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:) Thanks. I'll be sure to show that I deserve them.
I sneak. I don't care if it's Quake...my reflexes aren't good enough to outshoot my opponents in a fair fight, so I always try to get the jump on them. I'll take 5 minutes to get to an objective, but I'll get there, and when I get there, I'll walk in uninhibited.
yes, I'm one of those Battlefield people who will walk the perimeter of the map. I'll find a good spot, hit a few guys, get anh objective, and move on. Because if anybody finds me and gets in a fair fight with me, I'm screwed.
I've been following this game since it was called Oblivion Lost, and I haven't lost faith in it for 1 second. An FPS/Horror with realistic weapon modeling and damage modeling and a strong RPG system are just about everything I could want in a game...if STALKER comes out the way it should be in my head, it should be amazing.
Of course, out of all these here, it also has the biggest chance of being absolutely horrible. After STALKER would go Bioshock, UT3, ENEMY TERRITORY QUAKE WARS (Why isn't that on here?), and then Crysis. Frankly, Crysis looks too arcadey for me...I played Far Cry like a tactical shooter, and that doesn't seem to be as readily encouraged in Crysis.
Those enemies (the recent ones and those all through development) are hands-down the most impressive character models I've ever seen in a mod. They are absolutely stunning and creepy in every way, and that alone has me compelled to watch every beat of this mod's pulse. And I'm liking the level design, too...seems more open than D3, which is nice.
Now I just gotta buy Doom 3. :|
Sweet looking gun...fits with the D3 atmosphere almost better than any of the native guns that came with the game. And that imp-alike (doesn't look like an imp, at least) looks menacing enough from here. My only recommendation: Either go full-grunge on the top of the gun's skin or tone it back a bit...not to bag on your skinner (he's done excellent work in everything else, and the rest of this skin is great), but the top of the gun's skin seems a touch low-res, and possibly making it slightly less scratched-up would make it look cleaner and maybe a tad more finished. Just a suggestion.
Everything I have seen about this mod so far has impressed me, though. Keep it up.
I'm geniunely surprised that somebody managed to make Valve's default zombie model look even better.
I love how you guys aren't just trying to do a 100% exact conversion and are actually expanding areas like this. Great use of Source, helps the ambience, and will probably affect gameplay a tiny bit as well. Sweet deal.
Certainly good...nothing exemplary, but then it's hard to impress with a gun we've seen as much as the Thompson.
Just a question...will you guys be making your weapons look "clean" in the end, a la DOD: Source, or will you be going for the more dinged-up look of something like Brothers in Arms?
Download it here:
Don't DL it through Fileplanet...that's v1.05, and it's missing a LOT of stuff.
Have you got any part in that thing? Because I signed up on the forums for it a few months ago...looks wicked. Then kinda didn't do anything with it since I didn't 100% understand what it was about...looks like they got more cool stuff now.
If I'm up late (and that'll be doing homework, not anything game related), I won't drink energy drinks...I don't want to get addicted to coffee (hate the taste as well) and I just can't drink Coke at night. I'll have the occasional Sprite, but my general preference is to simply get some REALLY cold water and chug that.
Thanks for noticing. I was going to wait until I put out my first review until I said something in my profile, but I'll take the praise. My first work should be out within the next couple weeks (hopefully within the next week, but don't put money on it), so then you can judge if I've got a dot-filled future.
But now that I've had a comment by cheeseyballz, I truly feel like a staffer. :)
You remind me of someone from another forum I've been on, but you wouldn't know him...
Yeah. My name's from the Miami Dolphins, and the 31 is Marino's number backwards. Got Dolphins pennants, an auto'd Dan Marino Jersey, and a bunch of other stuff...I'm a pretty big fan of them, yeah.
Thanks for the comment.
Total organized chaos. You guys are sick...sending 3 EVE's against 6 poor guys? I've just got to say I'm glad there are unlimited respawns. But even then, the levels are truly awesome. My only complaint with the level design is that I'd prefer a few more of the more basic enemies instead of fewer bigger ones (Ex, 6 basic grunts instead of one Heavy).
Most memorable moment: Going down a really pristine, white hallway with 6 other guys and seeing about 15 enemies come toward us...we kept swinging back and forth, gaining ground and losing it...by the end of the segment, the walls were absolutely covered in blood. It was amazing.
Fave map: Asylum. For a straight DM map, it really does make an amazing co-op map. All of them should be narrow corridor shooters like this.
For all who read this: if you are contemplating getting this mod, stop thinking and start getting. It'll bring your system to its knees, but you'll be having a blast as it does so. Great map design and enemy placement, nice new weapons...everything here is impressive. Great job.
I was going to enter this...then I waited a bit...then I waited a bit more...and now I'm out of time.
I'm an idiot. :P
Team Fortress 2 all the way! Frankly, I was never a huge Half-Life 2 fan myself...I think the games are still very good, but nkwhere near as fantastic as so many others find it.
Team Fortress, on the other hand...that is good stuff. I play ETF right now, and I love it, so I can't wait to see how Source runs Fortress. The significance is only diminished a bit by the fact that Fortress Forever looks quite impressive.
Portal should be cool, but I get the feeling it'll only be a few hours long and more of a tech demo than an actual game. I could be proven wrong, though...
Glad you guys got it out...downloading right now. Major kudos for the COMBAT port...shows you really care about the mod and the community.
Cannot wait to play it.
Alright, here's my idea. To give the mod devs a bit of leeway.
If a mod has not had any updates of any sort in the past 6 months, an automated message should give a warning to whomever posted the mod on moddb (hopefully the head of the mod team) that their mod is in danger of being considered "dead". Preferably, this would be a moddb PM and an e-mail.
They get 2 weeks to post an update or some evidence that they are working on the mod. If they can put this up, the mod stays where it is. If not, it is deleted entirely.
Thus, a mod where the creators are working, just not giving updates, can be given a chance to show the mod is not dead; if the mod devs still care about the mod, they can keep it alive this way. Obviously what counts as a sufficient update and what doesn't would be at the discretion of a moderator.
Also, while this may be a bit more complicated to organize and implement, some sort of server monitor could help monitor released dead mods. A possibility would be requiring the modmakers to track the highest-traffic server...just an update on number of players every couple weeks or something like that. If this update is not given, a similar message to the above message will be sent to the head of the mod.
If a mod does not give this update, or posts a low enough number of players for a long enough span of time (I would think less than a player a day for 3 uninterrupted months), the mod would be archived into an "inactive" folder. This would show that, while these mods are not "dead" and are playable, there are few players on them. This would eliminate the too-often-found disappointment of booting up a mod to find all empty servers.
The reason for the separate sorting into "inactive" lies in the fact that these mods are still concievably playable, just not often available for play.
A setup like this is lenient enough that a good mod is not accidentally blacklisted for a bad month or something like that, while still separating the good mods from the bad ones. I'm not 100% sure of the exact schematics of the traffic tracker or anything like that, so I'm not sure how possible that would be, but it would sure be awesome if it could be done.
Alright, so I'm not sure whether this is this exact FEAR Co-op mod or not, but Combat Warfare can be found here (Forum link for COMBAT announcement):
This is the mod that stated it would support FEAR Combat. By the sounds of it, only custom-built maps will be playable for COMBAT people (as the SP stuff isn't included in COMBAT), but it will still be Co-Op FEAR, with 32 players per server, new player models, 2 new weapons, and a bunch of maps. And, frankly, that's awesome enough for me.
So go and support these guys...they're doing something pretty awesome by bringing this over to COMBAT for us. As of this post, it's not ready yet, but should be "in a few days".
On the official FEAR forums (Over at Vivnedi), the head of this mod said that he either had or was in the process of reworking this so it works with FEAR: Combat. Can't get a link, since the topic is probably buried now, but it was definitely said.
Sent my application in...no bribes or anything, just a short letter and 2 reviews I had written of mods. I think I did a pretty good job on them, and they were just about the best I could have done, anyway, so if I don't make it, I'm just not cut out for the job.
But I really do hope I make it!
Oh and, while we're on the subject of dots, what does the little line (like for DESTROYER) mean?
Is there any sort of deadline for entries? Because, while I've got 1 good mod review (for another site) under my belt, I'd like to whip up another one for the writing sample.
I'm hoping my writing is good enough...this seems like an excellent opportunity.
Glad to see this get updated...it needed it. I'll try the new one and tell you guys about it.
Do the research centers have a purpose yet? :P
The Muralis review is up. It's my first one...I hope you guys all like it. I'll take all opinions or suggestions or anything like that...or just rants. They're good, too. :)
2 things to clarify:
1: I chose Muralis because it was just too cool not to review. I was browsing the Moddb mod list one day, just bookmarking all the mods that interested me, and Muralis was the first one I downloaded. I played it for a bit, and didn't like it. Then I played it some more, and liked it. Kept playing it, kpet liking it more. So I decided to review it. Simple as that.
2: I'll play anybody win Muralis if they want to...I'll probably be on Sunday and Saturday mornings, and if I am, I'll basically join any server with people on it. Just note...I can beat 3 Godlike bots at once, so I think I'm at least not bad at the game.
Actually, I'm surprised how few are leeches. I figured it'd be about 70% leeches, but they're the minority...
Leech. I don't know the first thing about programming.
First time I played this mod today, and I think it is fantastic. I hated CS, always have, but I just love the way this mod "feels". I think the non-cone fire is a brilliant innovation that I would love to see in other FPS's...I find that it makes weapon firing require even more skill and places a greater emphasis on tactics than CS. I actually found myself hiding behind cover like I should and running between cover, popping out to fire, because I didn't have to crouch and wait a second to get my crosshair accurate enough to fire. The class system is great...I find, though others apparently don't, that they really do make a difference, and it is great to find a new role. Also, I really like the map design...I think they pretty much all have enough cover and stuff while still beign fairly open. Admittedly, I only played against bots (and they're kinda dumb), but I could still get a feel for all these gameplay mechanics just by firing the guns and beating up on the bots.
But I have one question: Does "Bloody Mess" do anything except for the graphic effect?
I guess bore isn't really the correct term...it's more that I see some extremely polished mods (though I realize they aren't in beta) like Dystopia or Hidden and the graphics of this seem underwhelming.
I guess more than the graphics taking away from the game, the graphics just don't add to it. For example, to bring up Dystopia again, which I guess is sorta the gold standard, its graphical style and polish really help the atmosphere and feel of the game. But here, the graphics don't add anything...I just sorta feel that a setting wasn't established quite well enough or something like that.
But I do realize it's still in beta, so this is forgivable. But I think a bit of polish certainly couldn't hurt this mod. It would help give it a more distinct style and make it a bit more memorable. Though I do agree that gameplay comes far before graphics.
This mod certainly has some things really going for it...the vehicles seem pretty good, the weapons seem pretty well balanced (I like there not being any TRUE sniper, as in something with a 10X zoom that is perfectly accurate), and it has all the framework of a good mod. It is just too bland for me...the maps are too boring and the weapon models are just not good enough. They are passable, but at this point I think the graphics are too bland to the point they actually take away from the game...they make me bore more quickly.