He said many positive things, and overall it comes across as very supportive, and that's great. Thanks to ModSquad for the review.
Though (surprise, surprise!

) of course I agree that some points seemed a bit off. For example, in the beginning, he says that having a lot going on is a turn off.

Well, that's kinda what we're going for. Big mods and TCs
do have a lot to learn (thank goodness IMO), and the good ones have manuals to back them up. That was an odd comment I thought. And he goes on about this;
ModSquad wrote:
Some just wanna get into it, and not worry about whether his grappling hook was set to a key. He just wants to grapple.
But my question is, how does he "just grapple", w/o 1st knowing what key it's on? Our controls are easily found, are bound just the same as Epics, in the same menu, and therefore should be quite easy to deal with, even w/o a manual. But of course there is one anyway, explaining the key binds and such. To me, this was not a valid comment.
Next, the 'nade launcher and Cutter parts are probably the most in need of a response. The Cutter is quite powerful, and popular from what I have seen online. And to not have covered the napalm and poison effects seems a real shame. That napalm is some beautiful sutff. And the way the poison cloud is affected and moves when players walk thru it. Ok, maybe he can't go into every detail, but those 2 effects in general not being covered is an obvious oversight. Plus, our poison nade effect is a bit tough on the FPS, a golden opportunity for valid critique, missed.
<a href="
http://www.planetunreal.com/chaotic/boa ... 1duvet.jpg" target="_blank"><img src="
http://www.planetunreal.com/chaotic/boa ... duvet_.jpg" align="right" hspace="5"></a>
In response to the nade launcher not being useful, well in this pic Pio2001 shows one of the most obvious useful (and fun!) ways to put poison to work for you. (In Nicks IceValley, which you can play on the Moovin Hoovin server.) Taking the red flag, and carpeting the path behind him on the way out. Again, just one example.
<br>
<a href="
http://www.planetunreal.com/chaotic/boa ... lrail1.jpg" target="_blank"><img src="
http://www.planetunreal.com/chaotic/boa ... rail1_.jpg" align="left" hspace="5"></a>
And the ERDW is not so impossible to use thru the walls. The trick of course isn't to blindly find folks behind the walls, but to track them. In this pic, I missed this guy on the 1st shot (with primary fire), but kept moving with him, and fired with alt fire when gun was ready again, and boom. Sorry to have a lowres pic of bot getting railed in the pic, but it's the only one of this example I had handy.
Whether or not the mod needs more balancing is an issue that could probably go on being debated forever. But I do not feel he adequately supported his opinion. The part earlier about the rail gun seeing thru walls I would argue creates less 'balance', not more. We spent quite a lot of time on ROF's, damage, and ammo amounts and so forth to address balance issues (including adjusting weapon/ammo amounts for LMS and Mutant, which was not covered), and examples of where we went wrong would have been preferred, rather than the pretty general statement he made. Again, I understand about not being able to get into every single little detail, but I just wish that if a reviewer is going to say we have balance issues, that more detail of his particular opinion could be provided.
And of course it would have been more thorough if he had mentioned such things as;
heartbeat sounds
remote admin options
KOTH (well it was barely mentioned)
spectator option ( a feature Sorely missed in UT2003)
talk icons
spray paint (and all the fans logos in the 1st release, not worth a mention either?)
kicking (proxies, players, hiding pickups, the alt fired vortex sphere, etc. Nothing to say at all?)
cut2 shortcut and all it includes
tombstones & chalkoutlines
arrows stuck in players -flaming arrows esp is kinda cool
getting poisoned
getting burned
and more
A couple or a few of those unmentioned features I could imagine getting favorable reviews as smaller, independant mutators, yet they are not mentioned at all.
But, anyway....that is just me offering a 'point-counterpoint' to a public review. In defense of our mod so to speak. Again, overall the review was favorable, and I am grateful for that.