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 1,289)
agent00kevin
agent00kevin Feb 27 2015, 1:41pm replied:

Yes, it is an all in one download. All you need for servers is the Data folder, do not install the 7DaysToDie_Data folder or your server will not start.

+1 vote   mod: Death Legion's Live Free or Die Mod
agent00kevin
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
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
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
agent00kevin Jan 2 2013, 12:55am replied:

I get that a lot :)

+1 vote   media: Moar Screenz
agent00kevin
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
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
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 Mar 19 2012, 10:28pm replied:

Tell you what. Show me some simple logos and Ill decide of they fit NovaCor. :)

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Mar 12 2012, 4:53pm replied:

Oh - and there will indeed be a Agricultural section. I have nothing yet planned/designed for it, but it will be there!

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Mar 12 2012, 4:52pm says:

In a sense, I have been doing things one sector at a time; but more in actual design as opposed to finishing one area, then moving on to the next. The only area remotely close to finished are the Lab areas - the rest have just been started.

I do a fair amount of concept work, but much of the early screens of areas are also concept work. If you saw early screens of the laboratory decks, then looked through the rest, you would see a huge difference in what I started with and what I finished with.

This is probably because I prefer to do most of the real conceptual work in Hammer, as opposed to drawing tons and tons of stuff, then making it. It is a very different approach to concept work than the norm, but there is a reason for this.

It better suits development in the long run to do most of the design work within Hammer. It allows me to design something I am able to readily and relatively easily create and build, as opposed to drawing tons of pieces of art only to find great difficulty in actually building those wonderful things in Hammer.

Thats the short answer; Im actually planning a news post on the subject and reasons behind it for the near future - kind of a look into my methods of madness :)

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Feb 28 2012, 9:13pm replied:

Its ok. While I dont exactly want to continue any war of words, I think its been a long time coming that people got together and spoke up about that guy. Theres only so much you can let slide before enough is enough...thats why I left it all up instead of deleting the comments. :)

+1 vote   media: First Look
agent00kevin
agent00kevin Feb 27 2012, 8:26pm replied:

He does that to a lot of Mods, and for a while was shamelessly advertising Mxthe's Mod while doing it.

And thank you :) Theres a ton of work to go into these levels still; they have just started construction. Any ways to improve that you might come up with are always welcome.

+1 vote   media: First Look
agent00kevin
agent00kevin Feb 27 2012, 6:01pm replied:

Oh he did it a few months ago, back when its was just me.

I deleted his comment and reply, but he claimed he never did that and then pretended he didnt remember linking me screenshots and saying that NovaCor looked just like about 5 different games and Mods. He seems to have a passion for insinuating that I am ripping a number of games off when it comes to level design. This is the 3rd occasion in the past 12 months he has popped up, saying I stole assests, ripped off design etc. Im just going to delete his future comments from now on, until he can realize that I welcome constructive criticsm, but will not tolerate destructive, berating comments. No matter how politely put...its like telling someone they are fat and stupid with a smile: its still an insult and meant to degrade, no matter how nice it looks.

+2 votes   media: First Look
agent00kevin
agent00kevin Feb 27 2012, 4:34pm says:

Mkilbride, Ive told you once before that constantly comparing this mod to and and every other game/mods design is something that I will no longer tolerate.

You went through great strides in the past to say that this Mod is not original in design. You even twice accused me of stealing assets from other Mods, and once suggested that I was using code from another Mod with no basis for that at all.

I will promptly delete any more comparasins you make to other Mods.

The design is mine and mine alone. It is sci fi, and there is a basic design scheme employed by every single sci fi mod and game out there. Certain shapes and schemes are the very base of defining science fiction.

So give it up. Find someone else to harass. You know I do not appreciate it, and you continue, and somehow think you are not a troll.

I hate to break it to you, but you are a troll, plain and simple.

+3 votes   media: First Look
agent00kevin
agent00kevin Jan 20 2012, 3:41am replied:

They are already gone. Most of the time when theres a solid color, its just there until I make a new texture for whatever it is on. I have this weird issue with using dev textures; I just dont like to do it.

The beams are also no longer the same texture as the roof and floor, which is what I though people would point out first anyway :P

Also, the lines, which are neon light strips, are not in the floor anymore as it contributed to the brightness. I am, however, leaving them in the walls because its part of the overall design of the engineering decks.

+1 vote   media: Mapping Screens
agent00kevin
agent00kevin Jan 8 2012, 4:13am says:

hellga!

+1 vote   media: sgt. Red Chick (the new NPC)
agent00kevin
agent00kevin Jan 6 2012, 3:12am says:

Me likes, but methinks it may be a bit out of my current abilities. We are a good way from release though, so that leaves plenty of time to get it figured out :)

+1 vote   media: HUD Concept
agent00kevin
agent00kevin Jan 1 2012, 12:25pm says:

Its a Pistol/SMG hybrid, like the Mac10 of the future :P It feeds like an SMG or AR, but is wielded like a handgun. It also fires full auto! (video coming soon) The ultimate in close quarters small arms. Designed by NovaCor, it also auto-chambers the first round, eliminating the need for a bolt. There is no slide as the upper reciever is designed as an SMG would.

The assault rifle (we dont have a name for it yet) fires pulse rounds but is more conventional in design, unlike the Pulse Rifle is. this weapon is an early NovaCor staple, used by the NovaCor Heavy Troopers as opposed to the lighter Pulse Rifles employed by NovaCor security. It will, however, be very obvious when complete that it is not a conventional weapon.

Each weapon will have a detailed history and explanation in the Mod, as an easter egg. (among other easter eggs)

+1 vote   article: 2011 - 2012: New Years News!
agent00kevin
agent00kevin Dec 10 2011, 9:19am says:

Yes. Blade Runner meets Deus Ex :)

+4 votes   media: Rain
agent00kevin
agent00kevin Dec 10 2011, 9:12am replied:

Its a single panel that slides horizontally. The new doors are the same; and the blue panel is the keypad to get in. The color coding lets you know if you can get in or not:

Green = unlocked, just waltz right in
Red = must find the door code
Darkened red = door does not open

The darkened ones will be damaged too so theres no confusion :)

+1 vote   media: Lab Textures
agent00kevin
agent00kevin Dec 10 2011, 9:08am replied:

Kinda sorta. If you look at the top and bottoms of the frame, it meets the angle of the wall flush. I can make the doorframe angled too but it would either a. be flush with the wall or b. be uniformly sticking out of the wall. And yes, its a step...if I got rid of it Id have to go back through 4 maps and redo all the doorways :( I dont like it much now, but thats a lot of extra work. However, I am going through anyway now and changing all of the frames (and cleaning up some sloppy construction around them) so its not out of the question.

+1 vote   media: New Door and Doorframe
agent00kevin
agent00kevin Dec 6 2011, 12:08am says:

Wow I didnt realize your age :) Nice to see some people my age here working on Mods too. Maybe Ive just been to the wrong pages, but it seems like teens are abundant here :P

+3 votes   member: Eyaura
agent00kevin
agent00kevin Nov 30 2011, 7:59am says:

The supports are all ststic props :) Id probably have vertice problems if they were all brushes.

+1 vote   media: Updated Pulse Rifle, new models
agent00kevin
agent00kevin Nov 29 2011, 7:26am replied:

Awesome :) The pulse ball launcher would be perfect because I was going to make it launch a 'pulse blast' instead of a normal 'nade. Sounds like we are thinking along the same lines :)

Since this is getting a toal makeover, Im keeping it in. I like it too damn much anyway. Ill start working on the ammo counter, changing it into a small window to see the blue plasma inside, animated of course!

+1 vote   media: Pulse Rifle Upgrade
agent00kevin
agent00kevin Nov 29 2011, 5:54am replied:

Thats the ons Spy-maps!

Im going to change the counter to show a little of the blue plasme energy it fires and make it an animated texture to add a bit of 'pop' to it. Evilwevil offered to do animations for this Mod, including some new ones for this weapon. I think it will be fine to use if its highly customized just for NovaCor though.

It might not even make it to release though - A modeller here on Moddb offered to help out and do the weapon models, so if he pulls through then I wont use this. If this does get customized for NovaCor, I really like it and will keep it in.Ill name him when he gets the fisrt model done of course, but I dont want to go spreading names around just yet :)

+1 vote   media: Pulse Rifle Upgrade
agent00kevin
agent00kevin Nov 16 2011, 1:58pm replied:

Absolutely! I have taken everyones opinions seriously and considered every suggestion so far. Many times, I put my own spin on the suggestions, but they still are based on feedback Ive gotten. I do this because I enjoy it, but in the end, if no one enjoys the final product, I will have wasted my time.

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 15 2011, 4:11pm says:

Nah I wont get burned out. Now that Ive got a handle on the textures and overall appearance of the Mod, I just have to map map map and get er all polished up. I may even have a demo for Christmastime...but dont hold your breath.

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 14 2011, 10:35am replied:

yep...had "$surfaceprop" set as tile. Fixed, and thank you!

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 14 2011, 9:32am replied:

I'll have to make sure, but it should have a metal surface property. If not, easy fix. Its completely possible that snuck by me...it was a wee tad past my bedtime :P

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 13 2011, 3:08pm says:

Very nice. Gritty and futuristic with lots of geometric angles. Me likes!

+1 vote   media: New Textures
agent00kevin
agent00kevin Nov 7 2011, 10:29pm replied:

This Mod is meant to be as far frpm HL2's atmosphere as possible. Everything is crisp, with what destruction there is having obviously occured very recently. Its a very distinct art style as well. I dont intend on changing much about those two aspects as they are major components of what makes the Mod what it is. I have a slew of textures that would be great in the HL2 universe, or ny run-down smosphere, but thats not this Mod. Parts two and three will have some run down, dirty locales, but not this one.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 3 2011, 8:39am replied:

I wont promise it, but I will give it serious thought :P It would be more likely to see a few mutilated crewman in exceptionally bloody areas as opposed to on the Infected models. For instance, right before you get swarmed with a mob of infected...I WAS planning some L4D Horde-style sequences, so that might be the perfect way to let the player know whats coming :)

0 votes   media: Updated Textures, New Infected Model
agent00kevin
agent00kevin Oct 29 2011, 12:47am replied:

Lol :P I should really play those games. I missed them since I was a console gamer in those days. Id have to say when it comes to comparasins, I get 'this looks like System Shock' more than anything else easily. That really encourages me to continue. Its almost better than creating something and having someone tell you its uniqie, because I thought it was. It turns out, apparently I have the same design ideas as pro developers :D

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 25 2011, 12:39am says:

Hmm. Sounds like its a good thing I keep my Dev rig offline. Im sure Ill pay for that later, but I relly hate being interrupted in the middle of my project.

+1 vote   article: Fun
agent00kevin
agent00kevin Oct 21 2011, 8:45pm replied:

I dont care so much about the textures as grafitti decals. I am tired of seeing the same few tags in every city in the HL2 world, as if 5 people travelled the globe just spraying their tags and moving on.

+2 votes   media: Chapter 2 - Аttic
agent00kevin
agent00kevin Oct 21 2011, 3:11pm replied:

Im not making new NPC models for this Mod. They are Infected, not Zombies, therefore will remain very hunam like. They are reskinned, recomiled HL2 citizen models that run on the fastzombie AI. They use animations from the Citizens, Fastzombies and Zombine.

The texture used isnt just 'red paint' either. Its a texture found on the zombies in HL2.

The 'white paint' is their uniform. All Lab employees wear the white NovaCor uniform.

After all, I have never seen a movie or game yet where the first thing Infected or Zombies do is strip down naked.

+2 votes   media: Reskinned Infected
agent00kevin
agent00kevin Oct 18 2011, 11:41pm says:

Yes, thats a kitchen bar. The countertop is white marble but for whatever reeason it didnt come out in the screen. My guess is the light above it is too bright. I went with a semi-modern design, much like apartments built in the late 20th century. There will be some art pieces and other things to 'cozy it up' a little more in some of the units. Others will be clean and almost spartan. You'll be able to tell the different living styles of its inhabitants by what their quarters look like.

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 18 2011, 9:21pm says:

There will be some areas where the tenants have become infected and have furniture strewn about the corridors, but other than that, I wouldnt know what to put there either. I figured some plants would add a little detail. Theres not a lot you can put in corridors like that, where they are meant to be clean and clear for people.

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 10 2011, 8:44pm says:

This is a great Mod. I love it. It has its own style with some hints of Deus Ex and some other games here and there, but none are overdone. Very very good stuff.

+1 vote   media: Every city needs a landmark
agent00kevin
agent00kevin Oct 7 2011, 12:43pm says:

The large, multil level areas will definitely be used for battles. I really wanted to open things up and give the player a sense of freedom after the clausterphobic, linear labwork levels. Im also working on some puzzles, though the Tech puzzles wont require large areas. The later levels will be in more of a platforming style, requiring lots of space.

Id see it as a huge waste of time if the player just ran right through them without using that space for something :)

+1 vote   media: Tech_02 WIP Screens
agent00kevin
agent00kevin Sep 5 2011, 3:51pm says:

I did a minor redesign and added a stair tower on one end of this room. I didnt like not having immediate access to the upper level with enemies up there.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Sep 5 2011, 3:47pm says:

Yes, they run, but the player is faster so they arent too hard to evade. I refer to them as zombies a lot, but 28 Days Later Infected are more accurate. There are slow ones and there are even some who havent fully 'turned' yet and who can still use weapons.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 27 2011, 1:43am says:

Not so much in this screen as the previous one I guess. I suppose I will keep the theme metallic and plastics since it matches the rest. Also, nothing else on the station is run down so this area shouldnt really be either. (i was really happy with how these textures came out) The end of this mods story puts you on the planets surface, so I will use them there. Or maybe I will just move this map to the surface, which would eliminate a lot of issues I have with making large, open indoor areas.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 23 2011, 10:03pm says:

Ah its not hard to edit that particular entity. A couple clicks and keystrokes and it will be all fixed up :)

+1 vote   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 23 2011, 11:09am says:

Yes, those are incubator-type tanks kinda like something you might clone a humanoid creature in. I didnt picture them too well, but I have a lot of new props to show so I figured I may as well wait on that. I have decided (with graph paper) to go ahead and make this a multi level room to have better combat. I am also heavily considering putting some infected in the tanks, so that if they get shot ot otherwise damaged, it will unleash more enemies to fight...though they will also go after NovaCor Security forces so it can work either for or against you.

+1 vote   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 10 2011, 8:54pm says:

Sinced this is based in the HL2 universe I personally wouldnt waste time in custom textures. The stock HL2 ones would be perfect, though I might go ahead and tweak some of them and add some new color schemes to the old building template textures, metal and concrete textures. :) ( i actually have already done that if youd like to use them)

+1 vote   media: A Sand Texture
agent00kevin
agent00kevin Aug 8 2011, 6:16pm says:

In normal circumstances this room would be full of Novacor employees tending to the equipment, but since everyone has been either infected or killed, they are all gone or laying on the floor full of holes :P

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 4 2011, 10:08am says:

Its a long hard road, and Im travelling it too. I think you are making a well though out move in pausing. I do hope you come back and finish this Mod, as it has a great theme and I think you can produce something fun to play. You have the ability, you just need the knowlege to let it out. You can feel free to message me with questions about Hammer; Im no expert but I have been developing a Mod for 8 months now, after about a year of learning how to deal with Hammer's various issues. You may also want to visit the Steam Users forums for help; they have a section just for the SDK. I believe in this Mod and your ability!

+1 vote   article: Red Planet - Exodus
agent00kevin
agent00kevin Jul 29 2011, 11:18am says:

Yes, I will be adding a lot of different decals of papers and debris for the prision maps. I will also have some models of books strewn about. As for justifying this much paper in this level as opposed to the Labs, the prisioners dont get electronics to use - its all old school for them since weapons and other devices potentially used for escape could be made of them. The inner areas for the guards will have book carts and stacks of papers, to illustrate to the player where it all came from. In addition to that, some of the cells will have papers and books in them.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 29 2011, 11:10am says:

They are newspaper style material that the prisioners read (and occasionally use for other stuff) They will be scattered around more after I make some more decals of them. Right now I only have 2 styles and In didnt want it to be that repetetive...there will also be totally different stuff too. The texture on the debris piles will be a lil different too...its a placeholder from the labwork maps and I need to make a new blend texture for these prision decks ;)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 6:21pm says:

Of course not :) I have been hard at work designinhg more levels, mapping amd modelling and making new textures. I cut down on the updates since most of what I have done is either 1) already been pictured or 2) not textured or detailed yet.I have completed about 70% of the Labwork maps, but since Ive already shown the design, I decided not to post more screens of them. I havent had much outside of new map beginnings and models to show, which I havent felt were worthy of a news post just yet :)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 6:10pm says:

All good opinions. I will be doing some more skins in the future, so when that happens Ill make some revisions :)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 5:41pm says:

Yes they are plastic...those inmates...always with the stabbing.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 5:39pm says:

Very good ideas. I may implement something similar. Instead of blasting it open, which might require barrels in odd places, I could add 'crate keys' which can be used once, carried for any period of time and usable on any red lit crate. Kinda like a surprise....you might not want to use your key on the first crate you see only to find old shoes in it.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 12 2011, 8:56am says:

Both the yellow and the red ones are volatile...as of now they explode the same but I was considering making the yellow ones blow up without catching fire and the red ones catch fire before they go. I am even considering the possibility of green ones that are radioactive and spread a little toxic waste when you break them.

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jul 12 2011, 12:13am says:

Lol yeah it kinda reminded me of that too. Those models were originally designed to be mounted on the walls vertically, so I will most likey design a similar unit that looks better attatched horizontally, to the ceiling. And sadly, companion cubes wont fall out of them. Its going to be pretty lonely on NovaCor :(

+2 votes   media: NovaCor Tech
agent00kevin
agent00kevin Jul 2 2011, 3:18pm says:

The AA is on...I have to convert the BMP file to JPG to upload here. Moddb doesnt accept bitmap files so the quality is lower. I use JPG as opposed to PNG because its roughly 1/3 the file size. It indeed looks much cleaner on my monitor. When I convert the file I do 85% quality. As for the textures, I do know that Source can do 2048X2048 but I have no desire to try and make an ultra realistic/detailed environment. In fact, this whole Mod has a high chance of being converted to cel-shaded textures. The Mod is meant to have simplistic graphics as my first endeavor in Modding. Its focus is on gameplay and story without taking itself too seriously. Thats because this is a one man project and I cannot spend lots of time on any one particular aspect. This needs to be fun and engrossing before graphically amazing. Lots of full scale commercial products fall short of their goal by spending too much time on appearances and end up lacking in experience. Thats not what I want.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jun 26 2011, 8:41am replied:

Yes...I am trying to make this run as buttery smooth as possibke :)

+1 vote   media: Couple Screenies
agent00kevin
agent00kevin Jun 8 2011, 8:07pm says:

OMG what HAVE you done?????

+1 vote   media: 6-6-2011
agent00kevin
agent00kevin Jun 7 2011, 8:59am says:

Exactly. I can place them horizontally but thats about as far as it goes. They fall how the engine makes them fall, and the only solution I see is to change the bones in the models to help them 'fall' better. That would force me to make 2 sets of models for every NPC, and then the ones that start live and get killed would still act funny when they die.

+1 vote   media: 6-6-2011
agent00kevin
agent00kevin Jun 1 2011, 7:07pm says:

Thx :) Ill have the crates gone when its done; I tend to slap them in when I need to feel like the room isnt too empty; then they eventually get rotated out for consoles or something else.

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin Jun 1 2011, 1:08pm says:

No, no bribes accepted! I look at it like this: I can make more in my whole career as an inspector than any one person could offer anyway...plus its a safety thing. Id hate for a building to collapse and hurt people so I could make some fast cash.

You were right about the wire though; I didnt like it but I stuck it there for some detail anyway. Now its gone :)

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 27 2011, 8:20pm replied:

Yep, Ive tested every prop so far. Actually, Ive tested that map so much Im starting to hate seeing it at this point :P Every time I change or add something, I test it to make sure it works. I wish I had kept track; I would bet Ive ran through that map 500 times now. Aside from my 'test as I go' approach, I have two testers to come to the studio in person who will make a few runthroughs and try to find some exploits/problems.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 24 2011, 1:41pm says:

Lol yeah 3m might just do the trick. Its a cover to the bed; i just havent dont the arm that moves it yet. I will be working on that soon! I already have some robot arms for the next section of the labs done so it will be pretty easy to edit one to use for the beds. I might get to it tonight, but im not sure. Ive been tweaking the textures too and making replacements for the things that are still plain white, like the doorframes for example. i never really know what i am going to work on until i sit down at the computer :)

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 9:28pm replied:

Yeah the tables wont break apart on you. They are pretty lightweight, made of a plasticy material so they just kinda get riddled but dont break apart. I had toyed with destructible cover but I didnt end up liking it very much, because once it was gone not only was there less detail but no more cover to use. Instead, I am heavily scripting the NPCs to react to most of the combat options you will use.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 3:32pm replied:

In this particular area, you dont want to run by those cables (and yes K05T4R they are sparking :P) because they will zap you. The tables in the halls are lightweight and the player can just bump them right out of the way, or even pick one up and carry it for impromptu cover. The crates and utilty carts dont move so easily and you do have to weave around them, but they arent placed in such a way that you are constantly fighting your way through the props. In many cases, they are used for cover or cover points as youadvance on the enemy.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:42am says:

Agreed. I havent touched the music since I worked out this litle beat. Been all wrapped up in modelling and mapping and texture art.

It will eventually get mixed into a much better track though :)

+1 vote   media: Updated Battle Loop
agent00kevin
agent00kevin May 13 2011, 1:01am replied:

I think he means take them OUT.

+3 votes   mod: The Escapist
agent00kevin
agent00kevin May 11 2011, 1:18pm replied:

To help speed that up, Ive accepted an offer for help from one of this Mod's trackers. He says he can do weapons and NPCs so I went ahead and tentatively accepted the offer. If the work is a good enough quality, there will be some no ones to show much sooner than I expected. I have another I edited myself and he looks much different then the HL2 models, but he is not pictured yet. I will get him in the next set of screens :)

Aside from that, Ive been creating custom sounds from scratch too. I have Cakewalk Music Creator. and it can be used for much more than music!

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 5 2011, 9:50pm replied:

Ageed. Source is a very powerful engine, and easy to use. I messed around with the UDK but it seemed a little more complicated; maybe I just didnt give it enough of a chance. Ive seen some jaw-dropping stuff on Source; I think its just the sheer number of mediocre/average Mods and basic HL2 mods that exist give it a bad name. Source also uses C++ so its much easier to jump right into as opposed to UDK, which apparently uses a proprietary language you'd have to learn, and only use in that engine. C++ is so widely used it just makes sense!

+1 vote   media: Few new screens
agent00kevin
agent00kevin May 5 2011, 8:52pm replied:

Yeah, none of them will simply leave your team - unless the story advances to such a point - once they join. They will stand by your side until you lose their trust somehow, or become infected. There basically is no neutral ground once they join up with you.

+2 votes   article: Trust/Fear Mechanics
agent00kevin
agent00kevin May 5 2011, 12:50pm replied:

No, most of them wont at least. They will stick with you until the story separate you or you lose their trust. A couple here and there will be infected and eventually turn on you AND the others, but it wont be something you have to constantly worry about.

+1 vote   article: Trust/Fear Mechanics
agent00kevin
agent00kevin May 5 2011, 1:45am says:

Yes K05T4R, thogh I changed this, I will be sure to have some dark and creepy places in the future :)

+1 vote   media: Labs - New Textures
agent00kevin
agent00kevin Apr 29 2011, 9:47pm replied:

Then you sir, are very good at what you do.

+4 votes   download: Mystery Combat Man full version
agent00kevin
agent00kevin Apr 29 2011, 8:25pm replied:

Nope, and it wont be in the final build, because its actually a pipe from the canals in HL2 that was modified to be a melee weapon :P

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 29 2011, 1:49am says:

Im guessing h is a baritone... :P

+1 vote   media: Sentient being
agent00kevin
agent00kevin Apr 27 2011, 2:11pm replied:

Definitely! I cant leave the doorways all blocky now; but I dont want to make them models either, which limits what I can do with them to what is possible in Hammer, taking performance into account. (cant make them models without a day or two's work on adjusting the brushes at each one to keep areaportals sealed)

Something will definitely be done; I do have some room number decals for indvidual lab entrances so Ill make some for doorways that say what section you are in. I think the inlaid lights are a reasonable solution too.

And thank you; Ive taken care to not appear to be a 'sci-fi HL2'. A lot of Source Mods definitely have that look to them and I want this to be as original as possible with my abilities.

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 25 2011, 1:14am says:

I just wanna poke one of them in the eye...

+2 votes   media: Super Data (DCI Soldier)
agent00kevin
agent00kevin Apr 22 2011, 11:20pm says:

Thanks :) I work on this almost every day in all of my free time. I am 100% comitted to releasing a polished product. Any suggestions for improvement are always taken into careful thought.

+1 vote   article: Promo Video
agent00kevin
agent00kevin Apr 18 2011, 11:17pm replied:

Unfortuantely, to do much more, I have to code new panels in - panels are what the background the 'Health' and 'Ammo' displays are on. I can alter what is there somewhat, like I did already, but its a litle trick I discovered and its pretty limited in what you can do with it.

Not to say its out of the question - I will definitely have to do a little coding to get all the features I want in the game. That will come after the maps are done, because Im going to have some headaches getting it right sice I am pretty weak in the C++ area.

+1 vote   media: HUD, DataTab Update
agent00kevin
agent00kevin Apr 18 2011, 11:00pm says:

Its actually a map background with an overlay applied to it...I thought it was pretty clever :P

+1 vote   media: Main Menu
agent00kevin
agent00kevin Apr 16 2011, 7:49pm says:

To offer some constructive criticism, you could easily take each set of models from their respective games/mods and make several different min-mods in their own world. Stormtroopers? Make a couple Star Wars maps and call it a minimod. Halo stuff? Great, make a Halo mini-mod. Cramming it all together in this manner just isnt what most players want.

I can see the point, mindless fun, something to do that makes no sense and just shooting it up with Ronald McDonald (admittedly very funny) and stuff. I just think you can do a better job and actually reach more players with a focused experience.

I apologize for the somewhat harsh criticism in my previous post.

In all reality, you have enough content crammed in here model-wise to make a few different and possibly good Mods. Work on your mapping a little and you'll do great. If this is the type of thing you want though, then by all means do what makes YOU happy.

Thats what Modding is all about.

+1 vote   download: Mystery Combat Man full version
agent00kevin
agent00kevin Mar 31 2011, 8:25pm replied:

Yes I did. The two colors are set to a dark gray and a lighter gray, distance set to start at 1 and end at 2000.

+1 vote   article: Labwork WIP Vid
agent00kevin
agent00kevin Mar 8 2011, 7:00pm says:

Am I thinking of a similar game or was The Suffering a sequel? Same thing: Jail Guy turns into monster and kills crap hard? Awesome game if I am thinking of the same thing.

+1 vote   mod: Hunter The Reckoning: Source
agent00kevin
agent00kevin Feb 13 2011, 2:05pm says:

Ok I have no idea why the vid wont embed, its done correctly, so I just stuck a thumbnail link in there.

+1 vote   article: Functioning DataTab Demo
agent00kevin
agent00kevin Feb 7 2011, 12:07am says:

Thx guys :)

+1 vote   media: New Ceiling Texture
agent00kevin
agent00kevin Jan 19 2011, 10:34am says:

You could already set respawn time in DM unless you are talking about setting it in Ranked Online matches too now - setsetting_respawntime 5 was the console command and server.cfg parameter. Its great to have that as a menu option now if it is for Ranked Matches too-but I have to say if you cant use the console you dont have business hosting a match.

Setsetting_maxplayers 1 is also the command and server.cfg parameter for setting max players. Again, its nice to have that as a menu option, but using the console is key to hosting an online match in any game, especially FC2.

The rest of it is great though! (not that having those two as a menu option isnt worthy of praise)

Question: Do the weapon unlocks work for everyone when activated server-side or does every player have to have the mod to unlock it individually? I ask this because it wouldnt exactly be fair to those who didnt have the Mod to join a game with those who did have the unlocks. (ie: nade launcher secondary w/ USAS) Also, does it work online? With all of thse Mods so far, it breaks online play (with PB enabled that is)because PB detects changes it doesnt like. (I did hear that PB is defunct now, but I havent played in a year)

Anyway, Im not downing your mod - I wish we had this when I was running UNS. We got razorfinnish's Mod right when things were dying out and getting bad with Ubi's crashing, and even that was too late. I bet if we'd have had this as a community, the game would have fared better. (where were you then? hahaha)

I may have to check this out though I dont play anymore :)

Edit: ya got another tracker. Even though I dont plan on playing online again, or hosting for that matter, I like this a lot.

0 votes   mod: Far Cry 2: Reloaded
agent00kevin
agent00kevin Jan 16 2011, 11:38pm replied:

A very good philosophy indeed. And by all rights I should have known that by now :( Still have to get that 3rd save, but at least I did keep things spread out. (kinda by sloppiness though, not exactly intentional)

Gotta dig out my original Hitachi HDD now and do backup #3! I knew there would be a good reason to keep a 130GB 5 year old hard drive around. Wait - thats probably not reliable either hahaha!

+1 vote   article: Good News, Bad News. Thats Life.
agent00kevin
agent00kevin Jan 13 2011, 2:16am replied:

Lol well, I actually half DID expect it :) I'm still working on what I didnt lose!

+1 vote   article: Good News, Bad News. Thats Life.
agent00kevin
agent00kevin Jan 10 2011, 2:44pm says:

Well, thats very nice of you! I wish we'd have had more people like you back when the game was more populated. Had I not uninstalled this, I'd be downloading this because it looks beautiful!

+1 vote   download: Minas thrith
agent00kevin
agent00kevin Jan 6 2011, 10:18am replied:

yep, otherwise right handed shooters (the majority) have to start left handed to pull the bolt then switch to firing position.

Doesnt matter to me though, looks good. Maybe a few simple scratches to give it a slightly used look, but either way looks fine.

+1 vote   media: FN-SCAR
agent00kevin
agent00kevin Jan 5 2011, 3:22pm says:

I like how the environments keep a certain theme, and do it very very well. The textures and lighting really make it say 'Im origonal' I may have to try this one out :)

+1 vote   mod: return
agent00kevin
agent00kevin Dec 14 2010, 2:29am says:

The screens Ive posted today are ONLY for showing the new textures. Some need aligned, some lights need tweaked, and the envirnoments are generally bare still. I am simply showing the new textures and look of the Mod after the total revamp, nothing more. I have nearly 150 custom textures created and many many more coming, so these screens are barely the tip of the iceberg.

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Nov 8 2010, 12:06am says:

BTW a test box is a big hollow cube I make for testing purposes only. You have to have the map sealed off for testing so I just build, then surround it in a box so I can make sure the scaling on everything is right. Most important aspect of creating a mod (or game) - Testing! I just happen to take most of my screens while Im testing. :)

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Oct 29 2010, 2:24pm says:

In the video I didnt post :p

+1 vote   media: More HDR
agent00kevin
agent00kevin Sep 29 2010, 9:17pm says:

The Ivy doesnt look right hanging there; maybe make a decal of some moss or mildew or something instead. Construction looks good, just needs some detail...or somthing that I cant quite place...

+1 vote   media: New and old maps ( refresh )
agent00kevin
agent00kevin Sep 7 2010, 10:40am says:

Thanks guys, Ive reworked the textures due to an SDK update that killed my customs, so new vid with more detailing is coming :)

+1 vote   article: AI Scripting Progress, Detailing Progress and Item System In Action
agent00kevin
agent00kevin Aug 1 2010, 9:40pm says:

Its actually not anywhere near done...Im guessing most of you who complain about detail and this and that have no idea how long it actually takes to finish a level or even one small area. I post screens before its done all the time, and thats because if I waited until the entire level was done, I would have about 4 posts over the course of a year or however long it takes to finish a mod.

Not exactly how you keep players interested.

Also, you dont build an area then fully detail it, then build another area and sully detal it etc. At least I sure dont. I build the entire layout and then go back and add detail. That makes it a much faster process. If you added all of the detail to every small area as you went, imagine the time it would take to make even the slightest change to the layout. You add detail and all the little things that make a level nice AFTER the layout is done and deemed ok to proceed. You throw in some proxies to get the size right. You een add little point_messages to remind you of things when playtesting, or mark what is going to go/what is going to happen there.

Also, if you read the DESCRIPTION up to the right, it says it was from a level that was cut.

*sigh*

Every pic posted on here has both the caption and the description. It would probably serve you well in the future to read them before hastily posting comments that make you seem rather...unintelligent.

+1 vote   media: 'Scrapped Level'
agent00kevin
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
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
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
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
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
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
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
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
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
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
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
agent00kevin Jul 30 2012, 11:45pm replied:

This comment has been posted in a private group.

agent00kevin
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
agent00kevin Jul 9 2012, 10:10pm says:

This comment has been posted in a private group.

agent00kevin
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
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 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 Feb 12 2015, 1:47am replied:

The Mod will be supported through A11 and any future updates. Discussion on the official forums and the Dev Blogs seem to indicate that 5 wont drastically affect anything in game as it stands. Some of the tools we use to Mod wont be compatible, but the creators of those tools are aware of the issue.

The plan as of now is to work out the bugs (its live on our server and seems to be getting an excellent reception so far) and add the remaining content. We will continue bug fixing, tweaking and testing until A 11 hits. When A11 hits, I will update the Mod as needed and hopefully have even more freedom to Mod.

TFP says that in the next few updates, possibly even A11, that we will be able to do more on the modding side of things - possibly start importing textures and other assets. That will open a whole new world up to us, and it sounds very promising.

+1 vote   mod: Death Legion's Live Free or Die Mod
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, 12:48am says:

Great to hear things are in GO mode!

+4 votes   article: Production Stages
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 24 2012, 4:23pm replied:

Irish Spring is my favorite! I like the stuff with the 'micro beads' in it since I work outside all day. (most days) Stuff really scrubs you clean.

I still think total sobriety is a major factor. I used to be a lot more creative in my younger days, but I also did things then that I dont do now. And since I might as well be wearing a pair of mittens when drinking and trying to use a keyboard, I dont do that anymore either.

+2 votes   media: New Glass
agent00kevin
agent00kevin Apr 22 2012, 11:18am replied:

Yes, I keep all the old models around for later editing and possible use. I also have tons of textures that were cut from the Mod, but may still see use in the future. I have a few folders I stick all the extra stuff in for possible reworking and later use :)

+1 vote   media: NCTF Update
agent00kevin
agent00kevin Apr 6 2012, 3:16pm replied:

I have no idea...off and on for about a month or so now. I have to make all new models for these maps now so I keep experimenting with different ones...its hard to come up with something that fits and something that I like in there.

+3 votes   media: NCTF Update
agent00kevin
agent00kevin Apr 5 2012, 11:38pm says:

Thats nice, but doesnt it take up a huge amount of entdata in Hammer? I found that physics objects really start eating up the entdata when you add lots of them...I had to revert a lot of my models to static props after discovering that.

+1 vote   media: Teaser
agent00kevin
agent00kevin Apr 5 2012, 11:36pm replied:

You dont neccesarily need an animator. I successfully recompiled the Citizens on fastzombie animations...all but the running animation. It would be better to have an animator do it, but not impossible to do it without one.

+1 vote   media: Projected texture
agent00kevin
agent00kevin Apr 2 2012, 11:19am replied:

There will be more of them...and they are completely flat. Its the technolgy of the future!

+1 vote   media: WIP Lab images
agent00kevin
agent00kevin Mar 29 2012, 6:22pm replied:

Its a sweet weapon though!

+1 vote   article: " The Closure "
agent00kevin
agent00kevin Mar 23 2012, 2:39pm says:

I agree with the subcontracting thing. You could esily establish a theme or aesthetic you want to stick to.

I have two team members besides me. One of them, the weapons modeller, seems to enjoy working on a contracted type of position. I produce a design for a weapon, he makes it, and get credit. We have little communication and our exchanges are short and to the point. I like this arrangement.

The other team mamber is more involved and wants to branch out and do all sorts of things for the Mod outside of his specialty. While thats a good thing, it can also detract from the quality of work produced and focus on what I really need. So far, it has been an asset to the Mod. However, at time he has ideas that dont fit my theme and wants to add features that werent in the original plan. Thats also a good and bad thing. While I welcome new features, I dont want to alter my original vision to include parts of anothers vision and start taking the Mod in a new direction.

Overall, I'd have to say I like the subcontracting approach better. I am free to make my Mod the way I wanted to without having discussions about what we shouldnt do and why frequently. I dont have the worry about a team member suddenly wanting to pull his work from the Mod because I dont want to do X thing with the project. I dont have to worry about a mismash of ideas trying to become a cohesive project.

Sometimes the new ideas are better and improve upon the Mod, and that can be done with a subcontracor as well. The subcontractor understands it is MY project and isnt put off by my unwillingness to compromise, whereas a 'team mamber' feels like he or she has more say and decision in where the Mod goes.

+1 vote   article: ModDB is a savage land...
agent00kevin
agent00kevin Mar 7 2012, 4:01pm replied:

I know the textures are off; they arent seamless yet...the whole thing is a brush meant to give me an idea of what the model will look like when its complete. The model itself will obviously have more detail, but not tons of it.

I dont know if its the screens or Moddb, but its a little darker in game. Kinda quiet looking and calm - until things start happening that is :D

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Mar 4 2012, 1:29pm says:

There are some new console models and a large screen in the lower right. I am working on a scheme for the screens and control panels now; both of which will be animated skins when complete.

Ive removed the light strips in the floor and toned down the brightness some to give a more 'quiet and calm' sense to the map. The red texture on the railings is placeholder, just as much of the gray tiles are.

All of these screens are extremely unfinished atm; lighting, textures, models are all still being fine tuned. There are empty walls where equipment will be, lack of wiring/piping, etc...I am well aware of all of this :)

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Feb 26 2012, 10:25am replied:

Thank you. I wont quit, and Im thankful that some people understand :D

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 25 2012, 9:35pm says:

He does great work, and is a little modest about it!

+1 vote   media: pulse rifle
agent00kevin
agent00kevin Jan 18 2012, 10:26pm says:

* WIP as well, far from done :P

+2 votes   media: Mapping Screens
agent00kevin
agent00kevin Jan 14 2012, 10:28am replied:

Violent Spicy Diarrhea. Not Pleasant.

+1 vote   media: Screenshot
agent00kevin
agent00kevin Jan 4 2012, 12:18am replied:

LMAO..you are now famous!

+2 votes   media: Weapons in-game
agent00kevin
agent00kevin Jan 2 2012, 12:55am says:

Most of the other recent screens have the neon light strips on the ceiling and in the floor too, which is why those areas are too bright. This corridor does not have strips in the floor or ceiling. I will have it fixed when its all said and done :D

+1 vote   media: NovaCor Stuff
agent00kevin
agent00kevin Jan 1 2012, 12:15pm replied:

94.4 hrs in one week is almost 14 hours a day average :O

No way could I do that. I have a full time job, 2 kids and a wife. (and a dog)

+3 votes   media: 2011: 1200 hours in SDK
agent00kevin
agent00kevin Dec 14 2011, 11:59pm replied:

Lol, the 'paper' is just a placeholder until I get some actual paperwork photographed. My plan is to take a buncha stuff from work and just basically throw it onto a background color and photograph it so I can make some decals out of it. None of the software I use can rotate things in angles other than 90, 180 or 270 degrees. And when theres a mess, the paper doesnt fall in neat angles onto the floor :P

+1 vote   media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 7:55pm replied:

The station does have a spaceport, two actually. One is for the passenger/employee loading/unloading and the other is strictly for shipments.

+1 vote   media: New Models etc
agent00kevin
agent00kevin Dec 8 2011, 8:40pm replied:

Yeah the thin one is the new one, only 4 units wide. Any more and it wouldnt be much of a frame :P I should have made it clearer in the pic which one was which.

+1 vote   media: New Door and Doorframe
agent00kevin
agent00kevin Dec 6 2011, 2:46am replied:

Some will be openable but these are made of metal and can take a beating. All of the cardboard boxes are breakable though, and some of the barrels are flammable/explosive while others are just physics oobjects :)

+3 votes   media: New Crates
agent00kevin
agent00kevin Dec 5 2011, 8:41pm says:

I dont see a problem with the normalmap, but the red decal doesnt look right there. Its bridging the tiles and looks kinda fake. Looks nice other than that :)

0 votes   media: Hospital (my first job in source)
agent00kevin
agent00kevin Dec 5 2011, 2:52am says:

Blasted Canyon from Red Faction!

+1 vote   media: GameDev's Map
agent00kevin
agent00kevin Nov 30 2011, 7:59am replied:

Yep, until EvilWevil gets some animations done. Magnum PI has also offered to do weapons, so if Id ever get the concept art dont Id have new wepons.

So yes, outside of NPC and weapon modelling/animating, I do everything. Including modelling props and physics props :)

+1 vote   media: Updated Pulse Rifle, new models
agent00kevin
agent00kevin Nov 28 2011, 11:38pm says:

LOL I have that for my Avatar on Steam but its 'United Federation of Pwnage'

+1 vote   download: Battlewars: Gold Edition Hotfix (v.1.1)
agent00kevin
agent00kevin Nov 28 2011, 3:33am replied:

I can appreciate the connection of the HUD and the character, but that doesnt mean everyone else will or that they will like it. As a Modder myself, I respect your decisions and fully understand you have a reason for doing what you do. With that said, if the intent is to remind players who they are playing in the game, there may be a better way to do so than with the HUD. Handwritten messages, even a diary she may keep during these events would be a great way to do it. (after all, what teenage girl doesnt keep a diary or write notes? haha) Tecchie and Sci Fi arent exatly the same either, and I wouldnt call any of them 'generic'. (that actually has an insulting tone to it) Theres a reason they are used in certain Mods: because they fit the theme.

Im not picking on your work, its been all praise so far from me up until this point. Its just such a stark contrast to what Ive seen insofar that it seems vastly out of place. Like the guy said, its your project. However, you might find its good to take some advice from your player base sometimes. In the end, a HUD wont stop me from playing your Mod. Ill just change the font myself if I dont like it that much. Not exactly a hard thing to do :P

+1 vote   media: Hoverdrone
agent00kevin
agent00kevin Nov 26 2011, 1:50pm says:

I can appreciate the HUD design, but not so much in this Mod. Id stick that HUD in something more cartoony and fun and probably go with something a little more Tecchy for this Mod.

+8 votes   media: Hoverdrone
agent00kevin
agent00kevin Nov 16 2011, 8:53pm says:

Yes! Towards the end of ME2 I was getting bored with the combat. Still an awesome game though.

+1 vote   media: Mass Effect 3
agent00kevin
agent00kevin Nov 14 2011, 2:14pm says:

Holy WOW thats beautiful! I could only dream of such outdoor environments...at least for now!

+2 votes   media: New Fog test and just map
agent00kevin
agent00kevin Nov 14 2011, 10:56am says:

This phone s for Inquietude, not my own Mod btw :)

+1 vote   media: Cell Phone
agent00kevin
agent00kevin Nov 12 2011, 1:59am says:

luf the jorge busche texture!

+1 vote   media: Kim Jungle
agent00kevin
agent00kevin Nov 7 2011, 1:45pm replied:

The other side of the arxch would reflect into the wall. Just as if you were walking down a hall in real life with a stainless steel strip down the middle, light would reflect from every source and even other reflections. I could do some serious control of reflections by building custom cubemaps, but thats not something I plan to do for a Mod. If I were building an Indie title that would be for sale, I would put the effort in. Aside from that, theres not a whole lot I can do to control the reflections. I can adjust the intensity for each texture, but that would apply to every place that particular texture is used.

While theyre not quite prerfect yet, this is close to as far as I am going to go with it.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 7 2011, 9:30am replied:

Yes it is, but not finished yet. It will be darker red and have reflectivity to it. That is, assuming I dont find a replacement for the OICW.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 1 2011, 4:47pm says:

As stated in the original release.

+2 votes   download: NovaCor_Wallpapers.rar
agent00kevin
agent00kevin Oct 24 2011, 10:15am says:

'you try making a mod' is never a good argument anyway. Most of us cant make full fledged commercial titles, but we know when one sucks. (not to say this sucks) I once criticized a Far Cry 2 map while the creator was in the server. His reply was 'what maps have YOU made?' I responded 'Fallout.' (one of the most beautiful and popular maps at the time) Even if I had never made a map, it would not change the fact that it sucked. Most of us cant make movies, but we still know when one has bad acting, dialogue or directing. Now...on to this Mod. The mapping needs work, but that is always how it is with Modders who are new to the scene. It just takes time to produce something really cool. Dont let it discourage you.

+2 votes   mod: The End Of Time
agent00kevin
agent00kevin Oct 18 2011, 10:45pm replied:

Theres a little alcove across from the kitchen with a desk and pc all set up :)Not very setup will be the same, some will have a dining room set there instead though. The floor os carpet, its probably the angle. The lines are less pronounced when youre running around in it.

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 18 2011, 7:38pm replied:

I spent all day on this today, and completed 2 corridors and 2 living quarters as far as construction. I also modelled all of the furniture and created the textures today as well, otherwise more construction would have been done.

Each area is a little different; the Lab maps take a little longer because theres a lot of vertex editing and the models are a little tougher to make. The tech areas are easy to build but very difficult to develop models for, and it has many more animated textures which take more time to make. The spaceport pictured is an extension of the Labwork maps, so it also has all the vertex editing but the models are a little easier.

In short, I guess it depends on what Im working on. Its all drawn out on graph paper and sketch pads first, but things dont always work in the engine as good as they look on paper :)

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 16 2011, 10:30pm replied:

None taken at all :) Ive had a lot of inspiration from all the past games Ive played, and its bound to come out in this project. Ive even drawn a lot of comparasin to System Shock, one that Ive never played, which is a huge compliment to me. If I am remiding players of past games theyve played, I feel like Im on the right track!

+1 vote   media: Tech_02 WIP Screens
agent00kevin
agent00kevin Oct 11 2011, 10:35pm says:

As a matter of fact, it was an afterthought. I used to use my tv as a monitor and ran with 1920x1080. Ive switched to a smaller monitor (dual monitors actually) and kinda left it out. I figured if there was demand, I could throw one in that res up too :)

+1 vote   article: NovaCor Wallpaper
agent00kevin
agent00kevin Oct 10 2011, 8:41pm says:

Its....beautiful...!

+1 vote   media: Chemical Clouds
agent00kevin
agent00kevin Oct 3 2011, 1:20am says:

It certainly does look nice so far :)

+3 votes   mod: Domus
agent00kevin
agent00kevin Sep 7 2011, 12:10am says:

Hl2 textures in non Hl2 mods: use sparingly if at all. Theyve been used in countless maps and mods already. I would definitely avoid the graffitti decals too...The same graffitti artists do not magically hop from universe to universe =P As for this screen....we need a better view of the club. Right now it looks too small and bland. Im not even sure what Im looking at here.

+1 vote   media: Club (near completion)
agent00kevin
agent00kevin Sep 3 2011, 9:04pm says:

Thats really cool of you to help advertise other Mods! When I first came here with my project, there were a lot of 'modding elitists' who seemed to try to drive away new people, as if this were some kind of competition. Its nice to see the opposite of that, Modders helping Modders. We all share a common interest, and there is no competition.

+3 votes   article: While You Wait...
agent00kevin
agent00kevin Aug 31 2011, 12:37pm says:

The bodies are the enemies in this room. I thought it might be easier to take screens if I killed them first =P As for using HL2 character models, I already have. All the Novacor employee models are HL2 citizens with new faces and skins. Its just the enemy models I need, and I can use the ones I have I just prefer something made specifically for this Mod. It seems most modders here are very helpful when approached about using their assest.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 23 2011, 9:31am says:

I didnt notice that! The red light is emitting from the consoles but in the screen it looks like its coming from the ceiling lights. I will dim the consoles down a little so it doesnt look like that. And yes, this room is a WIP. I have been considering making it a 2 level room for a better battle to take place, and changing the stations to be round instead of a bid square block elevated above the floor.

+2 votes   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 9 2011, 12:11pm says:

This is one of the Mods I am truly looking forward to. I track a few, but probably wont play them. This one, I will definitely be trying out. (when I can pull away from my own Mod that is)

+3 votes   media: XCIX
agent00kevin
agent00kevin Aug 8 2011, 12:07am says:

Oh - and I am aware the models 'pop' through the grate. I am under the impression I need to add a $translucency vale to the .vmt, or it may just be because I compiles on fast VVIS and VRAD for these screens.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 4 2011, 12:04am says:

Story needs serious work...the whole birth thing...umm...wow. Id probably just go ahead and cut that out. Now, aside from that, a Mod based on Alyx's adventures prior to meeting Gordon, that would be good.

+5 votes   mod: Alyx
agent00kevin
agent00kevin Aug 1 2011, 7:52pm says:

Nice mapping, but please no HL2 Zombies in another game's universe!

+1 vote   media: Headcrabless Zombies
agent00kevin
agent00kevin Jul 27 2011, 1:48am replied:

Dont worry, Ill add a seat for the models that show up outside of the jail :P (jail toilets are also strangely low to the ground and actually made of a very cold metal...something not even HL2 had right)

+2 votes   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:31am replied:

I should have mentioned the toilet is a model for the Prison maps...Jail toilets dont have seats and are indeed quite uncomfortable.

+2 votes   media: UberNerdGames
agent00kevin
agent00kevin Jul 25 2011, 12:40am says:

Just make sure to bring plenty of weapons when you pack your stuff.

As a matter of fact, bring only weapons. You wont need anything else.

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 25 2011, 12:37am replied:

Hmmm they are actually big enough to fit a baby Xeno in.

Good luck getting him away from Mama Xenomorph though...

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 24 2011, 8:10pm says:

(thats 'marked', not maked)

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 24 2011, 1:47pm replied:

I was thinking a brighter white with lots of round lights in a row instead of a solid strip. I think it would lend to the 'industrial' nature of the maps better :)

+1 vote   media: The Brig
agent00kevin
agent00kevin Jul 24 2011, 1:41pm says:

Yes, you can. Ill touch it up soon :)

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 12 2011, 12:36am says:

So very sexy

+1 vote   media: Caves
agent00kevin
agent00kevin Jul 10 2011, 4:10am replied:

Honesty, I got a lot of inspiration from Deus Ex. No ideas...just inspiration. There was something about the atmosphere of that game that I want to try to recreate in my own flavor.

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jun 9 2011, 7:28am replied:

Oh - and the 'Doormen' (keymasters? :P) are never ever necessary to continue. They just give access to bonus areas. In fact, you could cmpletely ignore every recruitable NPC and finish the game.

+1 vote   article: New Features!
agent00kevin
agent00kevin Jun 6 2011, 10:18pm says:

Again, a few new models populate the room. New incubators, terminals, and a new storage crate type model.

+1 vote   media: 6-6-2011
agent00kevin
agent00kevin May 30 2011, 10:44pm replied:

Close enough :) I do construction inspections and testing for a living. I read bluepints and all that good stuff.

As for the tales, they are intentionally elongated, but they do look a bit odd. Perhaps after I add some clipboards, papers and other items spread out it will look better.

+2 votes   media: new models, puzzle
agent00kevin
agent00kevin May 30 2011, 8:34pm says:

Now this one is good. It looks meaner, more functional and more effective.

The others, sufficient but not different enough IMHO.

+1 vote   media: New Weapon Skins
agent00kevin
agent00kevin May 30 2011, 8:30pm replied:

That the goal :) I want quality puzzles that dont get repetitive, which will be no east task without the gravity gun. (not included in this mod) I think in the end its a good choice because it will force me to use different styles of puzzles as opposed to 'use gravity gun, solve puzzle'. While that was absolutely GREAT back in 2005, it doesnt keep its charm for 6 years :P

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 26 2011, 10:08am replied:

You can push them but they are meant for cover mainly. When you do push them, its kinda slow. (Most of them are tipped over) There will be small amounts of debris like boxes and stuff around them, but I cant overdo it - there are limits in the engine to just how much stuff you can cram into a single map and I dont want too many loading points to break up the flow. Bullets can indeed go through the emply spots, which was very important to me. I used to be annoyed by games that had places you should be able to shoot through but couldnt due to the invisible bullteproof wall :)

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 3:49am replied:

Really, it is no different than playing HL2 then playing any other First Person Shooter game. If this were a HL2 mod, then absolutely I would leave the old HUD, but this is a total conversion Mod. When its finished it wont have anything from HL2 in it; its essentially a completely different game :)

+3 votes   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:32am replied:

Probably not in this area, but probably so in later maps. I had strip lights on the ceiling but they lit the corridors oddly so I cut them out of the Lab Decks. Engineering decks (which will be completely revamped in the future) will most likely have them though.

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 12 2011, 10:08pm replied:

I kinda wanted it to 'slice' through space with the back being a little bulkier and for cargo. It doesnt look quite as flat in-game; its parially the view I chose to show it. This model is supposed to be able to enter the atmosphere of the Planets NovaCor 'tends' to, so I didnt want it to be too bulky and look like it would break apart.

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 11 2011, 2:54am says:

And looking at it now, I am thinking I will add some inlaid can lights on the tops, so the workspace below is illuminated.

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 5 2011, 2:04am says:

ANYTHING BACK HERE IS NOT IN THE MOD, BUT SIMPLY HERE FOR DOCUMENTATION ON THIS MOD'S EVOLUTION.

+2 votes   media: Basic Level Construction
agent00kevin
agent00kevin May 5 2011, 2:03am says:

ANYTHING BACK HERE IS NOT IN THE MOD, BUT SIMPLY HERE FOR DOCUMENTATION ON THIS MOD'S EVOLUTION.

+2 votes   media: Basic Level Construction
agent00kevin
agent00kevin May 5 2011, 2:02am says:

All made from a blank canvas - I idnt even use photos to make them. I started in Paint, moved to Paint.NET and then finished them up in GIMP. A bit of a complicated process, but Photoshop 'aint free :P

+2 votes   media: One last shot of one particular color scheme
agent00kevin
agent00kevin May 5 2011, 2:00am replied:

Sadly, it was wasted time. I am going for total conversion Mod now, so there wot be any of the reskinned HL2 props included, tough I will probably upload all the reskins for others to use.

+2 votes   media: Few props/skins for ya!
agent00kevin
agent00kevin May 5 2011, 1:54am says:

Im going to leave a lot of these old screens up, so we can see the changes the Mod has gone through - just dont think anythng back here is current :P

+2 votes   media: Lab Work
agent00kevin
agent00kevin May 3 2011, 1:07pm says:

after years of peace, Master Chief has gotten badly out of shape.

+1 vote   media: IPA Commando Concept Art
agent00kevin
agent00kevin Apr 29 2011, 8:27pm says:

Xfire makes very crispy videos too :)

+1 vote   article: Saw Legacy: Source - un-active update
agent00kevin
agent00kevin Apr 28 2011, 12:50am says:

Thank you very much :) That means a lot. It is possible I will redo the HUD; I havent done any coding yet and to do a new HUD I have to code the new panels in. I wont promise it, but its definitely not out of the question.

Im going to PM you :P

+1 vote   article: Massive Redesign
agent00kevin
agent00kevin Apr 27 2011, 4:46pm replied:

very good points! I will definitely do that, and add some medicine bottles too.

+1 vote   media: Massive Lighting Overhaul
agent00kevin
agent00kevin Apr 27 2011, 2:20pm replied:

Agreed. I need a new texture - that dark one is a rock texture I mae months ago and is a placeholder until I have that sudden inspiration of what to do there. I also do have a couple custom burn decals to apply; they are just not there yet. I actually almost didnt post this yet, because of all that, but I wanted to show I was working on adding some extra details/destruction :)

I'll definitely put some more time into this area!

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 25 2011, 6:27pm says:

It takes a while to generate hundreds of trackers...at least when you start off with not much to show.

No worries - some Mods go for months without an update then boom, theres something big. Most trackers wont think the Mod is dead over just one week . I actually make it a point to only release an update once per week or two weeks. Otherwise I feel like Im spamming my trackers with updates of every tiny thing. A lot of them dont like that :P

+1 vote   article: I'm not dead yet
agent00kevin
agent00kevin Apr 25 2011, 1:18am says:

Agreed. Hammer screens are almost as bad as fullbright screens. Only whn showing props is it acceptable :P

+1 vote   media: A little preview
agent00kevin
agent00kevin Apr 22 2011, 11:18pm replied:

I have considered releasing a Demo, though it wouldnt be until close to release if I did. Im not too sure about it yet, its just one of those things I havent decided on yet. I have been considering it since I started the Mod though :)

+1 vote   article: Promo Video
agent00kevin
agent00kevin Apr 18 2011, 11:20pm says:

Looking pretty decent for initial posting. I think I will track and see how things go :)

+2 votes   mod: Ground Zero
agent00kevin
agent00kevin Apr 5 2011, 3:54pm says:

why thank you :) I think I spent about two weeks tweaking it (only a few hours at a time though, after work) and I think finally now its close to where I want it.

+1 vote   media: Latest Labwork Screens
agent00kevin
agent00kevin Apr 1 2011, 11:02pm says:

I replied to your private message - but I will say here that the screens are repetetive because all of them are taken in just 3 corridors so far ( I said 2 in PM but its 3 oops) All of the lab will look like this, but none of the other maps will.

The roof is normalmapped, also using normalalphaenvmapmask for reflections - and that was a PITA to get just right! As for the gun - I am going to reskin it yet again but not a complete change. Most of it will be very similar to what I have done now.

+1 vote   media: More Lab Images
agent00kevin
agent00kevin Mar 25 2011, 10:19pm says:

If you are going to use textures like that, you should pixelate the gun and hands too so it all matches a theme.

+2 votes   media: The first image of basic_halls
agent00kevin
agent00kevin Mar 18 2011, 7:29pm says:

Yes, that will definitely be fixed in the future :)

+1 vote   article: "Labwork" Vid
agent00kevin
agent00kevin Mar 16 2011, 4:08pm says:

Lol, I could see that. Its more like 6 though; but when they are all some shade of white, I guess they blend together. Other levels are much more...colorful. The engineering area is a range of oranges, blacks, greys, reds, some yellow tossed in with blue, purple, red and of course white lights. The crew decks will be orange-red-gray with some touches of other color - all contrasting sharply to these screens of the lab areas. Its all part of the big plan to not have levels that blend together - each will be very distinct and memorable :)

+1 vote   media: More Lab Images
agent00kevin
agent00kevin Mar 11 2011, 11:38pm says:

WIP of an enemy model. He has Metropolice AI. I need to bring his headcover down a little, leaving less forehead visible.

+1 vote   media: Models, lighting work
agent00kevin
agent00kevin Mar 10 2011, 10:11pm says:

Its something, and it actually looks god in my Mod :) Its the only way unless you want to learn to code.

+1 vote   article: HUD Panel Customization - No Coding
agent00kevin
agent00kevin Mar 10 2011, 10:08pm says:

Displacements are tough to get right - you've done very well so far. Just a couple adjustments to the background and I'd call it good. (That and bump the pine on the right out so its not going through the wall)

+1 vote   media: Undoubtful Discovery
agent00kevin
agent00kevin Mar 8 2011, 3:31pm says:

Its still WIP BTW :)

+1 vote   media: Updated Battle Loop
agent00kevin
agent00kevin Mar 5 2011, 10:34pm says:

I rate this mod an eleventeen.

+3 votes   article: NEW NOOSE
agent00kevin
agent00kevin Mar 4 2011, 11:26pm says:

Hehe yes, there will be a few more things scattered about the corridors but not much - just a couple of boxes here and there, the occasional DataTab and a couple other lab-related objects :)I do want it to be fairly clean.

+1 vote   media: Lab Work
agent00kevin
agent00kevin Mar 3 2011, 2:06pm replied:

Yes, the lighting isnt finished. Only texture lights are in right now, but it will be pretty bright. There will be some areas where the power is out and the lights are blinking, but mostly, it will be bright to contrast the white of the labs with the blood stains that will be everywhere :)

+1 vote   media: Lab Work
agent00kevin
agent00kevin Mar 1 2011, 1:48pm says:

Oh yes :) This is where 'The Event' started - and was the messiest. This particular map is going to be heavier on the shooting than puzzles. You'll have to fight through the 'Decontamination Crew' - they kill everything that moves.

+1 vote   media: Lab Work
agent00kevin
agent00kevin Feb 28 2011, 9:58pm replied:

Thanks! I know you do very good work so when you say something good, I take it seriously! :)

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 17 2011, 4:36pm says:

Well, the mapping looks good so far. Hopefully this develops into something great :)

+2 votes   mod: Rebellion Distress
agent00kevin
agent00kevin Feb 14 2011, 4:17pm says:

Awesome list, especially #3. So true, yet still funny. Dear Lord (Jesus, Allah, Buddha, whoever you are) thats so true.

#5: Yes. Learning the limits and how to properly use the SDK killed my 1st mod, which was crap anyway. (learning curve)

#4: Yes again. cant say ive sat refreshing the page, but when I log on the next day after posting something I though was sure to invite new trackers and there are none, Im a little perturbed.

#3: I already hit on that one - no need to put the details out there.

#2: Thats one thing I've managed to avoid so far. I truly do need a coder to do exactly what I want, and thats why Im not doing exactly what I want. I am avoiding coding well so far yet still including features I wanted in, with some clever and creative Hammer tricks. That in itself has its limitations, but its working so far. Only problem is the entdata, I run it high on every map doing it this way. I figure eventually, after I have a LOT more done and polished, I may lure a coder in to help. If not, I'll dust off the C++ book and give myself headaches nightly until I either give up or learn to do what I want to do.

#1: Not so constructive criticizers just get ignored anymore. I know what they're up to, and Im not playing. If the poster gives his opinion and a way to improve in a halfway civil manner, Ill gladly take it to heart. I dont have a team either - I do it all myself, so the only person to blame for failure is myself.

If I could be any one thing; it would be a mapper. However, like I said - I have no team. I design, I map, I model, I make the textures. I just dont code, unless you count editing some of the simpler files and writing the VMTs from scratch.

+4 votes   article: An Open Window: PLD +15
agent00kevin
agent00kevin Feb 14 2011, 3:44pm says:

I dont know what all you do, but step in and start doing it yourself until you get more help. 1 year ago I knew nothing about real Modding, and now I have a project that I do 100% of the work on. No team, no help, its all me. It takes longer, thats for sure, but in the end you have YOUR Mod. YOUR way.

I wish the best for you and your Mod, and thats from someone who never even knew it existed until today.

+1 Tracker.

+1 vote   article: Taking a break but not dead in the least.
agent00kevin
agent00kevin Feb 10 2011, 10:23pm replied:

Yeah, each pipe and valve is a seperate model so I can place them in any direction I want, in any type of cluster, with or without the valve wheel. I actually need to go back and make this particular setup a one-piece model instead of 6 different pieces. I'll do that after I add more in, then make each set a model in iteslf instead of several pieces. Theres also several different skins for both, so you wont see the same silver pipes everywhere you go.

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 10 2011, 10:05pm says:

Ok. Again, I was looking at the gun itself. I see how he holds it like an assault rifle, but when I see 'new weapon models' I dont think of how they hold it. I think of a new gun itself. This is a very nice change but sticks to the HL2 template like you want :) Brilliant.

+1 vote   media: New SMG1 and Pistol Models
agent00kevin
agent00kevin Feb 10 2011, 10:01pm says:

Ok...I was looking at the gun itself, which looks like a good reskin of the HL2 pistol. Its got the same sight and big block on the end. I can see how he holds it differently, with two hands and all.

+1 vote   media: New SMG1 and Pistol Models
agent00kevin
agent00kevin Feb 10 2011, 9:31am replied:

He's not a troll he's just blunt. It would be better if everyone who offered criticism would also suggest a way to improve, but a lot of 'em here dont.

I think what he says in not so many words is that from the screenshots, all of your larger areas are just big rectangles with some stuff thrown in. That will bore players after a while. I know big warehouses are usually just recatangles too, but as I said, it gets boring.

What Modders usually want to do is make each level stick in the player's mind after they are done, to make a mark. After a while, all of the big box rooms will just blend together and in the end they wont remember anything but box after box with hard battles in them.

I know your Mod is still in the early stages and we have yet to see a lot. The mapping doesnt neccesarily need to get better, it just needs to get different.

+1 vote   article: A Bid for Publicity
agent00kevin
agent00kevin Feb 8 2011, 1:44am says:

I wont use models that are obviously HL2, I will at least drastically reskin them. I'd prefer to have all new models, but I'd either have to learn to model humanoid characters or find someone willing to invest some time in the Mod. I will, however, promise you wont look at the models and instantly think 'oh thats Half Life 2 stuff'

Im not opposed to trying my hand at modelling NPCs and such, but it will drastically increase development time.

+1 vote   media: Promo Posters
agent00kevin
agent00kevin Feb 3 2011, 2:01am replied:

Normal maps are added. Cubemaps are using $normalmapenvmapmask which seems to do the job. There will still be many textures that arent shiny/bumpmapped as I work, but it will all be there in the end :)

+1 vote   media: Mapping progress
agent00kevin
agent00kevin Feb 1 2011, 10:20am replied:

oOoo good point. I'll definitely have to work on that one. Maybe make it a dart gun or something.

+1 vote   article: New Media
agent00kevin
agent00kevin Feb 1 2011, 12:30am says:

yes it is.

Its not the engine; its the users.

Source can be beautiful, but the user has to have a beautiful mind 1st!

+11 votes   media: January update
agent00kevin
agent00kevin Jan 30 2011, 5:54pm says:

I hear its a great game, though I've never played it. It made Game Informer's top 10 games of all time or creepiest games or something back in 2009 I think.

Possibly because Ive made an emphasis on a more 'geometric' squared and sharp look as opposed to the newer style, which favors a lot of roundness?

+1 vote   media: Mapping progress
agent00kevin
agent00kevin Jan 30 2011, 1:46am says:

I was wondering...I kinda felt it sounded a little too powerful for a handgun. Im experimenting with some different sounds, but its a slow process :)

+1 vote   media: WIP Pistol Sounds
agent00kevin
agent00kevin Jan 27 2011, 6:06pm says:

This gives me an idea for a later level to play. Player crash lands his EEP on the surface instead of its routine trajectory; treks across hostile, cold, snowy terrain to the ruins of the extinct (or is it?) civilization on the surface.

This is of course assuming you choose to sty and investigate rather than go home. (storyline/game ending branch point; one of many)

+2 votes   media: "The Athmosphere Machine" Promo Concept
agent00kevin
agent00kevin Jan 24 2011, 8:18pm says:

Im kinda going for that and kinda not - I havent added bumpmapping to many textures, but its coming in the future. I DO want an old-school flavor to the Mod though. As the description says, its not supposed to be realistsic by any means, but animated, almost like a cartoon.

If you're referring to the wall texture, its just a cube I hollowed out to put props in. That texture doesnt see much use in the Mod itself. (it was going to and I decided it was boring) As for prop textures: The datapad is a prototype (stated in the article) the door is fine (will be when the bumpmapping is done, and I fail to see how any more detail can possibly be added) and the barrels are very intentionally simple - to stand out as usable items. I may even make them glow.

+1 vote   article: Models Progress and some Concept 'Art'
agent00kevin
agent00kevin Jan 18 2011, 10:50am replied:

Exactly! I want the station to appear pretty pristine, but not perfect. There will be a few blood splatters, small pieces of equipment and debris left out etc. I like the destruction/run-down theme, but so many Mods go for that anymore.

There will be areas in later levels that are in disrepair though, but Im not giving away too much just yet :)

+1 vote   media: New Props/Detail
agent00kevin
agent00kevin Jan 15 2011, 1:06am says:

Honestly, Ive got a lot on my plate right now.

BUT - if you would like, I can revamp some standard HL2 textures for you - I already have quite a few, with some being used in one of my Mods. I've been iffy about uploading them because they are Valve's work originally, and Im not sure if its legal to upload the VTfs. I just add several color schemes to their originals.

Thats about all the help I can offer - though if I wasnt involved in two Mods of my own Id apply for mapping :) I like the idea and theme of this mod and I want to see it succeed!

+2 votes   article: 1-14-11
agent00kevin
agent00kevin Jan 9 2011, 5:12pm replied:

Why thank you - they're 100% made from scratch by me :) That means a LOT coming from you sir; Ive seen your work and its beautiful!

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 9 2011, 9:31am says:

Why thanks! I miss FC2, but I checked in on the forums and I see they are still having the same troubles they had last year :( The game itself was really fun to play with a pretty good community, but the support Ubi gave it was horrible.

Anyway, theres around 80-100 more maps out there published under the various profiles thats these are under. I dont have them anymore, but searching by publisher should yield tons more maps of the same quality.

+1 vote   download: UNS Map Pack
agent00kevin
agent00kevin Jan 8 2011, 10:31am replied:

Ah, I see. Im surprised it never made it to the Ubi.com forums - or Moddb. It seems many FC2 players, mappers and Modders ignore this site, though IMHO, its one of the best choices to put your work out there.

+1 vote   download: New stuff
agent00kevin
agent00kevin Jan 6 2011, 4:10pm says:

It was Finos Editor Mod by LTD_Havock or possibly the Fortunes Pack Items by razorfinnish. I havent downloaded this one as I dont play FC2 anymore but Im guessing its the Finos Editor Mod since it doesnt specify Fortunes Pack items in the description.

I used to run 3 24/7 servers on FC2 (UNS Servers) and I used the Finos Mod. Very nice, tons of extra items to use, however, you'll need two copies of the game installed because online wont work the the modded version. Simply map in one copy, then play on the other.

+1 vote   download: New stuff
agent00kevin
agent00kevin Dec 30 2010, 12:43am says:

All of the textures in this screen have been revamped, except for the floor. I decided they were too bland with the redesigned doors :)

+1 vote   media: New Textures
agent00kevin
agent00kevin Dec 30 2010, 12:37am says:

Well, theres still a LOT of work to do. These screens are still all about the textures - I like to test them in constructed areas before I go too far.

(Also, I honestly dont know if thats sarcasm or not. It seems Moddb oozes with it at times.)

Fear not, this mod isnt all about corridors. There will be much cooler things to see in the future. But, without corridors, how would you get there?

+1 vote   media: updated textures
agent00kevin
agent00kevin Nov 11 2010, 9:02am replied:

Yep, its actually against the rules and can get your mod banned. We arent allowed to take models from other commercial games and use them in Mods that arent for that particular game. Also, Im sure there can be legal repurcussions for doing such things.

That said, it looks very nice!

+2 votes   media: Screenshot
agent00kevin
agent00kevin Nov 11 2010, 8:57am says:

And a street war it shall be! This is going to be one of the more intense maps of the mod.

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Nov 7 2010, 11:57pm says:

Thats what "Small amount of progress" instead of "Im done with this map" means in the title...

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Sep 28 2010, 8:25pm says:

Reminds me of Hive 8 from Duke Nukem Zero Hour, and Skedar: Attack Ship from perfect Dark all balled up into one :)

+2 votes   media: Prison
agent00kevin
agent00kevin Sep 7 2010, 11:32pm says:

Yes, Ive changed the floor textures recently. Im working on putting together an update for this week as I havent had one lately :)

+2 votes   media: HDR screens
agent00kevin
agent00kevin Sep 7 2010, 11:31pm says:

Lol yes, Ive fixed them :)

Ive also changed some of the textures, but I may put them back. The yellow and the worn metal floors are still in place but I made the metal walls concrete. Im still deciding which looks better, Im partial to the metal walls as they match the worn look on everything else.

+1 vote   media: HDR screens
agent00kevin
agent00kevin Aug 31 2010, 3:59pm says:

Hmmm thats a good idea. I havent been able to figure out what to do with the walls yet but that may just be the touch I need. Too many pipes and posters gets repetetive, but Ill definitely redo an area in I-beams and see how it looks. Thank you!

+1 vote   media: HDR screens
agent00kevin
agent00kevin Aug 27 2010, 12:56am says:

I agree with you on that one. This mod is a long way from done, so its not out of the question. Right now I need something as placeholders at very least to do the layout and AI scripting. Also, this ne will be a little rounder when its done. (but not much for now)

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 13 2010, 1:10am says:

Lol oops his node was facing the wrong way...

+1 vote   article: 8-12-2010 Big Update
agent00kevin
agent00kevin Aug 12 2010, 12:00am says:

Ive changed the wall textures and the textures on the dorrway walls have been changed up too. I saw that it was too monotone and decided to change it up a bit. Ive also changed it to larger pipes along the angle. Thanks for commenting on the machine and lending an experienced eye on the textures :). I did go with a metal for the walls but distinctly different and I went woth a concrete around the doorways.

+1 vote   media: 8-10-2010 Early Level Design
agent00kevin
agent00kevin Aug 10 2010, 10:17pm says:

Very nice screens so far, keep it up!

+1 vote   mod: Bloodlines Resurgence
agent00kevin
agent00kevin Aug 3 2010, 5:27pm says:

Ok Ive reworked the textures so it looks very different now

+1 vote   media: 7-28-2010 Update
agent00kevin
agent00kevin Jul 8 2010, 12:25am says:

If you dont want super cool customs its easy to make your own blend textures. Thats all I do for now and it works great, yo dont even have to make a thumbnail for it :)

Example:

"World Vertex Transition"
{
"$Base Texture" "nature/dirtfloor009c"
"$Base Texture2" "concrete/concretefloor037a"

}

Just fill in any textures you find in the quotes and off you go with your own custom blends. You can do some neat stuff with the right blends and displacemant painting :)

+1 vote   media: Job Ad
agent00kevin
agent00kevin Jul 6 2010, 11:39pm says:

Correction: The sniper has been romoved and replaced by a normal Combine armed aith th AR2

+1 vote   media: More Early Screens
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