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Comment History  (0 - 30 of 105)
Nevermore2790
Nevermore2790 - - 105 comments @ Field Intensity Sven Co-op Port

Where's the Intro and Outro maps (and the literal first map of Hostile Takeover - the one with the Decay areas)? The "first" map of Hostile takeover jumps to the next map after the missing actual first map?

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Half-Life: Enriched - Alpha version 0.88

CURRENT ISSUES I'VE NOTICED SO FAR:
- On Hazard Course, you cannot proceed to the next map because the game CAN'T FIND t00b (Map has been renamed to c00b).
- On We've Got Hostiles, the HECU (the one with the killed some ******* scientist one) can see you through the vents.
- When I pressed my USE key on Barney on Questionable Ethics the moment his speech is about to be finished, the game crashed.
- 357 can't play idle animations.
- Gluon Gun's fidget animation is sus. Hand clipping issues.

SOME FEEDBACK:
- Shouldn't the sky for We've Got Hostiles be at dusk? A morning nor a day sky doesn't feel right especially once you come out later at On a Rail which is already at night.

Good karma+2 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Tiberium Future 1.01

I noticed that GDI and Nod have eco-booster structures, but not Scrin.

Interestingly, the Space Command Uplink and the Chemical Plant are such structures. Scrin lacks any other than Reaper-17's Growth Stimulators.

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Time Capsule

It is 100% confirmed, a Foehn Spec-Op mission.

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ The Remnant

It is!

The Remnant is (or maybe) a role reversal of Polar Storm.

Good karma+2 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Time Capsule

I think it's an Allied Spec-Op mission in between Withershins and Hamartia.

Good karma+3 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Fatal Impact

SOON!!!

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ ShockWave 1.201 Hotfix v6 Addon (Updated)

- Nuke General AI still won't use his Nuclear Missile once it's ready. (Please correct me about this.)
- No Game Music when playing on 8 player maps. It's just pure silence.
- Especially on small maps or when the AI has small space to build, the AI may even stack its buildings on top of each other or even builds on non-pathable terrain (or steep surfaces).

Good karma+2 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Half-Life: Source Anthology

Hi there, I suggest that you finish the most important code stuff as well as features for the mod, so you won't get burned out as you make these media updates. But, most important question...

Since, you are "expanding" stuff, what will be your vision for the Xen levels for the mod especially that these levels in the original were rushed that even Gabe himself didn't like it. Will we revisit that swamp area with the Bullsquids during the Resonance Cascade when we get to Xen? Will there be interesting stuff once you start to develop the Xen chapters?

Good karma-1 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Half-Life 2 : MMod

It's a feature.

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Half-Life 2 : MMod

Some Citizens don't say any lines in Point Insertion.

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Half-Life 2 : MMod

When I played it with Half-Life 2 Update, the title card appearing at the beginning of the game is Half-Life 2: Episode Two? Is anyone getting this issue as well, and does it happen to other games too?

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Half-Life 2 : MMod

Issue for Episode Two? It happens as well on Half-Life 2 Update game.

Good karma+2 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Half-Life 2 : MMod

My Crosshairs for the Pistol and Magnum are "invisible" for some odd reason?

Good karma+2 votes
Nevermore2790
Nevermore2790 - - 105 comments @ The Tower

THE MENTAL OMEGA DEVICE!!!!

Good karma+9 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Yet another PS2 Half-Life PC port

Issues I have noticed:
- c2a2c of On a Rail is still the same from the PC version. Must be with the chargers.
- Suit chargers from that map, and c2a3c (if I am correct) remains unchanged.
- Rapid Crowbar when gibbing anything, and there is something wrong with the Crowbar's swaying. I don't think its from the weapon animation; it must be with the weapon's code?
- No Gluon Gun effects and idle animations.
- Silent 357 reload sound. Gordon ALWAYS fidgets the weapon.
- Not sure about the MP5's fire rate, but I know it's still the WON's latest patch that slows its fire rate. SteamPipe Half-Life fixed it.

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ CMAO | CM2013 (v1.245+)

Are those new NPCs function what should they be? The Combine Assassins should function as Assassins than being soldiers. I prefer the OSIPR as it than being another HK MP5 something?\

I pray all bugs/issues from Cinematic Mod are 100% fixed.

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Foehn Leviathan

The design reminds of vanilla Aircraft Carriers from Red Alert 2. Has almost the same shape, and the command area with the antenna looks the same. The back does not exist on the vanilla though.

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Mental Omega

It's coming this week.

Good karma+3 votes
Nevermore2790
Nevermore2790 - - 105 comments @ The Perfect Drop Mod

Regarding Monster spawns reorganized on Act 5..... It seems sometimes I'm fighting weaker enemies from the previous act even on Normal.... They also drop weaker items too.

I have never encountered a Night Lord (Blood Lord grunt variant) in the 3 Halls inside Nihlatak's Temple.

Also, no sign of those things that spits some kind of monster that goes inside their targeted monster on the dungeons of Act 5.

This is from PDM 1.07b.

This mostly affects dungeons (Hell Gates, and the Halls).

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Stra-D2Mod

Does this have increased inventory size??

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Houndeyes

Looks like Houndeyes have a lot of variants in this mod unlike its Yellowish appearance.

Kinda like the original color though. Yellow with blue stripes.

Good karma-1 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Canals

Cool. Needs more detail especially the background though to make the place a bit not empty.

Houndeyes and Bullsquids... Enemies that haven't encountered in the retail release of Half-Life 2 is on this mod. One of Valve's unique enemies due to some of their traits.

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Dark Interval

Whoa, new screenshots!! Awesome!!

Hopefully, it contains more content than Part 1. :)

Good karma+3 votes
Nevermore2790
Nevermore2790 - - 105 comments @ M a c h i n e h e a d

I KNEW IT!!! Fate of the Centurion Siege Crawler is on this mission!!

Good karma+1 vote
Nevermore2790
Nevermore2790 - - 105 comments @ Blood Rage

Epsilon's first Covert Op Mission: Blood Rage.

Good karma+2 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Borealis in Xen

@GLaDOS77, I don't think the Combine knows about Xen.

Good karma0 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Dark Interval

Nice mod. Still short, but awesome:

There are some issues, though:
- Vortigaunts have no lipsync when talking.
- Vortigaunts in the sewer won't use its zap attack (don't know if its intentional).
- Vortigaunts talk so weird. Very robotic. Make it better...
- Zombies won't scream when burning.
- Since they run like Zombines, Zombies somewhat have heavier gear? That's odd....
- Add some facial animations to create emotion when characters are speaking.
- Shotgun Combine Soldiers uses Episode Two model (with mud on their boots).

Future suggestions:
- More Zombie variants (maybe a female one?)
- Enhanced models including weapons - maybe with cool reanimations (if possible).
- More detail to maps because some areas feel empty.

That's all... I guess... :)

Good karma+3 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Dark Interval

Will there be longer chapters in this mod? Taking about hours or contains many maps?

I was thinking if there will be presence of the original Half-Life 2 Wasteland levels: Ravenholm (Traptown), the original Black Mesa East, Coast, Prison/Depot, Air Exchange, onwards??

Good karma0 votes
Nevermore2790
Nevermore2790 - - 105 comments @ Dark Interval

Will this have the entire campaign? One session from start to finish? Just confused?

Good karma+1 vote