Ive been mapping for various games since Timesplitters up to Far Cry 2. I ran the UNS Clan and 3 24/7 servers for FC2. Our servers were known for their high-quality maps and zero-tolerance policy for cheaters. FC2 began to die out so we shut down - rather than cling to a dying game, we bowed out with dignity. I decided that simply creating MP maps just wasnt enough anymore. I could have gone to Call of Juarez BB, or even made maps for TF2 (which I am actually doing as a side project) but I felt that moving on to Modding was the way to go.

Comment History  (0 - 30 of 1,272)
agent00kevin Jul 29 2013, 10:28pm replied:

I am actually fiddling with SDK 2013 right now. It seems there is still no option to do a standalone mod with it though.

+1 vote     mod: NovaCor: The Fringe
agent00kevin Mar 27 2013, 10:49pm replied:

Ive had quite a busy winter with work; much busier than normal. however, Ive been retooling the gameplay and such so there has been more progress behind the scenes that got done. :)

+1 vote     media: Still Going
agent00kevin Mar 25 2013, 12:37am says:

I dont even know wtf you are talking about

0 votes     member: agent00kevin
agent00kevin Mar 18 2013, 9:36pm replied:

I have done the same thing a few times myself. It seems like no matter how motivated you are, at some point you just need to back off for a while and relax. This is why I have never set release dates...you never know when the downtime will strike :)

In any event, this looks really good and Ill definitely be pointing my kids to it as well as playing it myself.

+1 vote     mod: Half Life 2: Deep Down
agent00kevin Mar 18 2013, 9:34pm replied:

I have heard in the past that deals have been worked out that allow a license to be granted with zero up front cash. Not that Im even going to pursue it with NovaCor, but it has happened in the past. Details are few and far between as it involves a non disclosure agreement.

+1 vote     media: Onward and Upward
agent00kevin Jan 29 2013, 10:53pm says:

I like the white too; it kind of makes the guns seem like they are made of a space age polymer :P It definitely fits the clean, sci fi theme.

+3 votes     media: Cypress 9mm Update!
agent00kevin Jan 15 2013, 6:31pm says:

If it were identical, show me an Aliens movie with a plasticy white PR.

That said, my comment from 2 weeks ago addresses that. The rifle IS the rifle from Aliens. Its an awesome looking weapon and we were going to use it, then changed our minds sometime mid 2012.

Lil late to the party bro :P

+1 vote     mod: NovaCor: The Fringe
agent00kevin Jan 7 2013, 1:36am says:

Glad to see this Mod is progressing well. The mapping really seems to reflect the atmosphere and mood bXmMusic has set.

This is one of the few I will actually play. not to say others I have tracked were not worthy, but my time is at a premium with my own work and real life.

Definitely looking forward to release :)

+2 votes     mod: Inquietude
agent00kevin Jan 7 2013, 1:30am says:

Im excited for all of them :)

+3 votes     article: What would you like to see next?
agent00kevin Jan 7 2013, 1:29am replied:

Ahh its probably all the screens with that rifle in it still on the main description :P

But no, its not like that. The pacing is similar to HL2, where you have intense battles and periods inbetween where you must solve puzzles. You also fight two styles of enemies: Soldiers and Zombies. So yeah...if I had to compare it playstyle-wise, I would say HL2.

Theme-wise, its all original yet full of the good old Cliche's we've come to love.

+1 vote     mod: NovaCor: The Fringe
agent00kevin Jan 7 2013, 1:26am replied:

Haha :)

If only we could be so lucky. Perhaps with Steam Greenlight it would be possible, but right now, we are doing this for fun :)

+1 vote     media: Onward and Upward
agent00kevin Jan 7 2013, 1:24am says:

Yeah im REALLY happy with that weapon. Not only is it good, but it fits NovaCor very nicely.

+2 votes     media: Introducing the Cypress 9mm!
agent00kevin Jan 2 2013, 12:55am replied:

I get that a lot :)

+1 vote     media: Moar Screenz
agent00kevin Dec 29 2012, 12:29pm says:

Not only have I widened the corridors and shortened them, but redesigned the ceiling. The old support models will still be used in some specific areas, but will be reskinned so they wont be pure white any more.

Im also working on ensuring there is more variance to the levels in terms of elevation - the old Lab Maps were very 'flat' and took place mostly on one horizontal plane. In the redesigned/rebuilt maps you will use much more vertical space.

Lastly, not only is the lighting just thrown in to get some initial screens, but there are a lot of textures that need properly aligned. Dont worry, everything will be neat and tidy when its all said and done :)

+6 votes     media: Onward and Upward
agent00kevin Dec 24 2012, 1:49am replied:

Yeah, Im reworking the layout and some of the aesthetics. Its looking better than before so far :)

+2 votes     article: Dec 2012 Update
agent00kevin Dec 18 2012, 9:49am replied:

I agree; I had no idea changing my OS would do it. It may have happened when I copied the old Hard Drive to the new one; I dont know. Nothing else seems corrupted though.

Im actually excited to rebuild :) I spent last night pulling chunks of the old maps out and putting them into 'new' maps, cleaning up the brushes and optimizing a lot better than before. I was surprised at just how sloppy and wasteful it was once I started digging into things.

Things will indeed go much quicker now, especially since a lot of my time was spent making models and textures. I dont have to do all that now, though obviously there will still be some new models and textures to do.

Im really hoping to get some new screens of the rebuild up by Jan 1 2013. I go on vacation at the end of this week, so its a pretty good chance that it will happen!

+2 votes     article: Dec 2012 Update
agent00kevin Dec 17 2012, 11:05pm says:

How are the tools? Are they just like Far Cry 2's?

+1 vote     mod: Into Dust
agent00kevin Oct 14 2012, 12:28pm says:

I think its important to develop a character you can relate to or at very least feel empathy for. If you played a faceless, nameless character, then it detracts from the experience.

For instance, a ship's cook thrust into the middle of a war can make the things he does pretty epic, being he is not a trained military commando. In my own Mod, the forst couple maps develop the character whose perspective you are playing from. It turns the game/mod into a sort of interactive story IMO.

+1 vote     article: Rant 1 - Game Overviews
agent00kevin Oct 12 2012, 10:26pm replied:

The apts are pretty small. Its about scale to places I have lived in the past :P

+1 vote     media: Small amount of progress
agent00kevin Oct 12 2012, 10:25pm replied:

Lol, I actually brought that up to The Joker. (How they are similar) He didnt like it much :P

The Mod is still on the backburner as I continue work on NovaCor: The Fringe. I do have backup though - I already lost a portion of this Mod once!

+1 vote     mod: Half-Life 2: Retribution
agent00kevin Oct 11 2012, 3:53pm replied:

I have removed the comments posted by Shaowflar due to a very immature exchange of PMs here. Rest assured, I addressed him/her respectfully and professionally, yet was still met with hostility, insults, and overall childish behavior.

+4 votes     media: Weapons!
agent00kevin Oct 10 2012, 8:42pm replied:

I did flip through some screens of SS2 a while back and Im in agreement with you on that. However, I didnt actually play the game, and it may just be something about the 'vibe' it gives people as opposed to the actual style. :D

+2 votes     mod: NovaCor: The Fringe
agent00kevin Oct 8 2012, 7:18pm replied:

Yes :) That is what we are going to try to do. TRY being the key word!

+2 votes     media: Weapons!
agent00kevin Oct 8 2012, 7:15pm says:

The Mod in itself is not meant to be realistic in any way. Everything from the storyline down to the textures are meant to never let you forget you are playing a game.

If you think these weapons arent up to your realism standards, then you are in for a shock later. We are going to have a pulse shotty thats completely ridiculous and obviously very cumbersome and unwieldly. Many of our weapons are going to be quite unconventional, so brace yourself!

This Mod has hovering forklifts, plasma injectors not unlike the warp core from Star Trek, force fields, etc etc. The guns need not have room for springs, bolts, lever, hammers or even a slide. One of our pistols doesnt even have a slide. Why? Because it doesnt operate on blowback. It doesnt even fire conventional rounds.

As for the detail - I specifically requested we keep the models low poly. I told him that we could add a lot of the fine detail with a good skin and bumpmap, which is completely doable and has been done in the past - most notably, with Half Life 2. This is the theme of the entire Mod - a somewhat blocky, low poly yet still detailed Mod.

Shadowflar3, this is a Sci Fi Mod, packed with cliches. Nothing about it is realistic, and we dont care. We dont want it to be realistic. This Mod is about having fun, not impressing people with our attention to detail...that only a handful of players would actually even notice, and much less care about.

We appreciate your opinions, however, enough is enough. I will promptly remove any more on the subject of realism. That is not what we are doing with this Mod, so the point is moot anyway.

+2 votes     media: Weapons!
agent00kevin Sep 13 2012, 11:44pm says:

Yes :D I wish I had more to show, but work has been going good lately, which means less time for modding. Winter is when we'll see an explosion of development again.

+1 vote     media: Moar Screenz
agent00kevin Sep 13 2012, 12:11am replied:

I am still torn between releasing a demo and not. The mission structure and map progression would make it tough to do that and encompass all of the gameplay aspects. That would lead to an incomplete first impression, and I dont want that. Some maps are combat oriented and others are mostly puzzles. Including one or the other would not do the Mod justice overall. than you have the fact that Id be releasing many of my models, textures and NPCs to the public; and many would surely pop up on sites such as Gamebanana...something I also want to avoid. At least, until the project is complete. I have already been asked for my Infected NPCs in the past and I really do not want to release them to anyone until the Mod is done.

That said, its not completely out of the question :)

It will play more like a cross between Perfect Dark and half Life 2, so don't get your hopes up for a System Shock 2 style Mod. Ive drawn a lot of comparasin to it in the past, and while I appreciate it, I dont want people to feel 'let down' when the game isnt a whole lot like SS2. I never played it and thought I had an original, almost old-school look; so nothing in NovaCor is modeled after System Shock 2. Hopefully I will still create a fun and engaging Mod for all those SS2 fans to play :D

+1 vote     mod: NovaCor: The Fringe
agent00kevin Jul 30 2012, 11:45pm replied:

Actually I did not know this until I checked the update on G-String, then scrolled through the comments and saw someone posted you were back.

I are happys nao. I check your site about once per week and post now and then. Good to see its back :D

+2 votes     group: PlanetPhillip.Com
agent00kevin Jul 13 2012, 3:46pm says:

Im glad to see you have taken what the community said and are making changes and improvements. Putting together a Mod is a lot of work. making it great is an epic amount of work :)

+5 votes     mod: The Forgotten Ones
agent00kevin Jul 9 2012, 10:10pm says:

Hi Philip.

Im disappointed your website closed its doors. I always looked forward to checking out the new content and Mods. Your site was a great service to the community, and for that, I thank you.

+3 votes     group: PlanetPhillip.Com
agent00kevin Jul 1 2012, 9:37pm replied:

Actually, you are right; Its been more like 18 months. I looked at my screens and the oldest one I have of 'NovaCor' is Dec 2010. There was a time when this was called 'Old Skool' and it had a completely different theme.

There was a lot of wasted time on stuff that is far below my current abilities and standards, which amounts to about 6 months of time in development that produced nothing but better skills and understanding of the SDK. Id say about 12-15 months of real progress and a 3-6 month period where I was still coming to grips with Hammer and the overall design. Then there was the time before that when I had the old theme, setting, story, etc.

I really started working on this with just a basic idea of what I was going to do - which was a BAD idea. I then went back to the drawing board, and got organized. I roughed out the story and locales, then started redesihning the entire look and feel of the Mod.

So its hard to judge exactly when NovaCor as it is now started, which is why I based it on the earliest screen of anything that was NovaCor. You'd have to flip forward some more to find any maps being used, and even then they have been drastically redesigned and improved since then.

+1 vote     article: June 2012 Update
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