Hi and welcome. My name is Dennis "Duruk" Schenkel. I have been Modding / designing since 1999. Started as Project Leader for SAS Into the Lion's Den (1999-2002) for the Unreal Engine. 2001 Gamepsy Mod of the week. 2002 Invited for Unreal Mod Summit at Epic Games HQ. 2003-2006 Designed and hosted Neverwinter Nights Custom world. 2008 Won Intel® Crysis Mapping Contest in category Creativity (Multiplayer). 2009- till 2010 worked on half hour simulator demo - September 2011 Awarded the second place in the design competition "Think inside and outside the box" (over at Crydev.net) - November 2011 Awarded first place in the "10-Year-Old Brother" Challenge." - March 2012 Awarded runner up in the "Story Telling Level Design Challenge 2"

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Fast Detect 2

Mod review

Let me start with saying that i know what it is to make a mod alone. And that for years. I just released myself a mod which i worked on for 5+ years, as some of you maybe know. I have been following this mod for severel years and the screens and videos did show great stuff. So i expected quit a lot of this mod. Ofcourse are the screens and videos always much better as the mod itself, because it does show the best parts. But, now that i have played the full mod, took about 6 hours. I am very disapointed because there are so many issues with it that it shouldn't be released like this. I have made a list of issues below;
Still, i do admire his time and effort that he did put in to this. But overall the quality is very different, some parts are really very well made. Others look and feel like they were put together in a few hours.
So, all in all i give this one a 5 out of 10. I could play it on my GTC960, 8 core computer, but still had quit a lot of fps losses and crashes. So i assume many people will not be able to play it at all.

-i love open worlds but map 1 is a bit to much in that way that as player i didn't know
were i needed to go.
-I encountered two buttons from which i didn't know what they did.
-there are some glass windows that alow you and combines to jump and shoot through.
-some textures are very nice but others are scaled up which makes them kind of uggly to
see up close.
-did encounter quit a lot of crashes while i saved manually, did miss quit a few auto saves
which made that i had to start all over again earlier in the level. When you find for instance
a new weapon it would be best to place a autosave trigger there, in my opinion.
-sequence of activating the portal is very confusing. You need to push 2 buttons, but its not
clear what they do and in which sequence you need to activate them. Took me quit some
time and walking around severel times through the entire level to figger this out. And it didn't
help when i finally reached the working portal and it broke down which made me have to
remember and go back to those same buttons to activate it again.
-did like the idea of level2, but the layout was way to big, all that walking back and forth to
just get ammo and health. And the fps were awefull in some places.
-level3 also awefull fps, and many enemies can be killed from far away while they just stand there.
-i like the idea of taking the weapons away of the player in particular cases, but do to this with
a text on screen that says; i cast away my weapons and go on quietly???
-large inviseble wall in a tunnel, small inviseble walls were it is not sure if a player could get to
the other side or not are ok. But to block a whole tunnel with one is a no no, when you ask me.
-right after start of map P5L1 the player needs to open a electric fence, but he doesn't have his
physcannon, even when it was given to him earlier. So i used the cheat command to get it.
-and in one level the player had new footstep sounds it seems, although they give running sound
when you walk, and walksound when you run. Quit confusing because i thought i was music or
map sound, or, someone following me.
-the map before P6L1 had a button that opend a door at the other end of the map it seemed, took
me at least a half hour to see that suddenly that door there was opened. Am not even sure if i
opened it with that button.
-map P6L3 started with a "AI_Diabled".
Had to restart manually map P6L3, after restarting game, but then i noticed i lost all my weapons,
health and suit. Which means this or all levels don't have a playerstart with weapons etc. Which is
best to do in the future, because sometimes people want to play manually just one particular map.
-and P6L3 had doors which were just door models placed against a wall, without door doorpost
or anything. I understand why the mapper did this, but it is very lazy mapping when i may say so.
And when it was just one door, but there were at least 10 to 15 of them made like that. really odd!
-missing textures, in some levels there is one or two textures missing, same with a ammo model.
-map P7L3 has large holes in the ground were you can fall/walk in but can't get out.




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