Hello, I'm John, an aspiring modder and a huge fan of games made in the 90's and early-to-mid 2000's. I prefer to keep to myself, so there isn't much for you to see around here, sorry... but feel free to leave me a message if you feel inclined to do so.

Comment History  (0 - 30 of 113)
Nihillo
Nihillo Jul 29 2014, 2:37am says:

But how sad are they really?

+5 votes     media: Our newest Combine unit
Nihillo
Nihillo May 30 2014, 5:01pm replied:

It's okay, I've done it on accident once or twice as well. So this is like karma, or something. :P

+3 votes     download: BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1
Nihillo
Nihillo May 29 2014, 3:43pm replied:

(I reached the character limit lol)
One more thing: to provide a counter-point to some of the... heated... feedback that has been given recently, I'd like to say that I quite enjoy this sub-mod, while I found Brutal Doom a refreshing take on a classic, I was slightly disappointed with its relatively small number of new game mechanics, I wanted to face new enemies, use new weapons, experience something different, and this sub-mod (as well as others) fulfilled that need. Perhaps it could benefit from some streamlining, since there is some redundancy here and there, but you've shown great enthusiasm in making this compilation, and you listen to the feedback you're given with an open mind, so I'm sure you'll get to it sooner or later. Thanks!

+5 votes     download: BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1
Nihillo
Nihillo May 29 2014, 3:42pm says:

So I've been playing through the Jenesis megawad with this sub-mod, and I've observed some tendencies in my usage of the arsenal, I would like to share these observations with you, so that perhaps they may help with the balancing process or at least give you some feedback. I would also like to further add that it's not like I'm not using these guns because I don't like them, I'm not using them because there's always something more practical available. Oh, and this is just my playstyle, it might differ from that of the other people playing it, of course.

So without further ado:

The combat rifle seems to have supplanted both the chaingun and the minigun for me since its inclusion, I would relate this to its accuracy and the fact that 40 rounds seem to be enough to deal with any small number of approaching enemies, and if I need more firepower, I just switch to the BFG, a plasma gun or something with more burst damage capability. I don't have a proper suggestion on how to solve this, but I think the solution lies in tweaking the combat rifle a bit.

After testing the freeze gun, I figured out that it does roughly the same damage as the rocket launcher, with the benefit of not harming the player, but at a much slower rate of fire. I've considered using it as a response to ambushes and to control large mobs, however, its slow fire-rate makes it too unreliable to fulfill this role, and I end up never actually using it. I think I would be more inclined to use it if it fired a little bit faster.

I don't use the dual pistols, even though I still carry them around as a backup weapon. The regular pistol is inaccurate, weak and I have the habit of discarding it as soon as I get the dual pistols. Could you perhaps give these guns their own reserve of ammo? I feel like I would use the pistols more if I didn't have to worry about burning through my rifle/chaingun ammo. It would probably tie-in nicely with that SMG that you want to add, as well.

+2 votes     download: BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1
Nihillo
Nihillo May 27 2014, 9:30am replied:

Nice! I always thought the Demon Strength Rune was kinda tame, these are much better.

Suggestion: Helltime Sphere (like in Doom 3: RoE), slows/stops time for a few seconds. Would be pretty cool to get in the middle of a huge wave of enemies.

+3 votes     download: BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1
Nihillo
Nihillo May 26 2014, 11:28pm replied:

He said he'll give it a try when Zandronum 2.0 comes out.

+3 votes     download: BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1
Nihillo
Nihillo May 26 2014, 11:17pm replied:

Usually I drop the weapons that I don't think I'll be using in that level (no sense carrying the railgun in a map that's basically a bunch of enclosed corridors, for instance) at my starting point, then I come back for them before exiting. I just carry 2 weapons of each class per level, that's how I deal with the inventory management issues, but yeah, I think that setup would be even better!

+2 votes     download: BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1
Nihillo
Nihillo May 25 2014, 8:23pm says:

I'm playing the V5 test, and I gotta say, this is the best one yet. I love the monster variations so much! I can't wait to test out the new guns.

I was going to say that the quad-shotgun zombie might need some nerfing, they are *very* annoying in higher difficulties, but it looks like you're taking care of that already.

I'll be honest: the trites creep me out, my first encounter with them was more frightening then when I fought them in Dooom 3, I heard an unfamiliar noise, turned a corner and there was like 50 of them right there, and then they all jumped me and killed me. Needless to say it scared the **** out of me, not complaining though, that was great! :D

+3 votes     download: BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1
Nihillo
Nihillo May 18 2014, 6:52pm says:

I think I've encountered a bug, I freed a marine armed with a plasma gun, and it looks like he keeps dropping plasma guns every time he teleports around, but he's still wielding it. I appreciated it, actually, since I was running low on cells, and the plasma guns gave me plenty, but I can see how that could be exploited.

On another note, the Revolver is pretty awesome, it took me a while to understand how it works, and when I got it, it was one of those "ohhhh! So that's what it does!" moments, I think the damage could be lowered a bit though, I've been using it to kill hell knights from behind cover, and that doesn't feel quite right, I'm okay with it one-shotting zombies and imps though.

Looking forward to see the grenade launcher!

+1 vote     download: BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4
Nihillo
Nihillo May 16 2014, 3:14pm replied:

Well, here's an alternative fix: could you perhaps reduce the likelihood that a demon drops energy for the player to use? I have been getting quite a lot of it (it's always at 150-200) and this has encouraged me to spam the seekers (though now I am imposing limitations on myself to not abuse it as much).

+1 vote     download: BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4
Nihillo
Nihillo May 16 2014, 8:49am says:

Loving this add-on, just one thing: the hellish assault rifle's (or whatever its called) secondary fire needs some tweaking, it's kinda OP. It doesn't kill Cyberdemons and Archons of Hell, but everything else succumbs to it, even the Spider Mastermind. You can fire it from behind corners too, so it's like the best weapon in the game right now.

I suggest reducing the damage done by the seekers, that will probably do it.

The primary attack is fine the way it is, it might be too similar to the plasmagun, but I guess it's nice to have an alternative that doesn't eat into your plasma cell reserves, and setting things on fire is a cool bonus.

+3 votes     download: BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4
Nihillo
Nihillo Dec 26 2013, 9:22pm says:

It's hard to get toilet paper in this post-apocaliptic alien-controlled world, you know.

+24 votes     media: Rebel Outhouse
Nihillo
Nihillo Dec 18 2013, 11:37pm says:

Maybe it's a variant for those who have a bit more weight? It looks awesome anyway! :P

+6 votes     media: HEV SUIT
Nihillo
Nihillo Dec 11 2013, 7:54pm says:

This whole mod is just beautiful.

+2 votes     media: Tau's Beauty
Nihillo
Nihillo Dec 2 2013, 6:30pm says:

Already voted for you. :)

+2 votes     media: Mod of the Year 2013?
Nihillo
Nihillo Dec 1 2013, 7:27pm replied:

Quando estiver pronto.

When it's done.

+1 vote     mod: Euro Truck Simulator 2 Multiplayer
Nihillo
Nihillo Nov 30 2013, 8:27pm says:

*reads about MotY 2013, immediately goes to the Underhell page to vote on it.*

+5 votes     mod: Underhell
Nihillo
Nihillo Nov 20 2013, 9:20am replied:

Opposing Force and Blue Shift are already being re-made by Tripmine Studios. Go check them out and see if their work fits the same standards of quality.

+14 votes     article: Happy Birthday Half-life!
Nihillo
Nihillo Nov 7 2013, 6:49pm replied:

I also saw that you took the liberty of uploading Mavertichell's Dark Times mod (which has already been uploaded to Moddb) and other projects also taken from GT... all of them uncredited.

You should get this stuff sorted out immediately, this is an old game and not a lot of people care about it, yes, but that doesn't mean that you can go around redistributing people's work without their consent or approval.

+2 votes     mod: Republic Commando map
Nihillo
Nihillo Nov 7 2013, 6:27pm says:

Here: Gametoast.com

This map was made by AQT, Darth Duck and Andewget from Gametoast, you should get in contact with AQT and ask for his permission to have this map uploaded here, you should also give his team proper credit, otherwise this will be reported to the staff of Moddb.

Next time, try to do some reasearch before uploading someone else's work.

+2 votes     mod: Republic Commando map
Nihillo
Nihillo Oct 30 2013, 12:25am replied:

You're obnoxious. Be patient and be quiet.

+3 votes     mod: C&C Tiberian Odyssey
Nihillo
Nihillo Sep 2 2013, 11:29am replied:

I haven't finished playing yet, so I don't know what's going on and where they came from, but for all intents and purposes they are basically zombies.

+2 votes     mod: Underhell
Nihillo
Nihillo Mar 31 2013, 11:23pm replied:

Shhh, you're ruining it.

+3 votes     article: Happy April! :)
Nihillo
Nihillo Mar 31 2013, 10:49pm says:

Amazing level design.

+15 votes     media: "Flashlight Training Room", April Build
Nihillo
Nihillo Mar 14 2013, 7:51am says:

So, I know Goblins can't scale over the walls of castles, due to limitations of the engine, but could they climb over the walls of camps, then? I mean, it's not really a big deal, they could just... walk in, camps don't have gates, but I'm curious to know if that would be possible.

+3 votes     media: Some Camps in 4.0
Nihillo
Nihillo Mar 14 2013, 7:39am replied:

Only Angmar will have walls.

+6 votes     media: Imladris Changes
Nihillo
Nihillo Mar 2 2013, 1:11am says:

Impressive stuff!

+7 votes     media: Underhell Chapter 1 : Features Showcase PART 2
Nihillo
Nihillo Jan 28 2013, 9:01pm says:

Personally, I don't think it's fitting to have a cafeteria in a barely used materials transport system. It's one of the service areas of Black Mesa, there wouldn't be enough traffic to warrant such a thing.

+3 votes     media: OaR Uncut Early Alpha Screenshots - A1 and A2
Nihillo
Nihillo Dec 13 2012, 9:18pm replied:

You sure are asking for a lot of things...

+2 votes     mod: Company of Heroes: Modern Combat
Nihillo
Nihillo Nov 12 2012, 1:49pm replied:

They would need to record and add in hundreds of new lines, and they would also need good voice actors who can speak Chinese, that's a lot of work for something that isn't even all that important.

+1 vote     article: CoH: Modern Combat - Patch 1.011 is Finally Here!
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