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  (60 - 90 of 1,289)
agent00kevin
agent00kevin May 21 2012, 11:13pm replied:

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

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

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

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

Little more detail, new doors off in the distance.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Great to hear things are in GO mode!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

*keeping fingers crossed*

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

This is an outstanding set of screens!

Tracking: activated.

+5 votes   mod: Visage
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 23 2012, 3:27pm replied:

Ill be careful with the long views and depth to whats behind it...that should help out. Ive got a lot of rebuilding to do in this map, and a long way to go still.

+2 votes   media: New Glass
agent00kevin
agent00kevin Apr 22 2012, 11:34pm replied:

I gave you +1, but now with +7 more...do I really smell that bad?

+4 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 22 2012, 11:15am replied:

This map wont have many Infected. Most of the enemies encountered will be NovaCor Soldiers as they took control of this area early in the Infection. The bodies are mainly comprised of uninfected crewman who were slaughtered by NovaCor during the occupation. A surprise Infected crewman may pop out once in a while, but this map is heavy on the NovaCor soldiers and puzzles, with less emphasis on Infected Crewmen.

+1 vote   media: Tech Updates: Lighting
agent00kevin
agent00kevin Apr 22 2012, 11:12am replied:

If it paid, I would gladly make it my full time job :D

I did try to make this area different; I didnt use the ribbed supports but kept a ribbed theme. Textures I didnt change much; just went from the orange/red/grey theme to blue/green/grey theme. What I was going for was something similar to the Labs - but different.

This map will directly follow the Labwork maps so the idea was to have something similar yet different. The player should know he is going to a new area but not all at once...at least, that was the idea. One of the things pointed out to me on Planet Philip was that previously, each area differed so much that it looked like a cobbled together mass of maps from many different mods.

So what I wanted to do is ease the player into new areas with different styles of construction. I am open to any ideas you have; feel free to PM me here or catch me on Steam - my Steam ID is the same as it is here :)

+1 vote   media: Tech Updates: Lighting
agent00kevin
agent00kevin Apr 19 2012, 4:58pm replied:

yep, its supposed to be more ominous and dark than the lab levels, which may also end up darker.

And its not always easy to balance them all out - many times I go to work on 4 hours of sleep because I stayed up into the wee hours of the morning working on the Mod.

I wish I could show more; I have done some modelling and NPC compile/recompiles but theres not much to show when it comes to that sort of thing. It comes in spurts; sometimes I spend most of my time mapping, other times I may spend an evening working on textures or models.

+1 vote   media: Tech Updates: Lighting
agent00kevin
agent00kevin Apr 19 2012, 12:40am says:

Updated lighting. Large areas will not have ceiling lights; and all of them might be swapped out for lights embedded into the supports.

+1 vote   media: Tech Updates: Lighting
agent00kevin
agent00kevin Apr 19 2012, 12:39am says:

The blue glow is from a force field that must be deactivated. I also opened up an area for more equipment in the middle right side...deleted the old box style server units to add better models instead...of which I have been working on for the past few days.

+2 votes   media: Tech Updates: Lighting
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 6 2012, 3:15pm replied:

And much more tocome :) There will be wires and pipes and all kinds of other stuff in there...Im just having a hrd time making things I like. Ive made quite a few models now that I just didnt like in there when they were done so I put them aside for now.

+3 votes   media: NCTF Update
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