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 1,272)
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
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 Apr 2 2012, 11:18am replied:

Its not a storage room, and its somewhere in the ballpark of 400 x 600 units anyway. You also have to remember that this ia a station built on an ice ball - space is at a premium and anything taller than what is absolutely neccesary would be wasing valuble space.

Part of the general ambience I am going for is a fairly clausterphobic feel to each map until you get to X event, and then start to feel relieved that you have some room to breathe. Then BAM its GO time!

+1 vote     media: WIP Lab images
agent00kevin
agent00kevin Mar 29 2012, 6:24pm says:

Very good looking stuff :) I didnt know you did so many Mods...Ill have to check them out sooner or later.

+1 vote     article: " The Closure "
agent00kevin
agent00kevin Mar 29 2012, 6:22pm replied:

Its a sweet weapon though!

+1 vote     article: " The Closure "
agent00kevin
agent00kevin Mar 28 2012, 7:48pm says:

Lots of equipment will go in this room. Things hanging from the ceiling, etc.

+2 votes     media: WIP Lab images
agent00kevin
agent00kevin Mar 24 2012, 8:46am says:

Great mapping in the urban areas. +1

+7 votes     mod: "Street Stuck" gameplay/tech demo
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 23 2012, 12:42pm replied:

The glass will probably be breakable, but I wont promise it just yet. That depends on how much entity data I use in the end.

All of the railings can be fired through, no invisible walls here! That was something that annoyed me all the time too. That has to do with making very simple collision models, and I am taking the time to make the collision models realistic. Even HL2 had some metal truss textures that couldnt be shot through, and I found it very annoying, especially from a game such as HL2.

+1 vote     media: New Grate texture, some mapping progress
agent00kevin
agent00kevin Mar 23 2012, 11:57am replied:

I will definitely check it out. I myself was surprised at the sheer number of comments comparing the two. It did make me feel like I was doing something right though; to draw such comparasins on something I was building and thought to be original. I was really going for a feel of the old-school days of FPS gaming, and it seems I hit the nail on the head!

+2 votes     mod: NovaCor: The Fringe
agent00kevin
agent00kevin Mar 23 2012, 9:45am replied:

I get that a LOT! I honestly dont see the comparasin; but admittedly I never actually played System Shock 2. I just looked through tons of screens after getting the comparasins. I do embrace it though, because everyone seems to mean it in a good way :)

0 votes     mod: NovaCor: The Fringe
agent00kevin
agent00kevin Mar 23 2012, 9:41am replied:

You have to use the run animations from the soldiers or the citizens. For some reason, the run animations from the Zombies wont work on the human/combine models anymore.

+1 vote     member: agent00kevin
agent00kevin
agent00kevin Mar 23 2012, 9:40am replied:

The thing is, the facility is very well maintained by NovaCor. The crisis happens in the second map; so there hasnt been time for dust to collect or the station to go into disrepair. The Lab maps do show a bit of chaos, which will be present in most levels; with equipment, papers, boxes and supplies scattered about. But the place is going to have a predominantly 'clean' feeling, since the events are unfolding as you play. Its not like these things happened a year ago and you are just now exploring the facility.

Also, while this Mod is meant to have some creepy areas and moments, its not a horror Mod by any means. Its a FPS Mod with a lot of puzzles and things to find to continue. (but not keycard after keycard!) Its not trying to be scary, its trying to be entertaining, and with the light humor elements, get a smile or chuckle now and then :)

+3 votes     article: 3-22-2012 Update
agent00kevin
agent00kevin Mar 23 2012, 1:02am replied:

Yep, there will be level - specific decals and lots of little details. These maps were stopped in development a while back as I reworked the whole look of the Mod, from textures to models. I dont have much done for them recently; its a huge task just retexturing them.

+2 votes     media: New Grate texture, some mapping progress
agent00kevin
agent00kevin Mar 23 2012, 12:30am says:

New grate texture. Im debating on making it able to shoot through or not.

+1 vote     media: New Grate texture, some mapping progress
agent00kevin
agent00kevin Mar 23 2012, 12:29am says:

Made the columns less boring! Adding texture lioghting as well.

+2 votes     media: New Grate texture, some mapping progress
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 19 2012, 9:59pm says:

One new skin for the vending machines, and updated models.

+2 votes     media: Prop Update
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