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  (30 - 60 of 1,272)
agent00kevin
agent00kevin Jun 28 2012, 8:38pm replied:

Thanks for posting!

I think 4 hours is not bad IF I stick to the design in the Lab maps. Re-use of space without making the player bactrack all the time, and lots of little things to occupy the player along the way. Im trying to pack a lot of content into each level, making the player want to or need to visit every room and do something in it to finish a level. Whether that be fight a boss, just find something, or figure out a puzzle. For instance, one of the Lab levels isnt very large at all, but it took me 20 minutes to complete it - and thats knowing where everything is and what to do once I get there. So, Im hoping for 30 minutes for players who are playing it for the first time. Im going for something like that with every level :)

As one of the few who finished and released a good, original Mod, I greatly respect your opinions and advice.

+1 vote     article: June 2012 Update
agent00kevin
agent00kevin Jun 28 2012, 8:29pm replied:

Quality issues wont stop release; its just a matter of time. I do think about release though, and set a goal for myself of early 2013. I was going to go for the end of 2012 but thats a big time for new commercial releaseswith the holidays and stuff. I wouldnt want to be overshadowed by all the new games coming out for Christmas season 2012 :P

I do need to work on prioritizing though. I just do whatever I feel at the time, with no real structure as to what gets done and when - I just know what all needs to be done, and kind of do what I feel like I would enjoy doing most when I sit down at the PC after work.

+1 vote     article: June 2012 Update
agent00kevin
agent00kevin Jun 23 2012, 1:42am says:

Word of advice; not many people like Hammer screens. They simply do not convey the real atmosphere of a level in progress.

And are all those cubemaps? If so: toooooo much!

+4 votes     media: editing in hammer
agent00kevin
agent00kevin Jun 23 2012, 1:41am says:

....my face just melted.

+4 votes     mod: Gordon's Side Story
agent00kevin
agent00kevin Jun 18 2012, 9:42pm replied:

It is a pretty big cut; but Im trying to be more realistic. Its completrely possible Ill have more than 4 hours...Im just not shooting for it at this point. Im going with quality over quantity, and if I manage to produce they quantity I want, it wont be at the sacrifice of quality :)

+2 votes     media: Still Mapping
agent00kevin
agent00kevin Jun 17 2012, 5:15pm replied:

Thats it! Though I wouldnt be as cheap as to use the open door/instantly get attacked trick more than a couple times. I dont think thats very fair, especially since I was considering disabling the autosave/save where you want function...much like the old school FPS games where you had to make it though the whole level alive to beat it and save. I dont know how well recieved it would be, but its somethjing Ive been considering.

+1 vote     media: Small Mapping Update
agent00kevin
agent00kevin Jun 17 2012, 5:11pm replied:

Thanks! :)

Yes, its nice to get things built in Hammer that have been waiting on the drawing board. Up until recently I was going back through the storyline and how things play out, making so revisions and changes. Now Im back into mapping and things are actually coming out better than on paper.

+1 vote     media: Still Mapping
agent00kevin
agent00kevin Jun 17 2012, 5:09pm replied:

It wont be as big as I wanted from the start, but there will be a fair amount of content. I was aiming for 12-15 hours of gameplay, but I think that was too lofty. The new estimate is 4ish hours of gameplay. That could always change of course. It really depends on how much of the story I edit during development and how many maps make it in. Also, most of the map screens Ive shown to this point are still unfinished maps. The Labwork maps are the closest to being done, with only one map being mostly complete at this point.

As far as your application goes, there is a long waiting list. But Im confident you will be accepted. Just make sure to pack a breathing mask, a stun prod and some type of bite/claw resistant suit. Things will get rough there after a while, and weapons are not allowed for anyone but security.

+2 votes     media: Still Mapping
agent00kevin
agent00kevin Jun 16 2012, 10:41pm says:

No detail, just a few screens of new areas I mapped out after having the sketches around for months.

Theres much more being worked on presently; but its mostly in dev textures still. The main focus of work lately has been bringng to life things that were designed months ago.

About time, right? :)

+2 votes     media: Still Mapping
agent00kevin
agent00kevin May 22 2012, 8:55pm replied:

Lots of glass in them, but metal framed with the typical NovaCor geometric shapes. Ive been getting into making glass dors lately in areas not sealed off by areaportals...kinda makes things less clausterphibic and open feeling.

+1 vote     media: Small Mapping Update
agent00kevin
agent00kevin May 22 2012, 8:53pm replied:

Lol...I suppose they would be hexagonal but the sides arent equal do maybe just classified as a polygon?

+1 vote     media: Small Mapping Update
agent00kevin
agent00kevin May 21 2012, 11:13pm replied:

Thanks. Im trying to not 'wear out' certain areas, but summertime is cutting into my modding time. The main issue with showing progress is that is so spread out, each map gets little done but the overall progress is much greater.

+2 votes     media: Small Mapping Update
agent00kevin
agent00kevin May 21 2012, 9:55pm says:

Redesigned windows. Not much detail; still working on props.

+1 vote     media: Small Mapping Update
agent00kevin
agent00kevin May 21 2012, 9:54pm says:

Little more detail, new doors off in the distance.

+2 votes     media: Small Mapping Update
agent00kevin
agent00kevin May 3 2012, 11:47pm says:

The player will be manning a cannon trying to fend them off; and probably wont get inside one of these. They are larger than a one man fighter, but much smaller than a cruiser or destroyer. Think small crews, but definitely not one man crafts.

There arent many real details as they will be only seen in motion, and from a moderate distance. What detail I do add will probably be in the final skin and not in the model itself, to save on vertices that arent really neccesary. I will probably have the cannon also incorporate a tracking device to give the player a HUD target to shoot at, but not auto aim or auto lock on. That way the player can see them better in the dimly lit environment.

The main 'enemy' in this planned sequence are heavy missiles, but the attack craft will be targeting the player as he/she mans the cannon. The ultimate goal will be to shoot the missiles down, but you also must shoot the fighter craft to survive and be able to finish the level.

+1 vote     media: NCTF Attack Wing
agent00kevin
agent00kevin May 3 2012, 9:36am replied:

Its a troll when they rate it a 1/10 with the sole intent of bringing the average down.

There are several members here who think only their work is worthy of attention and troll about Moddb, bashing others work.

+3 votes     mod: Ground Complex
agent00kevin
agent00kevin Apr 27 2012, 12:54pm says:

If I absolutely HAD to pick at something: Id say the box on the pallet jack should have a pallet under it.

The smallest of details, and most would probably never notice. Its really a nice bit of level design :)

+4 votes     media: Demo version 2
agent00kevin
agent00kevin Apr 26 2012, 3:46pm says:

The white square is a 'leak'; the area is not really in place yet. I cordon - compiled it for performance testing and general feedback. The floor texture is actually a few textures layered on a 2 piece floor...it has the center tile, two pieces of glass on either side then the main floor underneath. It seems to really add some depth to the floor and make you feel like you are somewhere special instead of having the same flat one piece floors like in the corridors :)

+1 vote     media: Tech
agent00kevin
agent00kevin Apr 26 2012, 3:43pm replied:

I can understand that. There is a lot I have done that has never been posted though...I typically post newly designed areas for feedback and possible changes to be made before continuing on with it. TheSniperFan, Spy-maps, and Kost4r are all very good at spotting wierd details that I missed and I greatly appreciate their advice and help with these things. This way, I can fix the issues before continuing on to build the rest.

Also, a lot of times I post new textures and models because its all I really have to show. I do want to keep interest in the Mod going with a sort of regular update deal, and weeks where I dont accomplish much (real life always comes first) I end up showing just about everything Ive done.

I suppose I shouldnt woory too much about keeping interest; it seems like videos and news posts with lots of content generate the most interest anyway. Screenshots pretty much keep those already tracking the Mod updated and assured I am still plodding along.

+2 votes     media: Tech
agent00kevin
agent00kevin Apr 26 2012, 3:37pm says:

Yes you did mention that :P I will give on this one and make some real light fixture models.

And yes, there is a glass plate over the floor, creating shadows. I was going to just make it one texture on a single surface but the effect is so much better in layering the floor brushes.

+1 vote     media: Tech
agent00kevin
agent00kevin Apr 26 2012, 3:35pm replied:

I originally thought it would be cool to have 2D lightsources, but you are correct...it doesnt look right. (though I dont doubt the future will have such things)I also saved entity data by just using these; but the extra props I would add by having actual fixtures wont be much.

Also, it takes objects away from what would be detail in having no light fixtures. I will design something futuristic in the near future :)

+1 vote     media: Tech
agent00kevin
agent00kevin Apr 26 2012, 12:48am says:

Great to hear things are in GO mode!

+4 votes     article: Production Stages
agent00kevin
agent00kevin Apr 26 2012, 12:11am says:

This one is just to show the bumpmapping and specular mask on the wall texture. You may have to click 'view original' to get the best view of it.

+1 vote     media: Tech
agent00kevin
agent00kevin Apr 25 2012, 8:24pm replied:

The Source SDK model viewer adds its own odd reflections; theres nothing I can do about it. Its not there in-game though :)Its reflective, but not rusty brown.

+1 vote     media: New Server Models
agent00kevin
agent00kevin Apr 25 2012, 8:24pm replied:

I could make them 'explodable' and with inputs/outputs, easily make them damagable, but probably wont. Some will be offline due to the stationwide emergency.

+1 vote     media: New Server Models
agent00kevin
agent00kevin Apr 25 2012, 3:45pm replied:

Seeing the exact same blood decals in 1000 different Mods gets old. It was one of my first priorities in my own Mod. People overlook custom blood and grafitti; and blood does not splatter the same exact few ways in every 'universe'. Nor do the same few grafitti artists tag walls all over the world and in other universes.

Its s fine detail many dont consider; the fact that these decals have been used time and time again. Plus, its pretty easy and not very time consuming to do your own.

+4 votes     media: More Teaser Shots
agent00kevin
agent00kevin Apr 25 2012, 3:09pm says:

Still some minor errors in the skinning job; thats an easy fix.

+1 vote     media: New Server Models
agent00kevin
agent00kevin Apr 25 2012, 3:09pm says:

Its animated; the green indicator lights at the top pulse in two different styles, as well as a red lit skin to indicate failure.

+2 votes     media: New Server Models
agent00kevin
agent00kevin Apr 25 2012, 3:07pm replied:

Now I just have to come up with the funds to get my domain name back. Hopefully by the end of May; but I did just have to buy a new lawnmower and am in need of a MIG Welder.

*keeping fingers crossed*

+1 vote     mod: NovaCor: The Fringe
agent00kevin
agent00kevin Apr 24 2012, 4:25pm says:

This is an outstanding set of screens!

Tracking: activated.

+5 votes     mod: Visage
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