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Comment History  (0 - 30 of 110)
the_vm
the_vm - - 110 comments @ Doom 3: Phobos

Hi, just asking (and a reminder, I guess), but did you include missing gib models for Trite and Vagary in part 3?

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Weapons of Mars Destruction 1.9.2

Also speaking of brass, I found something to address in this mod - the brass is always of the same size for every firearm, and eject the same! But then, by chance I came across this mod compilation, and I found something interesting: Moddb.com

Not only it contained better brass models (models/weapons/shell1), but you could also distinguish them by sizes too! And even attach their own sounds and particles. debris_ext.def contains all of them, and then you can just set the new brass type for the weapon. However, the brass behavior differs wildly in vanilla dll and denton dll, the later which is required for randomized brass ejection, which is not only realistic, but also more visually appealing. But I can understand if you don't want to bundle custom dlls into an already big mod. The coolest thing though - you can actually assign brass type to the plasma gun, and it will eject the spent cell after the reload! Amazing, I've always wanted this. You can also do the same with BFG, though it seems unfinished (I couldn't find any decent spent cell models).

I've made my own tweaks to debris_ext that work somewhat decently right now with the denton dll, but I'm not sure how I can send it over to you.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ UAC Awards 2005

This is definitely a must for any Doom 3 fan, lots of great maps here.

T-Lab Complex - This was apparently the developer's first map for D3, and it shows. It features a lot of backtracking, low level monster attacks, and is a bit boring imo. It also tries to do too many things at once, so it's very long. Still, by D3 standards, it's pretty good, especially for a first attempt, and the map doesn't fall into the amateur category of not giving you enough supplies. This guy clearly has talent. This map was also used as a finisher in one of the Russian bootleg mods, ffs lmao. 6/10
Refueling Station - The first map from this pack I played because of the menu structure, even though it's the second. Overall it's got a very balanced length, great combat encounters, events, secrets, and honestly it's got quite a bit going for it. One of the secrets, which is the hardest to find, even has an email from the developer himself, which was pretty cute. However, this map loves to put imps behind doors, and some fights try too hard to lean into guaranteed damage territory. Also, there's no real boss fight, but it segues nicely into the next map. This map is actually so good that I could consider it part of the original campaign, somewhere around the Refinery. 7/10
Sigma Quadrant - Clearly an improvement in many ways, but it also has some drawbacks. This map loops nicely and is very interconnected without feeling very long, and it still feels like you've explored the entire facility. It even features brand new monsters that are just toughened up and cloaked old ones with replaced sounds, but that's okay. The plasma gun Sabaoth was quite a surprise though. I ended up missing the plasma gun itself, which is a shame, then the map ends with a very obvious lead to an arena with some good old gauntlet before facing the... Cyberdemon. Oh boy.
The original fight was already a lame gimmick, but this one is downright jank. I appreciate a change of pace, and the idea is actually decent, but there are a few problems with it - first, it's not clear what you're supposed to do, at first I thought you just had to wait out his invincibility period, but that wasn't it. Second, the terminals you have to press have a very precise and tiny button placement, and under stress you're guaranteed to miss it while dodging rockets. Third, the unpredictability of Cyberdemon's attacks makes it difficult to time the use of the terminals - he can shoot once, twice, or three times. He can also decide not to go into the laser, or the laser can go through him but not trigger the event, or he can just shoot at your feet and instakill you. Oh, and any of his melee attacks will knock you off the platform. Oh well, maybe it's just my skill issue. Overall it's a high 6/10.
These are supposedly 3 of the 8 maps from Kaiser's pack, but unfortunately he never finished the rest. RIP

Once Upon A Time ... - this one is just a masterpiece. The map is set up like a deathmatch map, it has very good pacing, fun fights, fun events, and interesting challenges, as you slowly progress through it and unlock every area. Too bad it doesn't end with a proper boss fight, and then there's a lure for a sequel that was never made. The author included all his contact info, so he was clearly proud of it, which can be cringeworthy in many cases, but this map deserves it. I hope he got hired somewhere. 9/10

Evacuation Protocol - Tense and hard, this map wants you to experience the survival horror side of D3. The monsters keep coming, the ammo is very scarce, some fights are pretty tough, and that Mancubus sandwich actually got me once. Just keep pushing and never give up. Don't worry about the ending though, everyone lived happily ever after. 8/10

Good karma+1 vote
the_vm
the_vm - - 110 comments @ UAC awards 2004

All three maps so good that they have all been stolen and reused in various ways in Russian bootleg mods lol. All three are actually great and are a must-play for any D3 fan.

Here's a rundown:
Obi-Wan - decent, but very short. Apparently was supposed to have a sequel, but it never happened? It has a custom cutscene and a custom boss - the author was really showing what was possible with D3 back in the day. This mod almost expects you not to get hit, hence the lack of armor, plus ammo is quite tight in the beginning. My only problems are that you're sent on a recon mission practically naked, the main path is on the side (to subvert expectations?), and just when it starts to get good, it ends. Oh well. High 6/10
T.B. Facility - it's okay, I guess. It has the same balancing issues as the last one, exacerbated by its length, and then there's a trigger you can miss, so when you come back to the boss you wonder why the exit door is closed. It has classic Romero monster closets, very evil double ladders that will definitely make you fall, insane ambushes, somewhat cheesable combat. It can't quite match the quality of the OG maps though, so I'd say it's a low 6/10. And I'll have to replay it again because I nocliped at the final door before realizing how to open it, jfc.
The Sigma Core - Dude, it's Sigma, instant meme classic. But seriously, this map has masterful suspense and tension, a start very reminiscent of System Shock 2, a little bit of backtracking, a locked armory that you can never access as a bait (ree!), and when the action starts - you really feel like this base is in shambles. Funnily enough, I got softlocked at first because the grate the imp was supposed to launch was stuck sideways, so I guess that's a thing. For one map, it has a lot of areas, and my favorite part was the crashed tram that made super spooky creaky noises, like it was actually about to fall into the lava if you stayed there any longer. It's honestly my kind of map, so I guess I'm biased, but I have to say - 8/10.

Edit: A note about T.B. Facility - the one is used here is the older one, it doesn't have an extra room. You want to get a "plus" version, which is the latest.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Doom III Fallen Angel

To add on this: Lol, I just learned that the second level is just a rehashed Sigma Core map, even the code from the big door works (187) - but it does nothing. Classic bootleggers.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Weapons of Mars Destruction 1.9.2

Oh also, while I'm not sure, but I think this mod prevents precise crouch jumping that's required for certain areas. For example the jump through the window in Administration for the backpack becomes almost impossible now.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ New Star

Personal thoughts:
One of the rare remaining Russian bootleg mods. Compared to others it's quite minimalistic, focusing on the zombie infestation on a base called New Star. I believe they were trying to recreate the atmosphere of the Doom movie, and if that's the case, then it's actually better than the movie, lol.
As always, a lot of the map areas are taken directly from the original campaign and then remixed, which makes it feel quite surreal.
This mod is quite tight on ammo, especially on the first level, so I hope you know how to punch out zombies. The code for the lockers is 123, as they were taken from the original game, although I'm not sure they were meant to be open, as you don't seem to be picking up the supplies, at least visually. The PDAs don't seem to matter at all. The bit from the description about changed weapons is a lie, though.
There's exactly one unfair encounter where you get ganged up on pretty badly, but otherwise it's pretty easy. The encounter with the Sawyer on steroids was pretty cool, with enemies trying to flank you from a newly opened passage, which is probably the highlight for me. The Guardian boss spawning in a very tiny room was pretty hilarious, with the way they just dumped a rocket launcher and a BFG on you just before it.
Overall, it's decent for what it is, 5/10. It will certainly scratch your zombie killing itch.

Good karma+3 votes
the_vm
the_vm - - 110 comments @ Doom III Fallen Angel

Right away - this is a completely standalone game, so don't try to run it as a regular mod. Just unzip it into a separate folder. It also won't play nicely with other gameplay mods without some tinkering, because it has RoE awkwardly grafted into it, which they used for extra weapons and monsters (rip chainsaw though).

Anyway, chronologically this is set after the original Russian bootleg trilogy (Deimos Panic, Phobos Anomaly and The Orbital Collapse), where you return to Earth, but somehow a single Lost Soul that snuck in corrupts a soldier, and suddenly the whole base is overrun - classic. So you have to find the survivors and destroy the base with a bomb and then escape.
The mappers have definitely improved in this one - you'd expect some kind of progress after releasing and selling three mods prior, right? Apart from a few mistakes with the keypad terminals that can get you softlocked, the first few levels are kind of decent. But then you start to notice how many areas are copied from the official campaigns, although at least they let you walk them backwards, which is refreshing. The worst part was when they copied areas from the trilogy, namely the first decent level from Deimos Panic, which was actually stolen from Obi-Wan, I've read, lol.
The difficulty increases drastically as they like to ambush you from all sides, but at least they don't spam you with infinite spider respawns in every room this time, so it's much less tedious. A lot of encounters feel familiar because they are, they are just rehashed from the trilogy. By far the most unfair encounters were the first Bruiser (which is easy to crack if you run to the toilet) and two Hell Knights sandwiching you on a timed bridge - and they will hit you one way or another. The Bruisers weren't spammed as much, thankfully, but every time they spawn up close - it makes you want to pass on the "good" word to the Nerve Software developers for not giving their spawn animation a distinct color like they did with the Vulgar.
BS encounters aside, it's pretty short and unmemorable compared to the trilogy. Polished, sure (quote on quote), although the loud soundtrack they put on the levels that you can neither mute nor turn down is always fun, right? Plus the fact that the levels are pretty much all dark because of the inclusion of the duct tape mod, and if you're replacing weapons with other mods that don't have a flashlight - good luck. The last level is pretty much a BFG run-and-gun fest with no effort or challenge, and then it ends on a sudden, anticlimactic note with a wet fart of an explosion that is supposed to be the base collapsing. Oh well.
It's one of those lost media bootleg mods, though, so I guess it has some value. The song you hear from the boombox is from a movie called Night Watch, which is the only thing many people who played it remember.

It's okay, I guess - 5/10. Thanks for the reupload.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ D3HDP - DooM 3 Essential HD Pack

d3le is Lost Mission pack, you can find it here on moddb.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Nightmare

Personal thoughts:
Pure carnage. Weapons are modified, the flashlight is replaced by a flare, and so on. As for the map pack itself - very amateurish and rushed, it actually makes In Hell look good. Some levels are either too quiet or too loud with the addition of background music. It's really stupid, and I really hesitated whether to upload it, but it's as good as lost media by now, so why not. There's a high chance that the first level will immediately filter you, but luckily the rest isn't as convoluted. The last level is actually a recreation of e2m8, and the cyberdemon there has a LOT of health, be warned.

Good karma+2 votes
the_vm
the_vm - - 110 comments @ In hell - Directors Cut fixed

Rather a decent map pack that understands Doom 3 style slaughter. The maps, while getting a little stale after a while, were crafted using engine's strengths with lighting and shadows, so that's a plus. The guys had prior experience at map making, and it shows.
However, some combat encounters are either too easy or unreasonable, there's a weird lack of ammo for some guns which is questionable given this mod likes throwing "boss" enemies at you with inflated health pool, obtuse lack of obvious progression in certain spots and tedious backtracking at latter levels that just pad out the length for no reason. Oh, and this mod will also make you hate Doom 3 platforming with passion.
6/10, it's almost there, but a little undercooked. Not bad though if you've enjoyed Hell levels from the OG and want some more. You'll probably have a blast in coop, too.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Hell Island Final

This mod is... quite something. An attempt was made. At everything. And it takes itself seriously, too! Must play for any trash mod connoisseur out there.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Event Horizon XV v1.3

Contains best booba on D3 engine to date, you can see where the entire budget went lol. As for the rest - lackluster level design, poor direction, comedic timing with voice lines ripped straight out of the movie - but hey, he tried. Not the most terrible thing for Doom 3, but it still has that "my first mod" feel. One of my friends who watched the movie said the reactor room recreation was alright, even. 5/10

Good karma+1 vote
the_vm
the_vm - - 110 comments @ The Orbital Collapse

All done - Moddb.com
Other mods can be found on moddb as well!

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Weapons of Mars Destruction 1.9.2

After playing a bit more I believe my rockets got shot down by a projectile and made them explode early, so you have to be careful not to pull a Coincident and face rocket yourself, lol. Headshots work wonderfully though, so that's a plus.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Phobos Anomaly

Personal thoughts:
This had to be the worst of the trilogy. Completely stupid, incomprehensible, amateurish maps that the developers obviously didn't have enough time or effort to set up properly. This continues until the penultimate and final level, where the situation improves significantly, leading me to believe that these were the maps they made first. There's one audiolog that doesn't play anything, because they either forgot or didn't have the time to include in the mod, lol.
The chainsaw zombie bit in the toilet is probably the only memorable moment from it, 2/10. Oh, and also if you have trouble jumping into the spider vents, don't feel bad about nocliping into them, because if you have jump height modified it's literally impossible. And even then you have to perform a sick crouch jump that the game wasn't made for.

Good karma+3 votes
the_vm
the_vm - - 110 comments @ Weapons of Mars Destruction 1.9.2

I'm liking this mod so far, especially the brrt chaingun - much better than all the attempts I've seen, great job. Had to alter some things according to my personal taste for gun sounds, and give weapons a few buffs:

Chaingun damage buffed from 10 to 15 - the reason is that it chews through ammo so quickly that the DPS doesn't really cover it. I noticed that I had to spend a quarter of the belt just to kill one lowly imp, it was pretty sad. The original concept sounds fine on paper, but in practice it wasn't good enough. So the buff made it much better and usable, you can kill a Hell Knight in half the belt, but run out short just barely if there's a second one at the same time, providing tension. Plus, I set the brass timer to 999 because it could make the map crash with too many entities error, lol.

Another buff was for the Plasma Gun - 15 to 25 damage. With how tight the ammo is for this thing it felt appropriate. It shouldn't fail to kill a trite or a lost soul in one hit imo, and it's a special weapon for special occasions, so it should feel powerful. 20 damage was my initial edit, thinking that it still had its outrageously generous ammo pool, but that wasn't the case. The weapon was still lacking compared to the Chaingun, so I thought 25 was just right.

I think I also had an issue with RL - with rapid fire mode the rockets were actually colliding with each other and exploding in my face (I think that's what happened). Also it felt a little underpowered, did it always take 5 rockets to down a Mancubus? This mod makes the game kinda rough when played with different map packs though, haha. It wasn't balanced around situations where you have to face big monsters frequently one after another. Oh well.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Deimos Panic

Personal thoughts:
This seems to be made by the same people who made The Orbital Collapse, so all the points from my previous review apply to it.
At first it really felt like it was tightening things up, they definitely improved in some way, and the first map was almost good, but then... It was too early for praise. The next two maps are insanely lazy, with just some stuff thrown in, and the whole level feels like they connected a bunch of test rooms from dev maps and called it a day. Then it suddenly turns into an insane monster gauntlet all the way to the end, then it slows down, gets kinda decent again, Betruger makes a cameo for some reason, and you're supposed to kill the same boss one more time.
Overall, the tonal whiplash of this mod is kind of crazy, almost like they stole or borrowed some WIP stuff from someone else. The conclusion is sudden, there's a lot of backtracking at the end, and apparently your mission here is over, next up - Phobos Labs. Yeah, okay.
I wanted to give it 2/10, but I'm a sucker for monster violence, so I guess it's 4/10. It's much less annoying, and almost entirely skill-based, though there are places where you need to anticipate to get out unscathed. Also, the caged BFG is a lie :)

Good karma+2 votes
the_vm
the_vm - - 110 comments @ The Orbital Collapse

Ah yes, Орбитальный Коллапс as it was called in Russian, one of the very first map pack mods released for Doom 3. It's the one that has "that" screen in one of the rooms, the one with the Resident Evil movie theme playing in the background in one of the maps, oh yes. That one. Me and this mod actually go way back.
I remember never having enough ammo in the beginning and that spider boss corridor, but interestingly enough, I never remembered how dull and obnoxious this mod is. It's like we Russians say, "полная духота". Infinite monster spawns designed to annoy you, unfair combat encounters, lack of ammo, lack of shotgun shells (wtf???), lack of healing - all the hallmarks of amateur mod dev, all in the true spirit of "Васянка".
Many map set pieces are ripped straight from the original game, and the ones that aren't are immediately recognizable by the lack of brushes and proper level design, it's just corridor after corridor with a room in between with some fighting, paltry supplies, and of course a surprise spawn behind you. Some levels have no ambient sound at all, how lazy can you get?
The last part with running and gunning everything with BFG is kinda fun, except when they spawn hitscanners on top of you that react instantly. During the escape, the game uses silent teleporters to move you through already visited locations with monsters in your face, top fun. Poor Hell Knights are also spawned in tiny rooms with no way for them to move, they clearly weren't made for such compact spaces.
And the final section with a surprise Cyberdemon and a surprise Soul Cube in your hand in a tiny *** dark corridor with no room to maneuver is just peak game design.
The fact that this mod has been sold commercially in Russia and positioned as a "sequel" to the original story with the promise of new monsters is total hogwash. Even as a map pack this mod fails to deliver and you should play something else instead. Unless you have some kind of weird sense of nostalgia like me, lol.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Random Encounters

This works much better than the random encounter system in perfected, thanks!

But dang, unfortunately when I tried to adapt it to work with overthinked, it runs out of entities in doom_main.script when it processes the map list at the bottom. Is there anything that can be done?

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Announcement Trailer

Woman spotted, awooga mode engaged

Good karma+2 votes
the_vm
the_vm - - 110 comments @ Joe Wintergreen's Deus Ex Lipsync Mod

Based beyond belief.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ [OUTDATED RELEASE] Rapport 2.0

Any plans to collab with another mod that does a similar thing in OpenMW? It's called Persuasive Speech over on Nexus.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Point Of View - Reanimations pack

Any plans for making a pack for The Sum/Focalpoint? Basically your OpFor pack but rigged with girl hands.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ OPBT Update for Steam

Seems like a tiny self-unpacking archive that sets a proper menu splash for the steam version.

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Todesangst 2:Der Echte Feind

In the Easter Egg section, is there any bonus for beating the high score (if it's even possible)?

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Delta Particles

Баг или нет, но задержка на вепон свап это конечно печально, т.к. все уже привыкли и бегают с биндами, но с задержкой это как на трехколесном велосипеде кататься.
Ждемс нового релиза если намечается, отложу пока прохождение)

Good karma+1 vote
the_vm
the_vm - - 110 comments @ Phobos - Episode 3 Gameplay Teaser #1

Man, that would've been such an evil boss room with all those loud crushers.

Good karma+2 votes
the_vm
the_vm - - 110 comments @ Half-life: MMod v2.0

Is this a mirror from the one that's on steam right now? I'm sure many people will appreciate it, but I kinda expected a surprise update lol

Good karma+2 votes
the_vm
the_vm - - 110 comments @ Half-life 25th Anniversary Update

Any idea why it might be crashing upon loading any map? Gives a generic "Half-life launcher has stopped working" error, all my other HL instances work fine. W7 btw.

Good karma+2 votes