Is MMod BETTER Than Half-Life?

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Published 2024-07-12

All Comments (21)
  • @donowa5637
    mmod is my favorite way of playing hl2 because it adds the tau cannon. it gels with the thin-walled level design of hl2 like butter on bread
  • @SollowP
    Talking about Gordon's glasses, it's a wonder they've stayed on for this long. Wonder just how bad his eyesight actually is.
  • @vepply
    Im honestly all for the increased customization we've seen in mods recently. Hell, I'm already customizing the game by downloading a mod in the 1st place, right?
  • @GunshipMarkII
    Thank you very much for your review! I'm glad you've enjoyed your playthroughs, seeing people enjoy my work/team work is exactly why I make things and my ultimate goal. Indeed, V2 version of HL2MMod will be a much more focused experience, with majority of options being forced on and pretty much every single post processing option removed, due to putting a bit of strain on the engine and being obsolete due to ReShade being able to replicate and surpass many of HL2MMod additions. This will also allow easier porting to Linux and subsequently to Steam Deck like devices. Thanks to reviews like this one and player feedback we now know what works and what doesn't, feedback and criticism are important to us. It's also being worked on from ground up, meaning almost everything will be brand new. I would also love to put it on Steam, hopefully it'll be easier than putting HL1MMod on Steam, where I had to make a gigantic fuss about it before being noticed by Valve with the help of community. I cannot spend a lot of time on my projects like I used to, so I'm not even sure when you'll see the first footage of V2, but it's been in prototyping stage for couple of years now. Personally, I'm much more proud of HL1MMod, it was quite a challenge to make it in the first place, especially since it has around 4 times more additions than HL2MMod. It was difficult to work with such an old engine and it was difficult to maintain the balance of adding new things and logic without overdoing it. HL1 fanbase is much more dedicated and less forgiving when it comes to tinkering with the OG game and I'm glad you have found most of the stuff to your liking. Thank you for bringing attention to my story too, means a lot to me. I find it quite difficult to work on something that requires being creative these days, that part of me simply stayed in the ruins back home, but I still hope that v2 of HL2MMod will surpass the first version in terms of quality and being more true to HL2 design.
  • Best thing about MMod. The MP7 has a grenade tube that count actually fit a grenade
  • @clamdove3292
    i never liked the stunstick's implementation in mmod. it just felt like you got the crowbar and then 2 minutes later it got completely replaced (plus the way it comes after the gravity gun in the hud makes it mildly infuriating to look at ur inventory before getting the gg) i think it wouldve been better if rather than just giving the stunstick a straight damage upgrade (except underwater where using it hurts you), it did more damage to enemies but was borderline useless against inanimate things like boxes. or mayhaps it could have, well, stunned enemies while dealing little-to-no actual damage, making it serve as more of an escape tool than a weapon
  • 6:08 My brother in Christ, did you just see Alyx about to get blown to smithereens by a Zombine grenade, then turn around and just assume she'll be fine without your help? Truly you are the Freeman!
  • I actually really like the projectile bullets in MMod. It's not just because it is a bit more realistic. I think it's a gameplay enhancer. It kind of addresses an issue you noted earlier in the video, that being the fact that fights between you and the Combine are just you two trading damage with each other. With projectile bullets, you now have to lead shots on distant moving targets, and it is also possible for you to dodge their shots by strafing. This encourages the player to use their mobility, and it rewards aggressive play. It adds a certain layer of skill to the game. Projectile bullets already exist to some extant in Half-Life 2, being applied to the snipers, who fire projectiles that take time to reach the target. And honestly, I prefer Half-Life 2's projectile based snipers to the aimbot snipers in Half-Life 1. So, I see no issue applying it to all enemies.
  • @dualfallen
    12:25 "He's also working on a new version of Half Life MMOD" I wonder if this is the non-canon version he was once working on that would've had stuff from the beta like the OICW and AK47. I would still like to see more for 1's MMOD though, like more chapters being redone (Xen!) but also fixing up some stuff like the Alien Grunts AI being glitchy
  • @bringoni
    6:41 while i think a more focused experience is good, i also don't think it should trump accessibility, i think the best way of handling this is to make clear that additional accessibility options aren't and intended part of the core experience, and exist for the sake of inclusivity
  • @45545videos
    Accessibility is important. I think having options to reduce the difficulty is an absolute benefit
  • @ClarkWasHere1
    6:30 . There's a middleground where the settings are set to what the developer intends the experience to be, and changing them prompts the player about this, and to change the settings only if the player needs to in order to access the game.
  • @Marduk401
    "projectile bullets are a crime against god" , "no texture filtering is an abhorrent crime against all that is holy" , said nobody ever in the history of shooters except this guy right here. what the fuck?
  • @mrcyanman5251
    I think texture filtering looks horrible cause it just muddies up any intentional detail created, so much detail is lost just to make something that looks "clean" but ends up looking undeliberate and wrong
  • @higgsbury
    6:30 I learned about those options in TLoU while researching about games with accessibility options for blind people. It sucks that they get rid of important mechanics, but if it enables someone to experience the game more fairly, I think it's pretty neat!
  • @WMan37
    6:37 As someone who likes to have lots of options to the point of ridiculousness, the answer to this that should please both sides of the debate is simple. Have a "Developer intended settings" config that is very clearly labeled as such. That way you get an auto config for the experience the people making the game think you should have, and if you disagree with any bit of that, the ball is in your court to change it. Heck, even have a "Are you sure? You may get a suboptimal experience as the game was not as thoroughly playtested for these settings!" and then you can click "Yes, I'm sure."
  • "accessibility" options are great, and its even better when they're clearly marked as such. nobody's confused when they see "assist mode", "invincibility", or "no enemies/story mode difficulty". but lazily designed difficulty options and other optional features just being thrown into the mix with no clear indication can be pretty bad actually. we've all played games that make you pick from easy/medium/hard right from the outset with little to no context. sometimes its more like 5 difficulty options, or even up to 7! you're mostly just picking one at random; and sometimes you can't change the difficulty without making a new file or maybe you're gonna lock yourself out of achievements if you dare try a lower difficulty for a few minutes. even without those restrictions, many players are bound to either be bored to death or extremely frustrated for at least a good while, if not outright hating the game and quitting over a terrible first impression that was thrust upon them. even a game like halo can clearly state "heroic difficulty is the main way to play". but that doesn't mean the other difficulties are somehow well-designed, just stupid stat tweaks haphazardly slapped on with little consideration to the standard gameplay. and oftentimes the "standard" difficulty isn't much to go home about either, since they clearly weren't focused on heavily polishing one single difficulty curve to make it as fun as it can be. options are just one more tool in the game designer's belt to improve an expeirence. tweaking a few variables at the last minute and calling it a day because you need to broaden the appeal of your game is the bare minimum and it usually sucks. there are way better ways to address difficulty and accessibility by coming up with a creative solution that uniquely fits your game. optional challenges, dynamic difficulty, bonus content, noob-friendly alternate playstyles, skill-rewarding point systems; all of them can be much more effective at adapating a game to the player's enjoyment when used at the right place and the right time. but you just throw a million things at the player and say "fix it yourself"; and well, they're typically going to be wrong. that's why its YOUR job to design the game for them.
  • @Stevoisiak
    For gameplay options in games, I feel like it's good to have options, but you need to make sure the default settings make for a great experience. Anything that's in the default untweaked settings are fair criticism, since a majority of players likely won't change settings.
  • @MrSolus-ls6us
    I haven't played HL2 MMod yet, however I've played HL1 MMOD about 5 times now. It is one of my favorite games, period. The guns feel so good to shoot and the gameplay is top notch and I really hope we can get more games using this version.