RSS Reviews  (0 - 20 of 3,267)
6

The City Of Assholes

Mod review by PercyVader Agree Disagree

Fun little mod, although the objectives were often a little unclear. Loved the voice acting/story.

6

The Presidents Make Bad Decisions

Mod review by PercyVader Agree Disagree

Not really my sense of humour, but I can appreciate all the effort that went into this mod! I just wish there was more gameplay, that bit with the toxins was really fun. The factory and neighbourhood levels looked great!

6

Cold War mod

Mod review by scaryghost Agree Disagree

dont know how to download

6

Thunder's Leaves

Mod review by The_BOI Agree Disagree

it has a great city structure and building composition , but the game is buggy as hell , and can some time crash .
the level for car riding can be done better , the usage of the car was not implemented really good , story was good , game play was good . but bugs destroyed the experience for me .

6

Intolerable Threat

Mod review by PsyWarVeteran Agree Disagree

I always liked how older mods mostly set their plots to be about the most extreme and ambitious things and still made it all work without getting caught up in details. It was like the Wild West back in the late 90s to early to mid 2000s, people didn't care how outlandish their ideas were, they just mapped them, and we got great experiences that put fun first above everything else, while commonly doing away with everything else, quality control and coherence included.

Intolerable Threat is one of those mods. We learn that G-Man has taken over a base in Arizona and planning to go against the government with the help of his mercenaries. We, as the special agent Freeman, have to stop his plans by infiltrating the base and killing him. It's nothing we'd see nowadays: Secret bases? Agents? G-Man being anything other than that one guy who watches you from unreachable places and making deep, lore heavy remarks that makes those who are obsessed with lore and the canon of the series pull their hair out? Unthinkable :)

Even though I appreciate the fun premise, the execution hasn't been that smooth. First things first, the mapping quality is inconsistent. It starts out average, improves in some places heavily like the enemy base, starts to decline in quality rapidly in the middle, only to improve towards the end yet again. In one area you have to wait for a couple of soldiers to fight some aliens but their AI and some map issues prevent them from having a quick fight, so you wait and wait for them to shoot every alien so that the script to let you out gets triggered, it's frustrating. After that we come across a more eye-pleasing area and you notice immediately that it was created by a different person. Not because we see a character speak using text for the first time or the brushwork looks better but because the creator's name pops up immediately when the map starts! Inconsistencies like this is the result of this being made by a team of mappers, it's obvious that people with different levels of skill were involved in mapping. It sometimes feels like a map collab project and even though I like collabs, I'd be lying if I said it didn't affect the experience. This is a single mod after all, it has to have a coherent story, style and gameplay.

The mod is built on Opposing Force so it has everything the expansion brought to the table plus some new skins and sounds. The new sounds are taken from different games and it seems the creators and me have similar taste in games :) It's both jarring and funny to hear barneys and grunts howl with the voice of Blood's cultists, also, it seems we're playing as Caleb himself, just fall down from a high enough place and see :)

Overall, this is a pretty long, but like mentioned before, inconsistent experience. You may like some sections while hating others. The ending is pretty abrupt too. That "well done, the end" text comes out of nowhere and it just ends. If you're looking for a long, mostly gruntfest experience with OP4 features however, this might scratch that itch.

6

HALF-LIFE: CAUSE AND EFFECT

Mod review by STAHP.exe Agree Disagree

It's pretty basic. But not bad. I wish the xen section would have lasted longer.

6

Half Life Hungry Jack's Quest

Mod review by STAHP.exe Agree Disagree

Not bad. It's actually fun. It could be little longer though. But it's decent

6

World War III Missions 1, 2 & 3

Mod review by STAHP.exe Agree Disagree

I actually liked it for the most part. It's pretty hard at some points but i don't mind. It's a fun little mod.

6

Report (the page is very outdated)

Mod review by Foxy2017mod Agree Disagree

not bad to mod

but i can see released in "Report one classic"

6

Extreme Deathmatch Mod

Mod review by Vujicic Agree Disagree

fix the walking animation of some weapons please

6

Zubben

Mod review by _Melton_ Agree Disagree

OMG!!! This mod is f*cking hard
But looks decent, it will do

6

Ravenholm

Mod review by agreenman Agree Disagree

Decent length mod with a focus on quantity over quality, although it has good ideas and challenging combat.

Environments that feel sparse and unexciting, despite some rather clever puzzles.

Attempts to mimic HL2 Ravenholm, but lacks those rich environments dripping with atmosphere. Poor prop placement, sewers a bit too cavernous, and honestly, no real spook factor. It's eerie, but it's not terrifying.

Decent mapping. I can appreciate the peeks over the bannister at previously romped locale, especially when progressing upward. Not very Ravenholm, but rad all the same.

Lighting felt dull and rushed. I enjoyed the return to Ravenholm segment toward the end, but it felt bland and... uncanny. More unusual than scary.

Low ammo and weak weapons can be frustrating at times, but do add to the survival horror element.

No sprint was kind of annoying, especially during the fog area. You know what? I just noclipped through most of the fog. Dear god, why was there so much fog? Why do you choose to suddenly make this open world with the most obnoxious environment possible where you can't see 5 feet in front of your face?!

And the worst part? I still had to consult a walkthrough for the second fog arena. Even noclipping to the highest point to view the entire map didn't help spot the obscure entrance.

Game kept hinting at juicy traps, but never letting you use them... until you're no longer expecting as much. But then the real traps hit and I have no clue how they work. Tripwires? Remote device? Barrels? Oh, I'm being attacked!

Half-Life 2 did a much better job organically introducing traps and making them useful. I desperately wanted to make the traps work, but I usually discovered them after the fact. Having to hunt for batteries while being absolutely bombarded by fast zombies is not an enjoyable trapping experience. And all that for a ****** saw blade launcher that misses half the time?!

Ammo is too sparse. Too much pistol. The game tries with gratuitous use of explosive barrels, but ultimately fails when it comes to engaging combat. Poor enemy placement and numbers make encounters feel sloggish, grindy, and unintuitive. It was tense and nail-biting, though. I'll give it that much.

Plot was weak and meandering, but I won't deduct too much since the mod still held my interest for the most part.

I may have come on a bit strong on the environments. There are some good ideas with moments of brilliant variety, but they feel basic. Like GldSrc at times. There's a lot of content here, but I would've preferred a shorter story with more polish.

6

The Journey

Mod review may contain spoilers by RandomGuyInGasmask Agree Disagree

It's all right for a small project, it's worth to play through, but there are some small things to adress.

SPOILER AHEAD
One of the things that caused me a headache was finding what to do after I found the suit at Yantar. Since previously the dialogues always pointed me to a direction, I just running around trying to trigger a dialogue. It should be at least mentioned that you have to find the passage to Hell alone and don't bother trying to get help.

The other of course is the ending. It was a bit anticlimatic, but also the moment you have to kill your brother, there should be a cutscene or at least just a credits screen or someting. It felt weird that after all that fighting, I get to meet him, I have to kill him and then.... nothing.

But other than these, it was interesting. I liked the maps for the most part.

6

Return

Mod review by rocky210420 Agree Disagree

I do like the concept of the mod and how every faction is merged into one ultra faction but there are still many things that need to be done for this mod. A lot of missing text for new units, a lot of the tech buildings are locked off by general promotion's. Skirmish AI is bugged as the enemy team isn't doing anything. I do love the units in this though, so many different types to pick from. Keep working it, for what it is, its good.

6

City 7: Toronto Conflict

Mod review by agreenman Agree Disagree

City 7 is a mod with a great premise and decent length, but the execution often falls short. That said, if it's worth writing this much about, it's also worth playing. Buckle up.

Intro exposition was nice, but the opening fight was poorly scripted and kind of awkward. So... they just all immediately attack me when I cross an arbitrary line? You guys saw me jumping around like a maniac on the shipping crates. You saw me perched atop the wreckage of rocks and smushed Elites. I even jumped down and threatened you with my crowbar from a short distance away. NOW you decide to attack me with instant hive mentality?

Inconsistencies. Some Combine forcefields can be shot through, some can't. Some concrete barriers can be hopped, and some can't. Enemy weapon drops are sporadic and don't exist if you haven't acquired the weapon yet. Made me unsure of whether I should fight or flee. ****, that's a lot of enemies. Am I not meant to win this fight?

Lots of long distance fights down long corridors. Too much wide open combat. Why are there so many enemies? Just waves upon waves upon waves of them. Tiresome and unfair, especially so early on without the right weapons.

Combat was frustrating at times. The stupid artillery also wasn't fun because just as you clear a group of enemies, you're zapped to 10 health. What's that, an ambush? Better run aw- ZAP. It's hard enough not dying from ambushes to be worrying about laser strikes. Just not fun.

Too much cattle to the slaughter. The encounters often weren't interesting when it's just Combine pouring into your line of fire. If you like less tactical combat and more shmup, this mod is for you.

Artificial difficulty with the "perfectness" of Combine ambushes. Oh great, another point-blank shotgunner hiding in a closet.

Envrionments were nice, although some of the outdoor segments and custom textures felt a little too new. Or clean. Awkwardly constrasted with the 20 year decay that HL2 does so well. Signs were too crisp and too readable.

What's with the Engrish? I assumed this was made by Canadians lol. Not half bad voice acting, but the posters were shocking.

"Welcome to City 7. When days go horribly, get a gun for youself[sic]. Are you missing out."

I don't know, am I? Too many weird signs and posters to be taken seriously. It's not really believable as a different Combine "urban center". Seems like the author just wanted to advertise his buddies' stuff and go ham on easter eggs. It's too goofy.

A car with no front wheels?! That is... actually kinda brilliant, not gonna lie.

Quite a few graphical and scripting glitches. Got softlocked in an APC (also no front wheels).

The ruined city and skeletal buildings presented a fun environment that was intriguing to explore. Would've been more enjoyable without constant enemy harassment.

Getting the supercharged gravity gun was SUPER janky wtf. Wouldn't let me pick it up, and it was frozen to the ground so I couldn't move it. Eventually I figured it out: back into the weapon zapper thingy so all your weapons shoot backward away from the chamber. Pick up the gravity gun again, then walk into the chamber; it'll drop and supercharge. Press the button, then use E on the gravity gun and throw it outside the chamber. THEN you can pick it up. Sheesh.

Went even further off the rails with the custom Combine dialog. Aren't Elites supposed to have minimal humanity left? Any are they supposed to ignore you? Suddenly Combine stopped attacking me at times.

Supercharged gravity gun segment was actually pretty interesting. Strange moments of downtime which feel strange because you have this massively OP weapon just vibrating a hole through your arm looking for the blood of its next victim while you kinda meander about into empty offices, occasionally sucking in a poor baton-equipped CP that can barely muster a "get down" while standing there still, presumably in preponderance of the realization of what's next, just to whet its bloodlust. Boy, that was quite a sentence. Grav gun craves blood.

And hot damn, that was some gnarly platforming. I haven't died like that since Prince of Persia.

Loved having impulse 101 and the supercharged gravity gun. It was fun learning to balance usefulness of the entire arsenal against such a monster of a weapon. One of the highlights of this mod.

Final boss was INTENSE. Not exactly well-executed, but it was challenging and blood-pumping. I took it down as my health was draining away, thinking, "I can't survive another barrage- it's now or never." Concluded brilliantly for my playthrough, that's for sure, but I could see this battle getting real frustrating real fast.

A mod with some questionable elements and bugs that ultimately finishes far stronger than it starts. The high note this mod ends on is enough to raise it above 5. Enjoy your 6. There are some good ideas here and a lot of content, but they need some polishing. Maybe hit it with the 80 grit first.

6

Eternal Damnation

Mod review may contain spoilers by excalbark Agree Disagree

(note: i played the steam port)

a really fun game, environments are incredibly impressive for postal 2 (that's probably where all the budget went), the game is really fun with really cool gore physics and fun weapons. the problems arise with the characters and story, it has a lot of problems which don't really add up, the main character is incredibly edgy, but i suppose it's kind of entertaining. another problem is confusion of where to go, one time i was in the mall and i was stuck there for 30 minutes, same with a city kind of area, i was stuck, and the main reasons were because the doors i was meant to head to were closed and there was no indication that i was meant to go to them, and in total, i was probably lost for an hour playing this game (this could be due to my stupidity, but how was i meant to know i was meant to head to a closed subway entrance?). also the voice acting sucks.

overall it's a really fun game with really cool visuals. with a mediocre story and characters and voice acting, which kinda ruins immersion.

6

Quake 4 in Quake 2

Mod review by Diego0920 Agree Disagree

Somewhat decent map pack.

A bit let down by the generally "cubic" design of most of the levels and lack of polish (glitching doors, doors not closing entirely at times, parts where you can get stuck, etc.).

Worst part was by far The Aqueducts and most of the vehicle sections since there's barely any cover and you're pretty much forced to use powerups to avoid death.

As for most of the mod it felt a bit grueling and repetitive after a while. Took around 4-5 hours. Reminds me more of Juggernaut than Mark Shan's levels.

Nevertheless, It was a bit entertaining trying to remember what parts of Quake 4 I was playing, and I did shed some tears of happiness at the sight of the Hannibal in its 10-polygon glory. The new sounds & music were also a nice addition.

6

Half-Life 2: Overcharged

Mod review by the_real_booz Agree Disagree

meh

6

Timeline Series

Mod review may contain spoilers by BetrOrph Agree Disagree

Timeline is weird, really weird. It's design aged very poorly and quality is questionable, maybe back then when it was released it was good or decent. I enjoyed the first one because of huge amount of "nazi" grunts with grenade launchers. Mod gives you enough health and ammo for other types of weapons. 2nd one I tried to complete it first on hard. First 3 chapters were really good. It felt like I was playing Resident Evil, because of how scarce the ammo. But after reaching London levels, things gone AWOL.
My main complaint is that enemy presence increased too much and ammo is way more scarce than before. I only got 12 magnum shots which i wasted on Alien Grunts and Controllers. The Assassins are out of place here, I used two barneys to proceed further and I lost both of them, real MVPs The teleportation portion is horrible, non-stop spawning Islaves and controllers distracting you from blasting them. After that, an awful section to reach a train with electrified!!! rails. Why? Also, assassins came back with respawning one on top of the crate. After barely reaching the train. I was left with only 1 shotgun ammo! and 11hp. The next chapter is supposed to be slaughterhouse, but not for aliens, but for me. Then, you've to find a way out from this place, and it's placed there you would never guess. After leaving this place without lights you finally encounter nazi grunts. They had to appear way earlier in London levels to diverse they enemy roster and give some gameplay variety plus ammunition. After that without having so many ammo, it's impossible to beat them with 30 hp and 4 glock ammo.
3rd one tried to play it on medium but I understood that it's a complete waste of time with such tedious backtracking with more than 60 levels, jesus. But the quality of maps have progressed way further, new textures and interesting designs. I played it on 1.1.0.6 WON - must have if you want "original" feel and BHOPS, btw bunnyhopping is recommended to pass through incredibly long distances. And use ladders when they're near with elevators. Elevators are too slow. Overall, if I could have played it years ago, I would've enjoyed it. But after being spoiled with such quality mods like Field Intensity, Echoes, Black Guard and etc. I can't find it enjoyable.

6

Brutal Wolfenstein 3D

Mod review by SilentMRG Agree Disagree

I give 6 for modification and 0 for developer. Even though he made a cool mod... He proved to be a complete uncompromising *******! He deleted my comments and didn't consider the tests I did on LZDoom 3.88b. I want to leave a warning that LZDoom works with the mod and there is only a graphical bug in the first level of the first episode. LZDoom has hardware rendering through the DirectX9 backend! Which is enabled by default. In software mode the renderer used is DirectDraw. This Zion (developer) proved to be an imbecile by not knowing the development history of LZDoom, which has been developed in leaps and bounds since 2019 and which has all the tools and a little more of GZDoom.