After re-reading that, I realized just how self-serving it sounds. My apologies.
It is not uncommon in a IT professional job to be asked to self evaluate your skill-set in performance reviews. Further this is not much different from writing a resume. Even though this is a modding endeavour for hopefully personal fun, it is actually good practice to look at yourself and describe your accomplishments in such a way that others might understand the breadth and scope of what you have accomplished.
Additionally recognizing peers for the outstanding achievements is also commonly performed in professional IT jobs. This usually involves peers or managers writing nominations for achievements which would be very similar to the "reviews" listed here.
Very very important modder, but not the Legendary modder. If Legendary is #1, then he's probably #2.
Honestly, am I legendary or not
After the above, I'll state I'm not good at self promotion either, so much so I've had managers who are "shocked" when they find out what I've actually done. This is not a good thing for self promotion, but it's sorta my personality...
I can safely say without a doubt it would take a talented professional software developer to design and develop what I did with the Eclipse plugin.
And while my mod is not a solely a single person effort it is mainly a single person effort. I have had the great opportunity to have fellow modders make models specifically for me, offer models they have already made, as well as myself seeking permission from modellers to use their work. I have also created a fair number of models from scratch myself for this mod and have given permission to others to use some of my work. I have also received permission to use dialogue sounds and particle effects created by other modders. The majority of models used in this mod were un-textured when received (the majority received textured are in Rogue). This left me to figure out how to texture 90% of the models used in this mod. Some of them range from WTF did I do, to wow! I can't believe I did that! Given my first model I ever created was fall 2009 and my first texturing work was 2010, I feel very good about my results.
In addition to models I think it's fair to say any mod takes input from fans or those who just like coming up with ideas. In this way I am thankful for all those that contributed ideas, help with testing, specific string entries, music suggestions, etc. It's fun working with others to see different ideas or takes on what you have done.
So given all that backdrop here's my review.
ZombiesRus5 is an experienced software developer working in highly multi-threaded architectures starting in languages such as C++ and now Java. His first exposure to modeling came in 2009 when he decided to see if he could follow one of the lost modeling tutorial threads on this forum using XSI. Having had some success he started on a path to make a crazy mod with Angels, Zombies and Demons as the backdrop for a personal mod that would likely never see daylight. ZombiesRus5 applied his software engineering approach to the design and development of the mod resulting in two well defined factions: Nephilim and Plague. ZombiesRus5 then sought feedback from the sins forum community, which he finds to be a valuable and interesting community of which he has made many friends. With positive feedback and the help from two modellers, AxelRose and EternalRequiem, ZombieRus5 released his first version of the mod in October 2009. Sins of the Fallen has since grown to include two more unique factions based loosely on Eclipse Phase.
ZombiesRus5 enjoys receiving help from the community as well as permission to use assets created by other equally talented people. ZombiesRus5 does however take pride in the fact that the rest of the modding work is done solely by him. This includes design of all factions, skinning all un-textured models, wiring and hard-pointing all models in XSI, icon creation, all coding work and generally anything else not mentioned or credited.
ZombiesRus5 has also worked directly with other mods usually in support roles ranging from testing, coding, modeling, texturing, to rewriting and restructuring an entire mod for a different team. ZombiesRus5 while busy with his own mod works on the Dawn of the Reapers mod as the main coder, XSI guru, and part-time texture artist and also has re-invented the BSG mod named as Blood and Chrome reworking many textures and including many new models esp. from Koobalt.
ZombiesRus5 is dedicated to Sins modding, having created the most comprehensive modding tool for Sins in the form of the SoaSE Eclipse Plugin. This tool makes the Eclipse IDE a perfect tool for Sins modding adding complete syntax validation, hover help, content assistance, syntax coloring and supports all four versions of Sins. The tool makes good use of XML for defining the validation rules making it easy for ZombiesRus5 to keep up with patches. ZombiesRus5 is also the creator of the sins syntax wiki which helps any developer regardless of if they use Eclipse or not. Add in his how to Videos, Add a Race Templates and general willingness to help fellow modders through forum postings and replies makes ZombiesRus5 a valuable asset to have around.
P.S. don't include all the crap in the OP. It's just an example of what I would write.