied:

We have yet to finish aesthetics, sound design, and code on some enemies. This game is nowhere near finished until biodude and the rest of the team say so, not the community.

+1 vote   media: dm_roundabout psp pics
mrtaterz Jan 23 2013, 4:06pm says:

I think you guys should put this on the new OUYA console. OUYA fully supports Unity 3D, and the ODK is released.

+2 votes   game: Interstellar Marines
mrtaterz Jan 21 2013, 10:04pm replied:


+1 vote   game: Conscript
mrtaterz Jan 6 2013, 9:56pm says:

Keep it green, but desaturate it a little bit more.

+1 vote   media: Real Helicopter Skin
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