Everyone who could do it left the studio. The only ones left are those who don't care about the players and who only care about money (hello GTA O). So they don't mind
"Lots of text"? Sorry, of course, but what kind of criticism would it be if I reduced all claims to the implementation to “crap here, crap there”, without specifying what exactly should be changed? What would be the use of it? However, as you can see, it still didn’t help you much, since from the listed things you noticed only the voice acting and the frequency of the transport. Well, at least change that, that's good! And yes, regarding the “demo” status, I perfectly understand that the mod is not finalized, but this does not mean that I should put the game 11/9 in advance as a paid gamer. I evaluate what I see, and if I give it 3/5, this does not mean that I evaluate the final, fully finalized mod, but put my subjective assessment of what is ALREADY ready (and I evaluated the plot, assuming that the already finished part you will not completely change (although, it seems to me, it would be worth it), which means that it can already be rated based on the pros and cons that this part of the storyline has). You can disagree with her, your right.
Closing the interiors from the map is so difficult, and do you have deadlines that are running out? No, well, of course, it's up to you to decide what to allocate resources for, but it seems to me a hack on such obvious things that are hard to miss...
And the last, regarding the pluses ... It just so happened that I did not find them. Well, I almost didn't. Some of the mods you added are really good, and there are a lot of weapons (although for some reason you can’t buy them normally), but that’s all. As I already said, I didn’t really like the current plot (except for the ideas of some missions), and there’s nothing to do in the open world, so I didn’t find any pluses, sorry.
Where did you see references to Vice City here? Plagiarized an entire mission? Or in use in the plot of Tommy and his gang? Why do we even need references to the game on which this mod is based?
Since it was not indicated here, I will take for quoting the actual (I'm afraid that still) description of this mod from the first demo.
>We recreated a "standalone game" in the San Andreas engine.
Why don't you want to accept the fact that this is STILL GTA: San Andreas and you're not making a game, but a MOD? More precisely, it would be more correct to say “assembly of mods”, because most of the content here is third-party mods: scripts for the behavior of the police, displaying the police on the map, flashing the radar during the search (by the way, after loading during the pursuit, the radar remains blue / red , lol), military skins and models of their cars, an absolutely unnecessary and crooked script for landing as a passenger, and so on and so forth. The developers did a smaller part here - they added unnecessary and illogical Hydras, Cargobobs flying around the city, as well as helicopters flying into space. And sometimes all the traffic disappears from the street and we see a lot of skins with the same heads, blunting on the road. That's what I understand, "living environment"!
Regarding the map, we have the port of United, from which not a single thing unnecessary for this mod was cut out - empty eateries (they could have filled them), empty shops, enex-markers in interiors where, again, there is nothing. And all this is displayed on the map, which is why the eyes run wide in search of the desired marker.
>Here there are many aspects of the game that almost never met before. Full storyline, free mode, open world, living environment, improved NPC intelligence, on the updated Vice City map.
Story line. Well, yes, complete. Why write like that if it's not finished? And in what other place is it “full-fledged”? We have a dummy of the protagonist, about which we know absolutely 0 information. And our friends are incomprehensible dummies about which we know nothing and, it seems, will never know. Even after the first robbery (brazenly plagiarized down to the lines from the same mission in GTA: VC) we get 50k, but we continue to work for a penny instead of scoring everything and living for our own pleasure, although, as I said, no motivation that there is nothing to do here. Just assignments for the sake of assignments. The only thing that connects them is the Cholos (whose skins were taken from the San Fierro Reef, lol), who continue to hunt us for no reason. Also animations, yes. So pathetically they threw in about their "motion capture animations", but in the end they are used only a few times, one of which is cut from the SA cutscene. The rest, for the most part, are crooked movements that do not fit the skeletons of the skins. It would be better to put the usual animations, by golly. The voice acting is not bad, but in some places it is an unemotional (or replayed) cringe. Basically, it will.
Evaluation... Well, given that this is a demo, I'll give it 3/5 as a standalone mod and 3/5 as a hodgepodge of mods. Doesn't claim to be a standalone game.
I wandered around these boring corridors a bit and did not understand the idea of \u200b\u200bthe mod. Okay, it's clear - "terrible" mapping and scripted mini-scenes that go in a certain order, without striggering which you can reach the end of the first stage and remain confused "what do you need to do in this mod?". But what's the point of fashion? Admire meaningless screamers in the form of textures with sound? And the puzzles here, at least from the very first stage, are incomprehensible, because, as I already said, you can reach the very end of the corridors without striggering screamers and then stagger along the HD textures of blood in search of activating the screamer, but what, is that the whole point? I don't understand the point of the mod. And he has no idea...
> What kind of zombies are we talking about? The mod never mentions zombies anywhere. Our mod is not about that. Mod about infection, infection, destruction of civilization.
Yes, you are right, IC is not about zombies. But it is also not about infection, not about infection. It's about shooting, about wars with other factions on the fragments of an infected state, the infection of which is not disclosed in any way. All we have is some kind of no-name Cleaners, it is not clear why they create a virus. And even their motivation is not clear, and even more so the motivation of this Agent-14.
The whole theme of the mod is war, and the user above was right about Call of Duty. All this military theme, music, rolls... Well, this mod is not about infection. It would be better if you renamed the mod to something that is more reminiscent of not a zombie theme (i.e. infection, which leads to a zombie apocalypse), but a war theme. Invasion City, I don't know...
In an explosion near a zombie, I believe the head is bound to come off (scripted), so the zombie will have to die. Another thing is if the author did not implement it. But in this mod, you are still unlikely to find an RPG, and if you find it, then you will not have enough level to use it))
The difference in the state of the object, that's what. In one case, the infected are alive, and they can be killed like people, that is, by a fatal injury to organs or severe blood loss, and in the other case, they are dead people who have come to life due to a parasite, which since then can be killed only by wounding the brain.
Well, in fact. There is a shortage of weapons and ammunition. Slow zombies - yes. Their destruction only in the head is also there. So the author did not lie ...
The point here is that it is impossible to kill a revived corpse by damaging the body, but they die like in TWD - by wounding the brain (i.e. hit in the head). So everything is logical here.
Well, let's take Left 4 Dead and The Walkind Dead for example. In L4D we have infected people who are ALIVE, but their minds are completely clouded by the virus. And WTD are dead people who come to life, but you can then kill them only by destroying their brain. It's the same in this mod.
To be honest, my impression of this mod was far from the best. Probably, I was expecting something positive in vain, but since the Remake, the mod has not become a little better. And so, I will begin to criticize those parts of the mod that have not changed since then, and those that appeared with the last update:
The tutorial leaves much to be desired, and loves to freeze the player, leaving him to run/jump in place while he reads what he should do next to finally start playing. The music in this modification is chosen tastelessly, and in most cases does not fit what is happening. Cal of Duty, not a zombie modification. Seriously, there are many more military themes in this mod than the themes of the infected, and I would even suggest renaming the mod to something like Invasion City, but I understand that the developers will not do this (and I have known them for several days). Mapping in fashion is pretty... strange, and not always appropriate. Or the mapping of an aircraft carrier, where they made glass windows, and the “barracks” look like a normal house interior without a hint of a ship (even the doors are ordinary, not clinket ones). Infected. The system will still work, but among them there are often shahids, then builders with explosives, although there is no smell of restructuring here. And, I would also like to see at least some semblance of an adrenaline slowdown, because these infected kill with several hits (which come in a series and do not give the player a chance to dodge, unless someone helps him). The system of "going to the tribunal" is made as carelessly as possible just to save the player from inflicting the twentieth blow with a knife on a rag doll. They just say to our faces “you went to the tribunal” and that’s it. Interestingly, this system does not even work everywhere. For example, I tried it on Sonny Forelli in a tuxedo, who had forgotten something in this universe. The voice acting is mediocre. There are no complaints about the actors. The localization is simply disgusting, and it is perfectly clear that not only was it done through Google translator, but it has not yet been tested, because there are a lot of moments where words either stick together into a single word, turning into any kind of bilebird, or a word at all is not translated, and as a result we have “Damn, damn, phonit! I don't understand nikhren! I didn't like the plot, it has a lot of logical errors. Even at the very beginning. The tones of the map are rather dubious: bright white against a faded green/yellow background. Dissonance. By the way, if you sit on a helicopter or a plane flying around the aircraft carrier in circles, you can fly out of the aircraft carrier and thereby get the end of the game, after which the transport will disappear and we fall into the water. Claims to the spoiler part of the plot:
hidden text
Brilliant plot twist, gentlemen developers.
The ending in the part of the story where we go for documents is disgustingly mediocre, and ends with the death of either us, which Mia doesn’t care about, or Mia, what Carter doesn’t care about (and the player, to be honest). And the second ending, where we make our way to the base and bang Agent-14, also does not give answers to the question "what the hell is going on here."
In short, my subjective assessment of fashion: 5/10 I saw other modes, but there is also such a thing.
Some of the icons were taken from Zombie Andreas, where the author made icons specifically for this mod, and was not listed in the description (even the source was not indicated, although he knew where he got it from).
Disgusting, non-working piece of code stolen from ZA 1.1, made by complete laymen. Even if you delve into the code and make the Standart Game work, you will again be disappointed ... The backgrounds in the menu are disgustingly crooked. "Storyes", where there is only one mission, which is stupid, unplayable, illogical. The backstory of survival is bullshit. Survival doesn't work. Additional missions are not available. Hold is boring and repetitive.
Mobile thin in computer fashion is out of place, and in general it looks terrible. Another unpleasant contrast is the low-res weapon icons with the harsh texture of the Halsbox.
In short, I do not recommend anyone to play this diarrhea.
And yes, regarding the “demo” status, I perfectly understand that the mod is not finalized, but this does not mean that I should put the game 11/9 in advance as a paid gamer. I evaluate what I see, and if I give it 3/5, this does not mean that I evaluate the final, fully finalized mod, but put my subjective assessment of what is ALREADY ready (and I evaluated the plot, assuming that the already finished part you will not completely change (although, it seems to me, it would be worth it), which means that it can already be rated based on the pros and cons that this part of the storyline has). You can disagree with her, your right.
Closing the interiors from the map is so difficult, and do you have deadlines that are running out? No, well, of course, it's up to you to decide what to allocate resources for, but it seems to me a hack on such obvious things that are hard to miss...
And the last, regarding the pluses ... It just so happened that I did not find them. Well, I almost didn't. Some of the mods you added are really good, and there are a lot of weapons (although for some reason you can’t buy them normally), but that’s all. As I already said, I didn’t really like the current plot (except for the ideas of some missions), and there’s nothing to do in the open world, so I didn’t find any pluses, sorry.
Where did you see references to Vice City here? Plagiarized an entire mission? Or in use in the plot of Tommy and his gang? Why do we even need references to the game on which this mod is based?
>We recreated a "standalone game" in the San Andreas engine.
Why don't you want to accept the fact that this is STILL GTA: San Andreas and you're not making a game, but a MOD? More precisely, it would be more correct to say “assembly of mods”, because most of the content here is third-party mods: scripts for the behavior of the police, displaying the police on the map, flashing the radar during the search (by the way, after loading during the pursuit, the radar remains blue / red , lol), military skins and models of their cars, an absolutely unnecessary and crooked script for landing as a passenger, and so on and so forth. The developers did a smaller part here - they added unnecessary and illogical Hydras, Cargobobs flying around the city, as well as helicopters flying into space. And sometimes all the traffic disappears from the street and we see a lot of skins with the same heads, blunting on the road. That's what I understand, "living environment"!
Regarding the map, we have the port of United, from which not a single thing unnecessary for this mod was cut out - empty eateries (they could have filled them), empty shops, enex-markers in interiors where, again, there is nothing. And all this is displayed on the map, which is why the eyes run wide in search of the desired marker.
>Here there are many aspects of the game that almost never met before. Full storyline, free mode, open world, living environment, improved NPC intelligence, on the updated Vice City map.
Story line. Well, yes, complete. Why write like that if it's not finished? And in what other place is it “full-fledged”? We have a dummy of the protagonist, about which we know absolutely 0 information. And our friends are incomprehensible dummies about which we know nothing and, it seems, will never know. Even after the first robbery (brazenly plagiarized down to the lines from the same mission in GTA: VC) we get 50k, but we continue to work for a penny instead of scoring everything and living for our own pleasure, although, as I said, no motivation that there is nothing to do here. Just assignments for the sake of assignments. The only thing that connects them is the Cholos (whose skins were taken from the San Fierro Reef, lol), who continue to hunt us for no reason.
Also animations, yes. So pathetically they threw in about their "motion capture animations", but in the end they are used only a few times, one of which is cut from the SA cutscene. The rest, for the most part, are crooked movements that do not fit the skeletons of the skins. It would be better to put the usual animations, by golly.
The voice acting is not bad, but in some places it is an unemotional (or replayed) cringe. Basically, it will.
Evaluation... Well, given that this is a demo, I'll give it 3/5 as a standalone mod and 3/5 as a hodgepodge of mods. Doesn't claim to be a standalone game.
Yes, you are right, IC is not about zombies. But it is also not about infection, not about infection. It's about shooting, about wars with other factions on the fragments of an infected state, the infection of which is not disclosed in any way. All we have is some kind of no-name Cleaners, it is not clear why they create a virus. And even their motivation is not clear, and even more so the motivation of this Agent-14.
The whole theme of the mod is war, and the user above was right about Call of Duty. All this military theme, music, rolls... Well, this mod is not about infection. It would be better if you renamed the mod to something that is more reminiscent of not a zombie theme (i.e. infection, which leads to a zombie apocalypse), but a war theme. Invasion City, I don't know...
The tutorial leaves much to be desired, and loves to freeze the player, leaving him to run/jump in place while he reads what he should do next to finally start playing.
The music in this modification is chosen tastelessly, and in most cases does not fit what is happening. Cal of Duty, not a zombie modification. Seriously, there are many more military themes in this mod than the themes of the infected, and I would even suggest renaming the mod to something like Invasion City, but I understand that the developers will not do this (and I have known them for several days).
Mapping in fashion is pretty... strange, and not always appropriate. Or the mapping of an aircraft carrier, where they made glass windows, and the “barracks” look like a normal house interior without a hint of a ship (even the doors are ordinary, not clinket ones).
Infected. The system will still work, but among them there are often shahids, then builders with explosives, although there is no smell of restructuring here. And, I would also like to see at least some semblance of an adrenaline slowdown, because these infected kill with several hits (which come in a series and do not give the player a chance to dodge, unless someone helps him).
The system of "going to the tribunal" is made as carelessly as possible just to save the player from inflicting the twentieth blow with a knife on a rag doll. They just say to our faces “you went to the tribunal” and that’s it. Interestingly, this system does not even work everywhere. For example, I tried it on Sonny Forelli in a tuxedo, who had forgotten something in this universe.
The voice acting is mediocre. There are no complaints about the actors.
The localization is simply disgusting, and it is perfectly clear that not only was it done through Google translator, but it has not yet been tested, because there are a lot of moments where words either stick together into a single word, turning into any kind of bilebird, or a word at all is not translated, and as a result we have “Damn, damn, phonit! I don't understand nikhren!
I didn't like the plot, it has a lot of logical errors. Even at the very beginning.
The tones of the map are rather dubious: bright white against a faded green/yellow background. Dissonance.
By the way, if you sit on a helicopter or a plane flying around the aircraft carrier in circles, you can fly out of the aircraft carrier and thereby get the end of the game, after which the transport will disappear and we fall into the water.
Claims to the spoiler part of the plot:
In short, my subjective assessment of fashion: 5/10
I saw other modes, but there is also such a thing.
Mobile thin in computer fashion is out of place, and in general it looks terrible. Another unpleasant contrast is the low-res weapon icons with the harsh texture of the Halsbox.
In short, I do not recommend anyone to play this diarrhea.
Sadl_Lampake 31.07.2017, 11:50:57
Sadl_Lampake 07/07/2017, 19:25:34