+ Glows in the dark
+ Cool pulsating glow effect :D
+ ALL explosions have a bluish tinge (Including the grenade launcher)
+ Easy to spot in realism mode
+ Makes survivors stand out in realism matches, making it easier to regroup
- whatchu talkin' about, cons?!
Yet another amazing item reskin that glows in the dark, along with your techpills, A1's glowing blue Half-Life 2 medkit, K1chwa's glowing boomer bile and venom adrenaline shots, the futuristic overhaul the items are getting are giving the game a cyberpunk-esque feel which is quite incredibly awesome, and since the "weapon_fx.pcf" particle effect overwrites ALL explosions to have a bluish tinge to them, it also gives the grenade launcher a bit of a Warhammer 40K plasma cannon feel to it :D
Your mods are quite honestly some of my favorite on the site, keep up the good work :D
+ Amazingly detailed weapon model
+ AK-47 Animations work extremely well
+ it's a BIG gun :D
- The laser sight seems to be projected from behind the laser strapped to the side of the barrel (it clips out through the back)
- "Grabbing animation" glitches out whenever you approach an item you can pick up
Asides from those 2 minor cons, this is an amazing replacement for the G3SG1, hopefully you'll be able to fix those soon, but I'm still giving you a 10 for sheer badassery :D
+ High quality photos
+ Makes every character feel more badass
+ Simply awesome
- A small but effective change, it's the small things like this that make the game seem so much better :D
+ Looks awesome
+ Glows in the dark (Very useful in Realism matches)
+ Gives the game a more apocalyptic feel
+ In dark areas/realism matches, looks a bit like the spinal readouts from Dead Space
- None (However, see below)
You forgot to put the "addoninfo.txt" when you compiled the .vpk, and as a result, the mod doesn't install properly for alot of players. I recompiled the .vpk using the "addoninfo.txt" from the other Half-Life 2 medkit using GCFScape and it works fine, just letting you know so you can fix this as soon as you can, since alot of people are missing out on this awesome mod!
+ Nice textures
+ Nice animations
+ Nice everything else
- Unavailable in the actual game, the only way to obtain it is either VIA a custom map including this weapon or by using the console command: "give sniper_AWP" (Cheats must be enabled in the console first)
An amazing reskin for an awesome gun, and to everyone saying that it "doesn't work" it's because this mod replaces the Bolt Action AWP sniper rifle, which isn't included in the actual game itself, it can only be obtained in custom maps including this weapon, or by using the console command "give sniper_AWP"
It warms my heart to see modders putting so much effort into reskinning weapons that are very rarely seen!
+ FINALLY a decent M60 reskin
+ Nice custom animations
+ Looks badass
+ Everything else :)
- Seeing as the M60 is a rare weapon, you don't get to see this weapon often enough :)
- Nice to see someone put so much care into modding a weapon that isn't seen very often. Asides from looking and animating wonderfully, everything about this gun just seems better than the standard M60, after all, who wouldn't want to mow down hordes of zombies with this clusterphucking monstrosity? :D
+ Perfectly paced Crescendos/Hordes/Panic events
+ Clever traps
+ MANY different pathways to each safehouse
+ Players often get rewarded with extra supplies for exploring
+ Amazingly wide open levels (Ridiculously fun for sniping)
+ Amazing custom music (Sends chills down your spine)
+ Awesome finale
+ The simple fact you escape in a hot air balloon :D
- A lot of corpses seem to disappear when shot
- Atmospheric setting feels too bright
- Supplies occasionally felt too abundant
Hands down the best custom campaign I've played in a while.
The maps' scale is simply enormous, a very large part of the levels take place in wide open areas, such as the main deck of the cargo ship, where the containers were strewn all over the place, therefore providing players with many different paths to the safehouse, and at the same time offering snipers the best possible environments for covering the rest of their team. And when the level focus on more enclosed spaces (Traveling through the inside of a building), there are literally dozens of different routes you can take to get to the end.
The custom music was a great touch, it would make you dread what would happen next, but the "too-bright" L4D2 atmosphere seemed to throw off the impact the music could have otherwise made.
As for the cons, the disappearing zombie corpses weren't a HUGE deal, but it' a bit disappointing to not be able to look back on your carnage with satisfaction before moving on, but being a pretty wide open level, I guess it's understandable.
As for over-abundant supplies, you could usually find quite a bit of supplies simply by backtracking and taking different routes, however, zombies didn't spawn as frequently as they maybe should have, which gave the players too much of an easy time when it came to exploring and scavenging supplies.
The overall L4D2 atmosphere really messed with the campaign's original appeal, but I'm not taking any points off for that, seeing as the L4D1 survivors can easily be brought back with Rayman1103's "Survivor Swap", and the dark, foreboding ambiance can easily be brought back with ==Maverick=='s "Ultra Realism Gamemode" (For those of you who don't like realism game mode, the brighter than usual environment of the L4D2 version of this map really isn't THAT big a deal.
+ Very detailed environments
+ Supplies are well spread out
+ AI did a fairly good job (most of the time)
+ landmines were a nice touch
+ 4th level is absolutely gorgeous
- WAY too short
- Too much bloom
- Occasional framerate issues
- Bots wouldn't get into the helicopter during the finale
A very good custom campaign, in my opinion. Aside from the explosions during the second level, I didn't notice any performance issues on my playthrough (My computer is fairly powerful, so that would explain it). The bloom in the first level was a bit to much, although the landmines were a very nice touch. And the 4th level is easily one of the most gorgeous levels I've ever seen in a custom campaign. Sadly, the campaign clocks in at a little under 30 minutes, I genuinely wish it could have been longer =D
+ Very appealing scenery
+ fairly open level layout (Allows for multiple approaches for each situation)
+ Certain level were VERY well thought out
+ Challenging difficulty
- Difficulty spikes to ridiculous levels in the second half of the campaign
- Panic events often featured too many special infected
- Witch often spawned in unfair places (eg: underwater)
Although this campaign is undeniably beautiful to look at, the amount of zombies that get thrown at you in the last 3 levels can get a bit ridiculous. There always seemed to be between 4-6 special infected during every large spawn of zombies in the second half of the campaign, and the slightest mistake could very easily end up screwing everything over.
The first three levels are undeniably fun, but once you reach the fourth level, which is some kind of re-enactment of the bridge gauntlet from "The Parish", the difficulty spikes to ridiculous points (And I am by no means a weak player).
The 5th level was one of the most amusing levels I've ever played in any campaign however, it featured one of the most creative layouts I've seen to date (Rainstorms and hidden cave networks), but again, the ridiculous amounts of zombies constantly beating on you took quite a bit away from the final product.
And as for the finale; Again, a fairly amusing level, but once again: there were too many zombies before you even reached the holdout at the end of the level, significantly reducing your chances of survival
My point is, if you spaced the panic events apart in the last 3 levels like they were spaced in the first 3 levels, this campaign could've been damn near perfect, but instead, my friends and I had the feeling we were shamefully dragging ourselves through an excessively long, over-drawn gauntlet during the final half of the campaign (If there are so many zombies to the point you cant even fight them off with a chainsaw, you know something is wrong!)
- A satisfying challenge.
- Nice, long campaign.
- Multiple endings add replay value.
- Micks a survival/horror game extremely well by spacing out supplies.
- Pretty tense.
- Very well done fog/darkness.
- Many clever set-pieces.
- Hordes in the last few levels seem to be spaced too close together.
- Certain keys are glitched, preventing any progress.
- Character render distance is bugged in the final level (no one, friends or enemies, show up unless they are within 10 feet of you)
An extremely well done remake of Silent Hill. Many of the sequences from the original Silent Hill were carried over (Such as smacking the radio in the diner of the first level triggers a massive horde). The last key in one of the levels would trigger a horde every time I would try to pick it up, but I would never be able to actually pick it up and advance, so I had to skip the level, sadly.
Despite the flaws, this is the best custom campaign I have ever played. I had a LOT of fun with a bunch of friends, and I would recommend this to anyone who owns the game.