The Don told it in a quick and simple way, a nice lil' job for me.
Our rival, the Nemico family, has done a hostile takeover on one of our casinos down between our borders.

The Don is furious with this declaration of an all out war, he will not accept this embarrassment, he is not one to be messed with.

He decided to act now while the cigars not yet smoked and the wine corks unopened.

If he can't have it, no one can.

Remod is a HD mod for Bloody Pizza: Vendetta that brings :

- HD Models.
- Detail texturing for most of the textures.
- HUD Changes.
- Music Changes.
- Sound FX Changes.
- Text Changes.
- Map entities changes.
- Map textures changes.

Remod already includes Bloody Pizza: Vendetta, so you don't need to need to install any older version, just install this one on your HL installation and you're good to go!


- Some of the map transitions, especially in the sewers, can be REALLY broken, this was caused by the abnormal places where the original author has placed the mapchange triggers, it cannot be changed unless I have the actual map sources.

Save manually often!
And, try not to backtrack or goof around in maps a lot.

Ambient.Impact - Various models
Bingo Johnson - 357 model
Cliffton_Vlodhammer - Thompson/Trenchgun animations
DoD: S Team - Colt animations
GamingLord - General gibs models
Gray Matter Interactive - Gangster heads
H4wk - Grenade skin
Kitteh - Thompson
MusicByPedro - Casino music
NZ-Reason - 357 skin
Napoleon - Detail texturing
RECB Team - Baseball bat
Schmung - 357 optimizations
Toadie - 357 animations
Twinke - Colt
Vladimir Simunek - Music
Water-Phoenix - Scientist skin
[NL]Gordon Weedman - Scientist tuxedo
fat_al - General gibs models
twenty-one - Pizza
ZikShadow - Remod author

Installation is simple, simply extract the remod_bloodypizzavendetta folder that is inside the .7z into your Half-Life installation folder (Where hl.exe is located, NOT inside any of the other folder such as "valve" or "valve_hd")"

Example would be "C:\Program Files\Steam\steamapps\common\Half-Life"

There should now be "valve" and "remod_bloodypizzavendetta" inside you Half-Life installation folder along with any other
mod/steam-related folders you may have inside.

Restart Steam, "Bloody Pizza: Vendetta | Remod" should be inside the Games list.

If that doesn't work somehow, create a shortcut of hl.exe, open it's Properties, add " -game remod_bloodypizzavendetta" to the end of the target bar.

Example would be "C:\Program Files\Steam\steamapps\common\Half-Life\hl.exe -game remod_bloodypizzavendetta"

The mod also adds simple detail texturing, if not activated yet, type "r_detailtextures 1" and its counterpart into the console.

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Not Really An Offer


Bloody Pizza: Vendetta | Remod 1.0


I don't really have that lot of memories with this mod when it came out, it kinda went under my radar (and back then, I was practically searching for a bunch of HL mods).

Doesn't help that this mod was hundreds in MBs and my internet can only go so much back then, it was an arduous task downloading HL: Uplink, it was THAT bad.

Bloody Pizza: Vendetta | Remod - Screenshots

When I finally got around to playing it, it was clear to me that this mod was a bit disappointing, took me a bit of searching to find out that this was the demo of an unfortunately no longer continued mod, that took the bitter off me a 'lil.

There was quite a lot of problems with the demo, some that even I would say are almost unfortunately amateur levels.

I did like how this mod went for the gangster theme. I read up the manual with a translator, and found out that apparently the authors were inspired by the game Mafia 1 (which I also liked sans the drawn out driving sections).

The brushing for the most part weren't too bad, some areas look a bit weird, but it all checks out as a 19s kind of mod.

The model selection was a bit odd, since the models were apparently self made using Mafia 1 textures as base (guess they can export the textures but not the models), but they weren't too bad (the bad being the complete lack of UV correcting, the consigliere at the intro was atrocious to look at).

Same thing with some of the weapon sounds and such, Mafia 1 stuff, the influence was obvious on not just the mapping, but the actual custom content themselves. I'm surprised they didn't just try to remake Lost Heaven on Goldsource (that would be insane though).

Bloody Pizza: Vendetta | Remod - Screenshots

With the kinda good things though, the bad starts to pop up in ways I didn't like a lot.

First thing that caught me was the language barrier in the intro, but then it's obvious that the character models weren't using proper HL speech and instead was model controlled, with an ambient_generic being used for the dialogue.

The intro was also too long and kinda boring with little music or sounds to add atmosphere, which goes on for a while in the mod itself (that cricket starts to get on my nerves after a while).

With the language thing going on, I didn't know about the weapon pickup stuff lying around, getting myself killed right when the first "wiseguy" showed up.

Then after searching around and finding the guns, my first gunfight was filled with constant quick save/quick load due to the absolutely ridiculous fact that headshots insta-kill you, in any difficulty, not even the original Mafia 1 was THAT evil in terms of gunfight vs multiple enemies, the enemies also use hgrunt radios which adds to the unfinished nature and weirdity I guess.

Most sounds used in this mod were not organized and were simply put in the sound folder, and those sounds are mostly in 44khz, rates that Half-Life does not support and will go out of its way to make it sound absolutely horrible for some God forsaken reason, basically all of the sounds in this mod sound terrible until I reduce them to Goldsource compatible 22khz, even then it doesn't excuse some of the sounds like the hilarious "animal" sounds and the clipping drunkard sound.

Bloody Pizza: Vendetta | Remod - Screenshots

The mod folder itself was filled with junk, some was probably due to the unfinished nature of the mod, but then you find blank sounds for most of Half-Life's monsters, which wouldn't even pop up in the mod if you don't ever use the entities themselves, so what's even the bloody point!?

The map transitions in Half-Life were mostly done in plain corridors (sans the cutsceney ones), most Half-Life mods also follow this rule (making them almost predictable in an interesting way), but they were done like that for a purpose. It's so that players won't get stuck on other maps geometry after loading, this mod does not follow that rule, causing me to get stuck if I dilly dally around and bunnyhop around near map transitions.

That elevator thing (map transition stuff as well) was one of the most stupidly scripted thing I've ever seen, and don't get me started on that damn sewer transition.

This is a warning, since I cannot fix that issue, save manually a lot, it'll save you some trouble when facing this unfixable stupidity.

Going around the levels also was confusing due to some of the layout, though after figuring them out it was REALLY easy to speedrun the demo mod.

I checked the maps themselves, and they rarely use multi_managers, deciding that a bunch of trigger brushes stacked in a single spot was apparently the new cool in terms of activating multiple things at once.

When the ultimate boom of the explosion finally came out, you were given a bunch of health pickups and then robbed off of them, which was kinda redundant, and kills you instantly on Hard (obviously the authors never played on that difficulty before).

I'd say the rest of the still pretty long list of problems, but I'm afraid I'll bloat out this already long wall of text.

Suffice to say, I was not amused.

Bloody Pizza: Vendetta | Remod - Screenshots

So I decided to change some things here and there.

With the Mafia 1 influence being clear, I'm surprised that they ended up using Godfather music at the start, so I basically replaced and added good ol' Vladimir's music to most of the mod, just to complete the Mafia 1 bootlegripoff inspiration.

The Slovakian language thing got completely removed, all replaced by either texts or the gangster sounds from Cthulhu for the gangster.

Do note that I'm only quarter translating the Slovak stuff, and most, if not all things here are gibberish I made up.

Gave info_nodes to maps so that the hgrunt gangsters move around a bit, added some path_corners so that the civilians can also move around a bit, replaced the crickets with proper city ambience, removed that stupid arbitrary difficulty, gave door sounds, etc.

And now I'm only a quarter bitter on the mod.

Maybe you will too with this short and not really that sweet kinda total conversion.
Thanks for reading.

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Bloody Pizza: Vendetta | Remod 1.0

Bloody Pizza: Vendetta | Remod 1.0

Full Version 5 comments

1.0 release of Bloody Pizza: Vendetta. This Remod already includes the original files, so you don't have to install anything else. Enjoy!

Comments  (0 - 10 of 16)

Some info on the OG maker of this mod.

Half-Life - Vendetta Mod

This mod is a single player Half-Life 1 mod from Slovakia made by Andrej Kovác. It's a total conversion with new weapons models, sounds and textures. The action takes place in the years 1930+ in New York. There is a thrilling story full of surprises and unexpected twists. The story is an intended sequel to the game Mafia released at August 28, 2002 by Illusion Softworks (this company has changed name since then). This mod has eight maps.


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It's a damn shame he didn't finish it. This mod plays like a top quality total conversion mod. I'm simply impressed.

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"Bloody Pizza Vendetta" is a very original and unique 'Half-life' mod -- whose 'theme,' 'textures,' and 'weapons,' seem to have been derived directly from the awesome 3rd person shooter PC game called "Mafia," which came out in the year 2004 -- which game I own and have completed in its entirety at least a handful of times.

Vendetta is a 'decent-length' mod not too short but not quite long enough either. For me, the problem with this mod is the 'difficulty': Even on 'medium' level of difficulty, I found it impossible 'right off the bat' to not use an 'invincibility cheat' ('God' cheat) as soon as I encountered my first enemies..and then throughout the remainder of this mod. I feel that I am adept with first-person-shooters, and thus that my skills are NOT lacking.

Consequently, I rated this mod a 6 out of 10.

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So Zikshadow, you made the mod better or did not do anything to it at all? I am still new to the concept of what a remod is. I finished with 66 health on hard (I had a weak start. ^_^ ) and I could clear the building without being injured at all from the explosion. Also I am not sure what else if anything you did, as again I am not sure what the purpose of a remod is. I thought it was just to make it work on Steam. O_o

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ZikShadow Creator

The whole Remod idea is to indeed make the mods better in how it looks, sounds, and plays (though tastes and preferences vary, so better might be subjective).

In the original difficulty, after escaping the Hotel, the explosion takes a huge chunk of your health despite the fact that there are no signs of any damage anywhere near your vicinity. I find this to be rather silly, especially on Hard, where the explosion actually would outright kill players even on full health. Using entity editing, I modified the sequence so that it no longer hurts you. I also locked the door after the explosion incase some players got curious and went back (they'd find the casino completely unscathed if they did, the authors didn't bother with changing the transitions).

I noted the lot of the changes here, I rarely put all of them on the mod pages themselves due to specifics, but this or looking at videos/playing the original version should give you an idea on what's been altered.

Reply Good karma+2 votes

Hmmm... so the mod was that different/bad from the get go? Is there a way to play it as originally intended to get a feel on the true differences or that is not on ModDB? I thought a remod was simply to fix what Steam Pipe broke, not to almost completely remake the mod. Well if all that you posted is true, you did a wonderful job and a credit to the community and even the original creators. And here I was thinking you were just one reviewer upset with the game and bashing it, as again I am/was at the time quite new to ModDB and not sure how this all works yet. My apologies. ^_^!

However I have a question. The first time you climb the roof and are attacked from all sides, when you finally reach safety, but still on the roof and look out the opposite way you had come, there are two people standing across the way. Who or what are they? Gangsters, civilians, plain clothes cops? I would shoot one and the other instantly runs off. So I would reload my save and finally be quick enough to kill both before either had a chance to flee... I am assuming at this point they were not the bad guys since they never tried to fire back. Yet why were they so predominately put there on the sidewalk past the vehicle you can not climb over? All other NPCs up to that point you physically encounter are trying to kill you. For a better reference this coincides with the very first time you go into the sewers or come out of it as you have to travel down a manhole once off the roof.

Also any idea why in the beginning the world is so open? There is the fire escape where you can by pass a section by jumping over a broken section and then a ledge, but essentially it is just extra and not needed. And then the fire escape to initially get into the building has a needless floor and the window itself is not well lit or seen. I had to of passed it more than once trying to find it, not even sure what I was looking for in the first place. Just climbing the ladder assuming it must lead some where. ^_^

And there is a huge room with a large table with chairs, but completely devoid of any people or really anything. I think maybe a potted plant or a picture or a projector was there, but completely a waste of space, much like the beautiful and amazing casino part. Why nothing really there either, minus a drunk? Was that the original mappers design choice or yours? A shame the bomb kills you regardless, it should have been based on how far you could actually get away before it explodes.

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ZikShadow Creator

1. I originally found the mod in PlanetPhillip, now named RunThinkShootLive. You might find the original version there.

2. Civilians. Originally I think they were placed a bit further back, but this caused problems in the next map where the entities somehow transfer through to the other map, meaning you'll actually meet them in the sewers map. They were also floating, thanks to the weird transition. The original authors probably didn't think of what would happen if their maps overlap in such a way. I still wanted to keep them however, so I decided to move them in a way that players wouldn't encounter the floating civs.

3 & 4. Yeah, those are the original author's plans. I only worked on what was there in the first place, making stuff up to add playability to the whole thing while still somewhat keeping to the original vision. The only edits that I could make were simply entity based, anything related to making brand new brushes will have to be done in an uncompiled map source, which in these remods are usually unavailable.

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Well very good work! You really made the game more playable and enjoyable. Thank you. A shame more levels and stories/mods could not of continued with this.

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I had seen this before and did my best to avoid it like the plague. It sounds and looks quite stupid from the title and it's main picture. I figured it had to do with a pizza delivery boy and some odd excuse for needless blood shed.

But no, this has nothing to do with that. In fact I found this to be one of the more favorable mods. Quite a quick play through however, but they use their own textures, skins, voices and the mapping is quite good. To be honest this could of been the Mafia game series on Half Life if they chose to stick with it. A shame nothing more came from it.

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cry of fear wannabees in the sewers... many lols

Anyway i didnt run into any problems, finished on hard with 100 HP. Great remod as always.

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