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Comment History  (0 - 30 of 103)
Carniblue
Carniblue - - 103 comments @ SuperChargedBFG9000

I apologise for the late reply, turns out the bug was on my end as I run BD with many mods.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ SuperChargedBFG9000

Putting the "Big" in BFG, this is all what heavy weapons are all about.
Good for dispatching literally anything whether it's an enormous horde or titan sized demons. I've always wanted a mod like this for BD.

Minor bug: It's only pickupable once and it doesn't give any cells on pickup.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Rotating Double Barrel Shotgun for Brutal Doom v21

After doing some testing this is surprisingly more balanced than I imagined, it absolutely shreds everything but say goodbye to your shells; the Advanced Backpack mod works wonders with this.

A portable lead hailstorm dragon.

Good karma+2 votes
Carniblue
Carniblue - - 103 comments @ Devastators for Brutal Doom v21

One of my all time favourite vidya weapons, smoothly made and well balanced.
This experimental beast of a gun is great for pounding away at demons and alien bastards alike, never leave your ride without it.

Excellent job.

Good karma+3 votes
Carniblue
Carniblue - - 103 comments @ Crossbow for Brutal Doom v21

Great weapon for all around crowd control as well as taking apart larger foes, it's especially satisfying gibbing a demon with the initial explosive shot then watching it explode, the crossbow using souls is a nice touch as well.

The Hereticesque design makes it look like it was forged in hell, it's nice to see addons like this.

Unfortunately it doesn't load with the Devastator as it's either one or the other.

Good karma+4 votes
Carniblue
Carniblue - - 103 comments @ Insanity's Requiem Mk.2 Version 1.8c

Currently using the build GZ 3.7.2 Playing on:
"Insanity's Requiem Mk.2 Version 1.8c"

Delved into this mod recently and thought I'd write something up.
Gonna review the weapons.

Starter Pistol: These are all decent in their own right, didn't have a problem with them and they're fun to use. (The Tormentor's first clip are all regular shots)

Pump Shotgun: Looks good and very satisfying to fire. pretty strong at close range but overall the weakest weapon in my opinion, feels like it could use a reload speed buff.

Auto Shotgun: GG in a nutshell, get this monster of a gun and you're pretty much set. 20 round box mag. insane fire rate, very fast reloads, it blows most weapons out of the water. Good gun for a powertrip.

Quad Shotgun: I want to like this gun, but I find to be too inconsistent to use most of the time. Unless you're in very tight/close quarters, this gun's use is very limited. The massive blowback albeit handy for getting to places makes it a pain when fighting enemies due to it knocking you back to get in range of doing damage. Therein lies my second issue is that the projectile spread is far too wide, usually requiring you to move to an enemy at near point blank to do any meaningful damage.

Note: This gun can load 2 shells from your reserve for a full 4 shells. It also feels strange that you can't reload it when having 2 shells loaded, back to 4.

Assault Rifle: 80 round box mag lead spitter of a gun, either full auto or 4 round burst. The work horse weapon of this mod, this gun excels better than the pump shotgun at closer ranges and is solid at medium ranges. This gun feels like it wants an ADS, but that's just a minor nitpick.

Sniper Rifle: Bolt action, lethal, sexy and effective.
All around great ranged weapon, only nitpick with this is that it doesn't over-penetrate weaker enemies. but that's just me.

30mm Auto-Cannon: Solid all round explosive repeater, like the drum mags and fire rate. No idea what the alt fire does though.

Flamethrower (Mutilator): The best gun in the game, kills everything very quickly (including yourself) and tends to have an abundance of ammo per fuel mag, weapon sprites don't quite fit in my opinion. (Looks more like a ranged energy cannon than a flamer variant)

Typhoon: Loved this gun playing Crysis, love this gun playing this.
800 rounds of fury, this beast of a gun shreds just about everything and even uses its own discarded mag as a projectile. Always a blast finding this.

Gauss Cannon: Fires a nasty beam of penetrating death that can be charged with greater efficiency if need be. Unfortunately, it's very rare and has a fairly low ammo capacity coupled with the fact I haven't found it spawning at BFG spots and that the Mutilator is better, even on the off chance I do get it as a drop, it barely gets any use.

Overall, the guns in this mod are a blast to use. I like their in game names and descriptions, the combat feels dynamic and fluid, and the voice acting is fantastic.
A very fun mod as a whole.

Good karma+2 votes
Carniblue
Carniblue - - 103 comments @ Siren - MMod Compatibility Patch (1.0)

Still didn't work, so I threw in some random cfg files from other mods till it eventually worked somehow.

Thanks again though.

Good karma+2 votes
Carniblue
Carniblue - - 103 comments @ Siren - MMod Compatibility Patch (1.0)

I only have config in there, tried it with the one from vanilla hl2 but that didn't work.
Am I missing something?

Thanks.

Good karma+2 votes
Carniblue
Carniblue - - 103 comments @ Siren - MMod Compatibility Patch (1.0)

The Zombines either die automatically or are on very low HP for me for some reason.

Good karma+2 votes
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

That's fine.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

Ones from Mmod, equip sounds work, the idle sounds don't and the reload sounds either half work or don't work altogether.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

Many reload sounds and idle animation sounds seem to be missing for me.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

Tried it but it didn't work, noclipping through the force field to trigger the next area to load worked though.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

Finally disable the forcefield where the two turrets are located and we have to defend against the Combine coming in from the windows above. We do this till they're all dead but after that, nothing happens. He doesn't disable the forcefield leading into the next area. Unless I've been missing something all this time, I've tried pressing buttons all over.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

Can't progress on the turret part after this.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Precursor - MMod Compatibility Patch (1.2) For MMod 1.3

Cheers for the fix, it works fine for me now.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Precursor - MMod Compatibility Patch (1.2) For MMod 1.3

Game crashes to desktop when I shoot a CP with the pistol.

Good karma+4 votes
Carniblue
Carniblue - - 103 comments @ HL2: Uncertainty Principle - MMod Compatibility Patch (1.44 - Final Release)

This was a fantastic playthrough, I enjoyed this mod a ton in particular.
TIPS:
On the buggy segment when you get to the small Ant-lion cave, remove the Tau Cannon so you can keep it with you.

Be thorough when exploring, there are lots of hidden supply caches.

Good karma+3 votes
Carniblue
Carniblue - - 103 comments @ HL2: Calamity - MMod Compatibility Patch (1.13 - Final Release)

Game crashes for me near the start when a CP throws up a manhack.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

This mod has rekindled my love for Half-Life 2, it plays and looks so damn good and the gunfights feel so smooth and refined. Fantastic work, I very much look forward to see what else is in store.

Good karma+4 votes
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

Beat it on hard, it was tough as nails and I barely scraped through. Took at least a couple dozen tries.
Constantly gotta be quick manning those turrets back up and make sure you burst your AR2 at heads. Save your SMG1 and Charged Pulses for clusters of enemies when they spawn.

And if you think that's hard, wait till you get to the plaza defense section. The Elite Combine are straight up OP now.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ [ Half-Life 2 : MMod ] Version 1.1 {OBSOLETE}

Aside from the AI bug that's been posted frequently, I've come across a couple.

In Episode 1 at final chapter, the escort part doesn't function properly.
In Episode 2, many of the weapon sounds don't play.

Good karma+3 votes
Carniblue
Carniblue - - 103 comments @ Half-Life 2 : MMod

Played up to the bridge in Highway 17 but had to stop. (Waiting for 1.1)
I got to say, the challenge is refreshing as the enemies feel much more difficult now. My only gripe so far is with the Combine's grenade launcher being bit too cheap. The gun play is phenomenal and my god the AR2 feels amazing to use, I especially like the gun emplacements you can now carry around as they do help against the increased difficulty. The shotgun does feel a little underwhelming however but is otherwise aesthetically great.

I noticed a bug with the Strider at the start with it not having its walking sounds.

All in all, a fantastic mod that I look forward to playing more of.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Tomtefar's Extension V1.12

It works fine on the earlier versions of BD, I think it's a hit detection issue on the newer builds that only affect the alt-fire or the core Railgun in vanilla.

With the vanilla BFG it takes on average 200 cell units to kill a Spider Mastermind but takes an average of 400 cell units to kill it with the updated version. Not to mention the vanilla has better crowed control properties, it really needs a buff to be on par.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Tomtefar's Extension V1.12

Unfortunately the Railgun bug persists into the latest version of BD rendering its alt-fire useless.
For the Blood Rush sphere, a possible weapon haste effect would be much better than its current use.
As much as I love the Detonator, the C-4 is extremely rare for it.
Making it so you can get more in Backpacks would be much more convenient.
The vanilla BFG is much more powerful than the updated version.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Tomtefar's Extension V1.12

So I did some more testing with the Railgun and it turns out in the latest build of BD (Apr) that the projectile and the hitscan are out of sync. In vanilla it deals its full damage but without the effect (often delayed due to the main projectile being no longer hitscan.)
I went back to an earlier (Feb) version and the vanilla plus your Railgun work perfectly.
With the imp infight bug and the gibs bugging out, the later vanilla builds really need a fix.

As for this, I think the duel wield mechanic for the standard weapons should be enabled by default and the Bloodrush sphere should enable duel wielding for heavy weapons, it makes more sense this way.
Also, enabling duel wield causes the screen to go red without the pickup of the sphere.
Pickup sprite for the SSG is out of place when using the default skin.

Had an overall blast playing this WAD, I look forward to the next ver.

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Brutal DOOM - Mutators 1.5.4b | For v21 version

Great mod, but could you add an option so that Soul Spheres/Mega Spheres/Invul spheres don't get replaced?

Good karma+1 vote
Carniblue
Carniblue - - 103 comments @ Tomtefar's Extension V1.12

Been a while since I've last played, glad to see it updated!

I play Zdoom 2.8.1 (Toaster laptop) Apr25th build of BD21 and thought I've give it another run.
I have a few criticisms to give:

Sniper: Perfectly balanced aside from ammo, I think it should be 3>1 rifle ammo for every shot loaded. The ammo is very abundant and because of the fire rate feels like you have seemingly infinite shots.

Revolver: A straight up hand cannon that decimates foes, able to gib on average of 4 cacodemons per load. Maybe I've just been incredibly lucky? But 200 Revolver ammo is too much, 50 to 100 w.backpack would seem more reasonable.

Shockrifle/Railgun:
Always loved this weapon but it doesn't seem to function well for me.
The alt fire doesn't seem to work properly due to not dealing its full damage, it barely does anything to enemies.

BFG9000: Looks really well made and firing it feels awesome.
Very good at gibbing lower tiered enemies but isn't that great against the boss tiers.

BFG10K: Finally got some love, very good for killing boss tier enemies.

Rifle/H.Rifle: Magazines aren't discarded.

Auto-shotgun: Drums aren't discarded (Vanilla end/hopefully gets patched.)




Good karma+2 votes
Carniblue
Carniblue - - 103 comments @ Ahpuch's Temple V.2.0

Enemy placement - Really well done overall, straightforward and effective from the traps to the pacing of the level.

Secrets - Fairly obvious but useful, I find it becomes a pain when secrets are too rare but this was a nice change of pace.

Weapons - Good aside from the Plasmarifle, I feel I didn't get that much use out of it.

Design - The map looked great from the blood to the placement of the textures, it felt mostly natural aside from rooms feeling a little too boxy at times. The maze was a nice touch however. (Still unsure if the lava coming up as the floor instead of the marble flooring is a bug or intentional.) (The player can crouch through the gap at the start of the level.)

Overall - I had fun playing it. The length was decent as it wasn't too short.

Good karma+3 votes
Carniblue
Carniblue - - 103 comments @ CALL OF DOOM V0.85 : COD Style 70 Weapons for DOOM

No, it just happens when I make a new game. It's there, but it doesn't affect gameplay as far as I'm aware however.

Good karma+1 vote