Prototype Carnage Mod

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Jessia Adachi

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Aug 4, 2024, 11:34:34 PM8/4/24
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thisbig mod changes Heller into a half venom look and also changes armoured Heller to full venom suit and this mod also changes the brawler to carnage and with an added option to make all the zombies carnage by adding the carnage army mod. this mod also changes a lot of the ui to look more darker and adds venom logo in places to make it look good

Carnage Claymores is a new smithy that has opened in Scotland recently, with a focus on making Scottish swords for the HEMA community. Thomas McConnell is the smith behind the company; he is also the instructor at the Highland Broadsword Fencing Angus club, and he participates in and teaches at events across the UK.


I was sent this sword prototype for testing and review, and then I sent it back to the smith once my testing was complete. Since I am close friends with the smith, and I quite liked the sword, I wanted to share my thoughts about it.


The weight is very similar to that of original basket-hilted broadswords that I have had the opportunity to examine in the Glasgow Museums Resource Centre. The balance and handling is very reasonable; in fact, I have never felt a sword perform cut 3 (a rising cut from the dominant side) so happily and smoothly before!


This particular model is 1.43 kg, although I have suggested some modifications to the smith that should reduce the weight to around 1.39 kg while improving the moment of inertia to make it slightly more lively in the hand. The smith has taken these suggestions on board, and further swords of this model should have better handling characteristics than this prototype.


The bade does not look like it is very flexible, but it is not as rigid as it first appears. By measuring the dynamic flexibility using the method outlined in this article, the measurement is 9.83 kg, which shows that it is in the more flexible half of the single-handed swords measured in the article. What this means in practice is that receiving thrusts will not be comfortable (they never are!), but they will not be particularly uncomfortable or unsafe either. The sword probably should not be used to give thrusts against a training partner wearing only a t-shirt, but it will not be a problem against someone wearing a proper HEMA jacket.


It is worth noting that the point has been thickened (as per this article) so that the surface area is increased during a thrust, in a fashion that is unlikely to break. Thickened points are my preferred form of point on a sword, I feel they are much better than rolled points, and I am happy that this broadsword has the thickened point.


Keith Farrell teaches HEMA professionally, often at international events (why not hire me to teach at your event?), and has an interest in coaching instructors to become better teachers. I teach regularly at Liverpool HEMA, and help behind the scenes with running HEMA in Glasgow at the Vanguard Centre.


I teach lessons and workshops at several events every year, and I also teach seminars for clubs and schools. If you would like to hire me to teach a seminar at your club, or a workshop at your event, please contact me to discuss your ideas. [Read More]


PLEASE READ: Whenever you are purchasing prototypes please make sure they are coming from legitimate sources. If you have any questions about prototypes or are new to collecting them, we recommend the Facebook group: Funko Protos 101. There you can find many long time prototype collectors that can offer advice/help about all things Funko prototype related.




During the early 1990s, prior to the release of Mortal Kombat 2, Nintendo had a very strict policy on the depiction of violence and blood in games. Total Carnage, which came out before that, is one of the games that was a victim of this policy. This prototype, which, although nearing completion, shows that the game was originally designed with the blood that exists in the arcade intact. The most obvious part of this is the first boss, where the blood was changed from red to blue. Looking back, we can scratch our heads as to the point of this, but at that point there were politicians threatening to regulate the industry.


The binary does not have many interesting things. The header is properly formatted, with a title called "Total.bin". The region is set to Japan, but I would assume this is a US prototype (I do not think the game came out in Japan).


I cannot publish a picture of the prototype, but I will say that the labels have 6/10 written on it. Since the game came out in late 1993, and given the state of the game, I assume that it is June 10, 1993, but I suppose it could also be October 6, 1993.


Among indie developers, Jonatan 'Cactus' Sderstrm is legendary for his freakish productivity. He frequently makes games in less than a day, usually by himself, and releases them for free. But while his creativity shows no signs of running dry, his bank account does. So now he's collaborated with artist Dennis Wedin on a larger game, one they can actually sell.


That's Hotline Miami, a brutally violent, psychedelic top-down shooter about ambushing gangsters with everything from assault rifles to scissors. At PCG we thoroughly enjoyed it, so I asked Jonatan and Dennis about the thinking behind Hotline and what's different about making a commercial game.


JS: I usually stop when it gets hard to push the idea further or doesn't feel like it's worth it to keep pushing. Some game concepts work a lot better if you keep them small and concentrated and would just get repetitive if you try to make something bigger from them.


JS: My original idea, when I made the first prototype called Super Carnage, was just to make the goriest game I possibly could, with as many weapons as possible. I was only 18 at the time so it was a pretty silly and incomplete idea.


Then I remade it about a year later, this was after playing some of Ikiki's games and I really wanted to capture that feeling of always being outnumbered and having to master the controls and plan your actions to beat a level. I had to quit though, because I couldn't solve the pathfinding I needed for the AI. Then last winter I realised I was now able to do the whole thing without any technical problems, so I showed the old prototype to Dennis. He liked it a lot and started doing graphics for it before I knew it.


JS: Yes, a little bit. One of a few things me and Dennis really wanted to avoid doing was a tutorial, but it eventually became clear that a lot of people stopped playing before really grasping the controls. So we eventually gave in and did our best to make it somehow fit into the game. I think you can tell from the tutorial dialogues we weren't really happy being forced to do this [laughs].


At the same time, we've worked very hard not to make any compromises. Most notably, the game's difficulty is still pretty high, and we worked really hard on finding the right songs for the soundtrack, and made sure we were able to license tunes from some relatively high profile bands like Coconuts and Sun Araw. Lately I've felt some pressure as I've started to run out of money completely, but Dennis has made sure we don't cut any corners.


DW: Things always work out in the end, so I made it clear that we shouldn't compromise anything because of deadlines. We have to make sure this is the best game we could possibly make, and I feel that this is just what we have done.


As for difficulty and people giving up, I think a lot of games hold the player's hands too much. Pointing out how to do everything and making sure there are sequences where the player almost dies but right as things start to look dire a healthpack appears. For me games that literally slap you in the face the first couple of times you play are the games that really make me want to go on!


JS: Yeah, we've thought a lot about the violence, and tried pretty hard to make it feel disgusting, brutal and harsh. The violence is a central theme to the game, the message behind the storyline is ultimately very related to it. In a sense it does matter to me if people aren't disturbed, but at the same time I can understand if not everyone will get what we're trying to say. I do hope no one will feel like we're trying to glorify hurting people after having played the game.


JS: Yeah, we definitely wanted the game to make you feel a bit like the hero from an '80s action flick when you perform well... You are constantly forced into situations that seem impossible, but with some good reflexes, a little planning and a certain amount of trial and error you'll find yourself getting out of some really tight spots with bravado.


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As part of my IP coaching practice, I provide inventors with help through a triage call process. This involves a 10minute chat about what their current problem is,to see whether or not my experience can unstick where they are currently stuck. In two cases this week I was chatting with people with the same problem. Both of these had an excellent idea, but have invested all of their savings way too early, into protecting the intellectual property and building molds and prototypes for full production. In both cases, they have not looked at the business model they needed to make this work.


Most inventors have limited funding and must choose very carefully where they spend their early funds. If their first call is to a design engineer, toolmaker, patent attorney or other service providers, they will most likely spend their money on protecting or building their product, before they have even considered the commercial model it needs, to be able to bring this to market. Instead, suggests they should hold onto their money and focus on firming up the demand that currently exists for the product.

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