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 1,292)
agent00kevin
agent00kevin Jan 7 2013, 1:30am says:

Im excited for all of them :)

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

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

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

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

+1 vote   mod: NovaCor: The Fringe
agent00kevin
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 7 2013, 1:24am says:

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

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

I get that a lot :)

+1 vote   media: Moar Screenz
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   news: 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   news: 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   blog: 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 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 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 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 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   news: 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   news: 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   news: June 2012 Update
agent00kevin
agent00kevin Jun 23 2012, 1:42am says:

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

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

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

....my face just melted.

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

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

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

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

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

Thanks! :)

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

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

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

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

+2 votes   media: Still Mapping
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