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Mod Review on Jul 4th, 2014 - 2 people agree
This mod isn't well-designed. To put it lightly.
Right at the start it puts you in dark corridors with headcrabs, zombies, a alien slave and hounddogs a little while later on. These enemies all have to be fought in the blackness while the player is given extremly limited ammo, and the crowbar.
The most cruel change in all of this is the damn crowbar, which to me is number one worst weapon conceived through all of half-life's modding community of all time, beating the Pingas Glock from Crack-life. Between each swing there is a delay which seriously screws with any player who wants to use it efficiently, or even just for opening some boxes. It only serves to blatantly pad out the time it takes fighting enemies and to beat the mod, and you're stuck with in in pitch-black darkness.
If you manage to survive that you get to properly see some of the mapping in bright ares, all of which are very basic. It could've been made in 2002 hadn't there been a few keycard puzzles up there.
All in all, it encompasses repeated dying and frustration. It sure is challenging, but it isn't any entertaining whatsoever. Let's hope the creator makes something better next time. Something with a little bit of quicker swinging.
Mod Review on Jun 27th, 2014
Scientist Slaughterhouse: The Single Player Campaign.
A very unusual mod, in the sense that your enemies encompass Barneys, scientists and a itchysaur only. The mapping is very flawed, with remarkable things such as a spiral staircase you have to crouch-jump in.
I really liked the idea of going in and killing the scientists, like the HECU in original Half-life. I was all giddy as I clawed onto a window in which I saw a whole room of them evil scientists panicking. The best part of the mod is definitly that it isn't all just run & gun; the scientists barricaded themselfe and took to hiding, making the whole experience a puzzle game in which you have to find out how to reach every single one of them.
It is unfortunetly very flawed. Worth a go though for the unique experience.
Mod Review on Jun 26th, 2014
No review provided
on Jun 15th, 2014
This review may contain spoilers
Time To Run is a two-part series of mods/map packs made by one russian by the name of "dmitry".
The series as a whole is very amateurishly made, but the first entry manages to be slightly more daunting than the sequel, which I reviewed last week. They both share the same problems - models out of propotion, glitches forcing noclip, and very linear maps with large corridors.
Whereas Time To Run 2 has less ammo & health and have more challenging army grunts, this one is easier in those aspects. However it seems more bugged and the scale of things is a even greater problem here.
I'll remember both of these mods though because of all the bafflement they gave me. For example: right on the floor in a room is the biggest frickin copy of the playboy magazine you'll ever see in any game. This mod is also supposed to have a helicopter battle as a finale, but the helicopter flies away and you just stand like a fool with a huge rocket launcher that you've just picked up.
They're both short and suck up a whole hour combined, so if you're craving more HL and want to be perplexed without frustration, have a go with Time To Run 1 & 2.
Mod Review on Jun 11th, 2014
The map pack is basic. Very basic. All corridors and rooms have the same colour, all of them are also very huge and in-game models are out of propotion. The parts taking place outside are very wide for the most part and medkits are unevenly balanced, making facing the grunts hard even on easy mode.
It is a generic first-timer's map pack, but I gotta say I enjoyed playing it all the way through. It feels refreshing to simply run and gun, with obstacles being solved in mere seconds and lots of ammo around. Just remember the basics: play on easy, use the pistol for taking out grunts at long range, save often, and noclip whenever something is not working (for me it was boxes that were impossible to move.)
Some day half-life will be so updated that all old mods and maps will crap out completly. So enjoy something incredibly simple which has shown signs of decay but not died off completly.
Released around 2001... wow. What's the guy up to these days?
Mod Review on Jun 5th, 2014
No review provided
Mod Review on May 6th, 2014
A long row of negative rewievs wasn't quite enough for me to steer clear of this. No, there was a tingling bit of curiosity to strong for my own good.
When I started this I hoped there would at least be some sort of amusement, perhaps because of "So bad it's good" or otherwise. But the mod is not entertaining at all. It is dull and so poorly made that it doesn't fit into any videogame genre.
But what you gotta do, you gotta smell the roses along the way. So I spent some good minutes walking around trying to see something interesting, listening to a man's falsetto acting as a girl, listening to a man pretending to be russian, noclipping back and forth trying to find any sort of oddity that makes this mod unique. But there is none.
I felt like I was in a dollhouse belonging to a bizarre man-child playing with himself, not expecting anyone else but he to enjoy the moment.
Mod Review on May 5th, 2014
No review provided
Mod Review on May 4th, 2014
A very, very poorly designed map pack.
It starts off with a puzzle in the beginning, wanting the player to activate buttons and things to get futher. The problem is that it is blatant padding. After clearing the areas off enemies all you have left is literally minutes of running through corridors, finding things to activate in order to progres futher. It artificially extends the playtime, and it is bad on it's own.
The enemy placements are arbitrary and illogical, and only serve to slow you down. Your first encounter with the alien grunts are in a suprisingly narrow corridor impossible to get through without getting injured. The armed human grunts force you to inch your way forward slowly, while avoiding getting killed by no less than 12 sentries across a single segment of the map.
It was at that time I stopped playing this. It is so poorly made and only aggravate you.
Mod Review on May 3rd, 2014
Without being able to grasp more from the story, almost entirely in russian, you're playing as Gordon Freeman whoose goal is to explore shelter 31. The mod managed to catch me off guard with the longest, eerie first twenty minutes in any game I've played in recent memory.
Then I died for the first time and the mod crashed.
I restarted the mod, played some more, and it crashed again. I quickly found out that there's always a chance of the mod crashing upon loading a map. I played the whole thing for a hour and couldn't have made progress without save scumming right in front of every narrow hallway, just in case the mod would attempt to load a new map and fail. Eventually the mod grinded to a complete halt and refused to load a map at all. Without any warnings or even a error box detailing what exactly went wrong. So I gave up on the thing.
So the contents of the mod. The weapons are all of the stock arsenal we're familiar with, but a few of them have more alterations than just a re-skin. For instance; the crowbar is now useless besides destroying boxes. The pistol is bloody awful, with 8-bullet clips that are barely enough to take down a zombie at medium difficulty. On the other hand there is the MP5's replacement, a ak47 thingy I assume, which actually is so strong that it's the best weapon in the entire game! Until you get the rifle the combat is a chore. I suspect imbalance.
Throughout the course of the mod I feel the Escort mission gets overused. You see models and textures from half-life 2 along with other custom models, which at times only look strange. Gordon switches gloves along with the weapons.
The most fun I had playing this mod was when I laughed when I saw a picture of Vladimir Putin in the labs. For the first time. The picture popped up through the rest of the mod, along with some poster of a naked model.
It is a mess, and a non-functioning mess.