Hello, I'm John, a novice game developer 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 120)
Nihillo Dec 23 2014, 3:02pm replied:

It was there last year.

+5 votes   article: Mod of the Year 2014 - Editors Choice
Nihillo Dec 20 2014, 9:39am says:

I'm going to nitpick: how did those crates get there? They couldn't have been brought by a lifter from the elevator, there are stairs in the way, and the only thing behind that door is the HEV platform (as far as I know).

+3 votes   media: Holographic Intro
Nihillo Dec 18 2014, 2:51am says:

I like how the bit that surrounds the map in this interface kinda looks like a horseshoe, and the Mordor one highlights the ring shapes with a vivid red (pretty obvious symbolism there), and the Imlardis one has a small star decoration on the left side that seems to be pointing west, perhaps alluding to the exodus of the Elves to lands beyond the western shores.

In most cases these are not mere interfaces made to just look cool (and they definitely DO look cool), they reference the culture and style of each faction; all of these subtle, neat little details show the love of the Edain team for this mod, and for the lore of this series overall. Well done, your dedication is remarkable!

+4 votes   media: Improved Widescreen Interface
Nihillo Dec 16 2014, 1:13am replied:

For the bajillionth time: yes, 4.0 will be in english.

+9 votes   article: The Road to Edain 4.0: The Maps, Part 2
Nihillo Dec 12 2014, 7:17am replied:

To be fair, they are being nice enough already by translating the mod to english, I don't think they should try to appease their international audience at every turn. Let them speak in their native language, if that's what they feel like doing.

+3 votes   article: Edain 4.0 Preview Livestream Now On Youtube
Nihillo Dec 11 2014, 7:04am replied:

Indeed, it was quite interesting to see Gondor win against Rohan in that first match by simply holding out and destroying their army. Clearly Rohan is the most aggressive of the two; I wish we could have seen a rematch of the Conquest Mode, I fear that Rohan may be too good at holding territory, what with the extremely mobile Rohirrim, numerous guard towers, regeneration capabilities and cheap reinforcements.

+1 vote   article: Edain 4.0 Preview Livestream Now On Youtube
Nihillo Dec 6 2014, 7:02am says:

Welp, I would probably have died if I had to find the enemy in time, because it sure took me long enough, and I'm not even sure if I actually *did* find him. Then again, the muzzle flash is probably a dead giveaway in-game, so it should be alright.

+2 votes   media: Cloak
Nihillo Jul 29 2014, 2:37am says:

But how sad are they really?

+5 votes   media: Our newest Combine unit
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

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!

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.

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.

Nihillo May 26 2014, 11:28pm replied:

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

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!

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

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 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 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 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 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 Dec 11 2013, 7:54pm says:

This whole mod is just beautiful.

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

Already voted for you. :)

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

Quando estiver pronto.

When it's done.

+1 vote   mod: Euro Truck Simulator 2 Multiplayer
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 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 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 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 Oct 30 2013, 12:25am replied:

You're obnoxious. Be patient and be quiet.

+3 votes   mod: C&C Tiberian Odyssey
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 Mar 31 2013, 11:23pm replied:

Shhh, you're ruining it.

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

Amazing level design.

+15 votes   media: "Flashlight Training Room", April Build
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 Mar 14 2013, 7:39am replied:

Only Angmar will have walls.

+6 votes   media: Imladris Changes
Nihillo Sep 7 2011, 12:34am replied:

Looks more like a futuristic version of a stealth bomber based on a B-2 and a F-117. I doubt they would be using B-2s in... whatever year this whole thing happens.

+8 votes   article: Fuel-Air Bomb Peace
Nihillo Aug 29 2011, 3:05pm replied:

If anything, it sounds like he will be escorting YOU (the player).

+3 votes   media: Bank Holiday Weekend Update - Urby
Nihillo Jul 6 2011, 3:26pm says:

Love how the Hybrid's portrait resembles the Atari logo. Nice looking graphics too.

+2 votes   media: The Maze
Nihillo Jun 28 2011, 10:05pm says:

It looks neat, I like the crooked portal.

+1 vote   media: Chamber 09 Overgrown
Nihillo Jun 16 2011, 7:14am says:

Well, it's very... tunnelly.

+1 vote   media: Tunnel concept
Nihillo Apr 10 2011, 8:22pm replied:

It's concept art, not an actual screenshot.

+2 votes   media: April Media Release
Nihillo Jun 6 2010, 8:08pm replied:

Or maybe there isn't anything there at all, and your hesitation will make it impossible for you to notice the creature that would be lurking behind you the whole time... :P

+4 votes   media: Abandoned asylum
Nihillo Jun 3 2010, 5:08am replied:

I think he was just playing around with the name.

Anyway, decent review, it sums up nearly all of the good and bad aspects of Mount & Blade, the only thing missing is a mention of the exploration aspect of the game; there is tons of places to visit and things to see, every single village looks different, every town looks different, sometimes I like to postpone my quest and simply go sightseeing.

+3 votes   article: Horse & Sword
Nihillo Jan 30 2010, 11:16am says:

Thanks for the week of updates Mav, even though I have already seen most of these screenshots, the articles themselves were an insightful read.
I'm pumped for Dark Times II, I'm sure it will be even better than the Conversion Pack!

+1 vote   article: Week of new maps: Final Day
Nihillo Aug 22 2009, 10:11pm says:

Why did you feel the need to create two separate characters for the campaign?

If it is because the maps take place in different continents, I do believe it's possible they could be relocated in a matter of days - or even hours - thanks to their fast gunships.

Anyway, I look forward to playing as six-two and oh-five.

+1 vote   article: Aldura Campaign - Meet the Characters
Nihillo Jul 3 2009, 10:55pm says:

Does this mean that there will be a Wolfenstein level?

+1 vote   media: Doom: Fall of Mars - Track 3
Nihillo Jul 3 2009, 10:52pm says:

Creepy music, hehe, that's awesome. DeimosComaBlack has done a nice job in re-creating these classic themes.

+1 vote   media: Doom: Fall of Mars - Track 2
Nihillo Dec 21 2008, 1:13am replied:

attacking a bullsquid with a crowbar is a very bad idea

+7 votes   media: Bullsquid
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