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  (90 - 120 of 1,272)
agent00kevin
agent00kevin Mar 25 2013, 12:37am says:

I dont even know wtf you are talking about

0 votes   member: agent00kevin
agent00kevin
agent00kevin Jan 15 2013, 6:31pm says:

If it were identical, show me an Aliens movie with a plasticy white PR.

That said, my comment from 2 weeks ago addresses that. The rifle IS the rifle from Aliens. Its an awesome looking weapon and we were going to use it, then changed our minds sometime mid 2012.

Lil late to the party bro :P

+1 vote   mod: NovaCor: The Fringe
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 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 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 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 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 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 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, 12:11am 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:

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 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, 11:12am 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, 3:15pm 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 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 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 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, 9:59pm says:

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

+2 votes   media: Prop Update
agent00kevin
agent00kevin Mar 19 2012, 9:58pm says:

Updated dataTab and medical terminal

+1 vote   media: Prop Update
agent00kevin
agent00kevin Mar 19 2012, 12:35am replied:

Agreed. A hand rail would be fine...thats a bit much. Maybe glass instead?

+5 votes   media: Resonance 10
agent00kevin
agent00kevin Mar 4 2012, 1:19pm says:

Some minor improvements on lighting and textures. I know the amount of gray is repetetive; I am working on a scheme to make it not so drab.

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Mar 4 2012, 1:18pm says:

Most of the white light strips on the floor will be gone; the two @ the doorway will remain though. The ceiling texture is also placeholder.

+2 votes   media: WIP Engineering
agent00kevin
agent00kevin Feb 27 2012, 8:22pm says:

creeptacular!

+1 vote   media: Inquietude - We Are Nothing.
agent00kevin
agent00kevin Feb 27 2012, 3:30pm replied:

Yes, I am using existing textures atm. Eventually, I will create textures specifically for these levels. I will, however, be keeping it darker and ominous :)

+2 votes   media: First Look
agent00kevin
agent00kevin Feb 26 2012, 6:37pm replied:

Thank you sir, Ive worked on that for a long time. i was finally pushed to finish it when I actually got a small team together, and they needed a test build for their side of development.

+1 vote   media: Updated Main Menu
agent00kevin
agent00kevin Feb 26 2012, 6:09pm replied:

I think most if not all of it was aimed at Joker. Although I might add, Mkilbride does indeed have a reputation here for degrading people in a 'nice' way. I didnt take it as a joke either; its kind of like saying someone is fat and ugly and stupid with a smile on your face. Its still an insult, and still meant to be degrading.

And while I appreciate your support, calling them names is worse than anything any of them did here; you saw it, recognized it was wrong, then did it yourself too.

Please guys, I think we all know where we stand with those two, lets not turn my news post into a flame war. I never thought the news would take such a turn - I was genuinely surprised to see Mkibride and Joker here flaming me and my team for relxing a little bit.

+1 vote   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 2:58pm replied:

Thanks for your support! We are still doing things, just less of it within the SDK. Really, looking at the time spent inbetween the two, Skyrim only has 1.9 hours over SDK anyway. Thats not much; its close enough to call it even. Especially given the fact that Ive been modelling, writing the story and doing layouts on graph paper. So, sure Im not giving 100% of my PC time to the Mod, but its not like we just totally shut down to play Skyrim :D We are humans, and enjoy a good game. Thats part of what makes us want to Mod.

+1 vote   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:43am replied:

Thank you. Its amazing to see such ranting about what I do with my free time, and just as refreshing to see others who understand the difference between Modding and Professional Game Development.

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:42am replied:

Says the teen who has no clue what its like to have to maintain a 5 person household and keep your head in YOUR FULL TIME JOB NOT A ******* FREE MOD.

Ahem. Sorry about that.

Seriously - we arent professional developers, we dont set deadlines, and we dont put food on our table with this project.

If this was my full time job, it would see the type of commitment and dedication that I apply and am well known for at my real world job. I am their go to guy, I never turn down work, I do the very best I can and have worked 20 hour days numerous time for them. If I were getting paid for this and did not have to worry about my current career, things would be 100% different.

But this is NOT my full time job. I do not feed my family with this, and I most likely will never, ever see any income from this project.

+8 votes   article: Still Going
agent00kevin
agent00kevin Feb 26 2012, 10:20am replied:

We are not professionals, and we have lives that include school and full time jobs. We cant be 'all work all the time'. If developing games was my full time job, I would still come home and play Skyrim. If I could spend 8,10 or even 12 hours a day on my Mod and still have time to play my favorite commercial titles, I would. But I am an adult. I have a full time job that may keep me out of the house for 12 or 14 hours a day. I need to have fun like everyone else.

Developing games is NOT my full time job. So what little free time I have after taking care of the household is split between Modding, family activities, and yes, once in a while, I like to actually play a game.

I dont think you guys understand being 31 years old with a full time career and family to take care of, and all the odds and ends that need to get done inbetween. Im not some teenager who has all the time in the world to spare; my free time is at a premium and hard to come by.

So, I am developing a Mod. Does that mean I am not allowed to play games; that I must work 10 or 12 hour days at my RW career, then come home and instantly start plugging away on NovaCor until bedtime?

Think about what you are saying here. You are telling me that I am not supposed to play games now, only develop. And what happens when summertime rolls around? Should I not take the family on camping trips or go fishing because its something recreational and not including working on a FREE MOD for you to play?

I think enjoying myself by playing one of the best titles out there is a great reason to not have made progress. I am not a machine, and I am not getting paid for any of this. I am a human being, and sometimes, I like to just have fun.

+6 votes   article: Still Going
agent00kevin
agent00kevin Jan 18 2012, 10:21pm says:

The machinery to the right is animated; the orange rings go 'round and 'round. Also another small example of the bump/specular maps on the doorframe.

+1 vote   media: Mapping Screens
agent00kevin
agent00kevin Jan 18 2012, 10:20pm says:

This screen is an example of the bumpmapping and specular masks Ive been working on.

+1 vote   media: Mapping Screens
agent00kevin
agent00kevin Jan 18 2012, 10:19pm says:

Still a wee tad bright; I will be toning it down in the future.

Also, note the Plasma Container model on the lower right. Yes, its explosive :)

+1 vote   media: Mapping Screens
agent00kevin
agent00kevin Jan 13 2012, 4:38am says:

Oooooooo I want one for my Mod!

+1 vote   media: work in progress
agent00kevin
agent00kevin Jan 6 2012, 11:35pm says:

Ok guys, we'll stop spamming you with screens now until we do a news post :P

+5 votes   media: Main Menu (updated)
agent00kevin
agent00kevin Jan 6 2012, 9:33pm says:

This is the new WIP of the main menu. I want to add some motion to it, maybe nebulous clouds streaming past, a comet, something of that nature.

+1 vote   media: Widescreen Main Menu
agent00kevin
agent00kevin Jan 5 2012, 2:36am replied:

HUD is already redesigned slightly, just not in a different layout yet. I also had suggestions of making it more transparent, some recent, some a while back, which will be tinkered with in the future. As long as it doesnt affect visibility, I dont have any issues changing that.

+2 votes   media: Weapon Previews
agent00kevin
agent00kevin Jan 3 2012, 9:38pm says:

Pulse Rifle, upgraded and animated by Evil Wevil.

+1 vote   media: Weapons in-game
agent00kevin
agent00kevin Jan 3 2012, 9:37pm says:

Finally, we officially exist!

+3 votes   media: Weapons in-game
agent00kevin
agent00kevin Jan 3 2012, 9:37pm says:

the TPX-80 machine pistol. Designed solely by Evil Wevil, modelled by Magnum PI and animated by Evil Wevil as well.

+3 votes   media: Weapons in-game
agent00kevin
agent00kevin Dec 29 2011, 8:10pm says:

Really. Freakin. nice. :D

+1 vote   media: novacorshiz
agent00kevin
agent00kevin Dec 17 2011, 1:30pm replied:

We are a long way from beta testing, though I do have two real life testers to run through things as I go. (plus myself which makes 3)

+1 vote   media: The NovaCor Team
agent00kevin
agent00kevin Dec 14 2011, 4:04pm replied:

Lol...I speak from experience, not my @$$ :D Hope things are going well; you can message me if you have any technical difficulties. I probably check my messages here more than my own email.

+1 vote   article: No More Weekly News
agent00kevin
agent00kevin Dec 14 2011, 4:02pm says:

Missing/not correctly located Texture (the .vtf) files :(

+1 vote   media: Oh Boy...
agent00kevin
agent00kevin Dec 14 2011, 3:40pm says:

Starting to get the work areas laid out and in place. There will be lots more equipment when its done :)

+1 vote   media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 3:38pm says:

aganin, the red and green server glow will be less pronounced when complete. The lighter colors offer higher visibility as opposed to the dark green and grey previous textures, so the lights must be adjusted acoordingly.

+1 vote   media: Retextured Tech Maps
agent00kevin
agent00kevin Dec 14 2011, 3:37pm says:

The red and green server glow will be less pronounced when its complete.

+1 vote   media: Retextured Tech Maps
agent00kevin
agent00kevin Dec 14 2011, 3:34pm says:

Close up view of new terminals and server boxes. I have to change the surface type to 'metal' from 'computer' to allow the proper bullet decals to be applied when damaged. The terminal screens are not solid as they are holo-screens. They can be fired through and are semi-transparent. (or rather will be with an adjustment of the .vmt file)

+1 vote   media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 3:32pm says:

The server lights at the bottom are animated and slowly pulse :) They are pretty simple in design intentionally, yet match the rest of the level design.

+1 vote   media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 3:30pm says:

New positioning of the in-game pause menu. The old positioning was subject to issues related to different resolutions. It may appear hard to make out until you view the original. Each option turns green when hovered over and has been tested in various lighting conditions and backgrounds for visibility. With so much white and so many different shades of grey, blue/green seemed good choices to contrast on the in game color scheme.

+1 vote   media: New Models etc
agent00kevin
agent00kevin Dec 11 2011, 11:47pm says:

I am aware the ceiling texture needs aligned....its not permanent. I have a different texture for it :P

+1 vote   media: Retextured Tech Maps
agent00kevin
agent00kevin Dec 11 2011, 4:49pm says:

Not a drastic change by any means, but an updated main menu. The old one didnt look right with the static planet/moon image but with stars streaming by. The menu options still turn green when the mouse is over them though. I also reowrked the HUD and VGUI panels, but those I will post later :)

+1 vote   media: New Main Menu
agent00kevin
agent00kevin Dec 8 2011, 6:06pm says:

This is kind of a mini-news post, as Ive been doing a lot of work the last few days. So here we go!


At long last, the new doorframes. I had complaints waaaay back in the early days of the Mod about how blocky they were. With all of the other improvements Ive made lately, they started feeling out of place.

I tried some texture schemes on them and found that they didnt look right with the white supports, so, unless I change the supports a little, I will leave them white.

I did also feel the need to once again reskin the doors too :P You may also notice they are shaped a little differently; this will save vertices and ultimately give greater performance. While its not a factor on most of todays gaming rigs, I am optimizing this as much as possible to make it run smoothly on older machines and laptops too.

The keypad is also part of the doorframe model now, also making things more efficient. I had physiscs props for keypads before, with motion disabled so I could change the skins. Physics props take a lot of entity data space I could use for betteer things.

And finally, Ive been working on lighting again, with optimization and entity usage in mind. I had a lot of light entities placed, which I have eliminated now by adding invisible texture lighting where the lights are mounted on those supports. The only places light entities will be used now are where I need flashing, flickering or otherwise changing lights.

Never fear, for I am making map progress too, not just reworking the same things you've already seen time and time again. Ive been doing new models too, so in the near future I will have some new content for you to view :)

+2 votes   media: New Door and Doorframe
agent00kevin
agent00kevin Dec 7 2011, 8:09pm says:

I promise Ill stop updating the wall textures now :P

In all seriousness, the old textures were fine and pretty decent IMO. But Im really making strides to develop a very refined and tight look for the Mod. I want everything to tie together from textures to models to weapons. The old wall textures were too 'noisy' and no longer matched the floor.

These new textures really tie everything together and match the scheme inside the labs too.

+4 votes   media: Textures
agent00kevin
agent00kevin Dec 7 2011, 2:19pm replied:

yes. Polka Dots would have been better! :D

+2 votes   media: Lab Textures
agent00kevin
agent00kevin Dec 7 2011, 1:38pm says:

Finally Ive gotten around to replacing most of the plain, flat textures in the Labs.

+1 vote   media: Lab Textures
agent00kevin
agent00kevin Dec 7 2011, 1:36pm says:

I finally started getting rid of the plain white textures in the Labs. :)

+1 vote   media: Lab Textures
agent00kevin
agent00kevin Dec 6 2011, 2:43am says:

Along with the new crates come updated tables, desks, and every other piece of furniture. All of the plain white stuff will have a little more detail to it instead of being so vanilla. (bad pun, I know :P)

Also to be updated are the door frames around the airtght doors, and the support ribbing in the Laboratorys. Both will be reworked to match the supports in the corridors.

Finally, I am considerng reworking the textures inside the Labs, but leaving the textures in the corridors alone.

+1 vote   media: Updated Table
agent00kevin
agent00kevin Dec 6 2011, 1:35am says:

I decided to rework the crates. While I like the older models, these seem to fit the theme better.

You are going to see a lot of things reworked over the next few weeks as I continue making mappng proress. Most of the old stuff will end up replaced with new stuff, outside of maps of course. Older textures and props wll be replaced with higher quality and perhaps more fitting works.

This is mainly because the Mod was to have a more fun, old school theme to start but has evolved in design to something more balanced lately.

+2 votes   media: New Crates
agent00kevin
agent00kevin Dec 4 2011, 3:07am replied:

Funny you should mention DXHR. I just got it yesterday, played it today. There are definitely some similarities in the Lab design, but theirs is obviously of a much higher quality.

+1 vote   media: News Screens
agent00kevin
agent00kevin Nov 30 2011, 11:18pm says:

Liking the new HUD better than before :)

+4 votes   media: nanny+
agent00kevin
agent00kevin Nov 29 2011, 11:56pm says:

I replaced the ammo counter with an animated plasma texture on the Pulse Rifle. Ive also been working on the lighting, which is why it appears more dull than in earlier screens. Dont worry, Im going to go back to the sharper, brighter light. Also, at the end of the hall, you'll notice I changed the door. I have had these doors around for some time noe, and decided that they match the general scheme of things better. These doors will only replace the large doors that seperate areas.

+1 vote   media: Updated Pulse Rifle, new models
agent00kevin
agent00kevin Nov 29 2011, 11:52pm says:

This screen shows a couple new, fairly simple models. New tables and refridgerated storage units. Also if you look to the left you'll see I replaced the squared, plain windows and doors in the labs.

+1 vote   media: Updated Pulse Rifle, new models
agent00kevin
agent00kevin Nov 29 2011, 10:16pm replied:

Yeah I already PMd him about it. I didnt ask him to change it but it would be nice to see it limited to a specific area. Call it professional courtesy. :) I wouldnt rip your stuff off no matter how cool it was.

Ive been through this sort of things quite a few times now. I used to map for Far Cry 2 MP and had well over 100 maps. Id get people that either copied stuff I made or just outright republished my maps with their own name on it. Its a little easier to handle now but its still bothersome when people do this sort of thing...especially after you go out of your way to help them.

+1 vote   media: map-re-made-cp1
agent00kevin
agent00kevin Nov 29 2011, 10:09pm replied:

Its looks like a canvas or cloth texture was applied. You can make it more metallic by smoothing it out in random places with a smudge tool. As if its been worn down over time :)

+1 vote   media: Map Re-made Cp1 3
agent00kevin
agent00kevin Nov 29 2011, 9:00pm replied:

While thsts slightly comforting, put yourself in my shoes.

What if you had a really cool design and it suddenly popped up in my Mod? What if you guys made some awesome textures and I turned around and copied them? Im sure you wouldnt be happy about it. I am more disappointed than mad; but it does indeed bother me given the fact that I just helped the guy with texture art. As I told him in a PM, its like slap in the face as a thank you.

+1 vote   media: map-re-made-cp1
agent00kevin
agent00kevin Nov 29 2011, 8:33pm replied:

I wouldnt mention such things had the guy not been posting stuff in my Mod and generally following progress. I would give the benefit of the doubt and think 'ok, that sucks but it is a basic design used in older sci fi titles.'

Not in this case though...that would be like me following your work, and coming up with something with the exact same geometry but different textures applied to it. IMO its a blatant ripoff since they guy was posting in my Mod. He saw the design, knew it was the base of my level design and chose to copy it.

AFTER I sent him a written turorial helping out on making specular masks and bumpmapping. Not cool.

+1 vote   media: map-re-made-cp1
agent00kevin
agent00kevin Nov 29 2011, 8:13pm says:

Dude, your corridors are shaped EXACTLY like mine. Not cool.

+1 vote   media: map-re-made-cp1
agent00kevin
agent00kevin Nov 29 2011, 6:45am replied:

Yes, its the Aliens weapon. As the other weapon I had was the HL2 Beta OICW, and the one before that was from Dissolution. (used with permission)

I dont have time to pick up XSI or some other modelling software and learn how to make my own weapons since I do all the level design, textue art, NPC compiling, prop modelling and compiling, music, sound effects, mapping, coding and scripting myself.

+4 votes   media: Pulse Rifle Upgrade
agent00kevin
agent00kevin Nov 27 2011, 1:29am says:

Really like that door! Wall textures are nice too :)

+1 vote   media: Ds_CP1_2a Begin Pictures A and B
agent00kevin
agent00kevin Nov 22 2011, 8:14am replied:

Maybe because Decay took place in Black Mesa. :/

+13 votes   media: Resonance 7
agent00kevin
agent00kevin Nov 21 2011, 11:59pm replied:

Not all modders spam Mpoddb with their work :P

+3 votes   article: Ten years of Half Life: Decay
agent00kevin
agent00kevin Nov 18 2011, 9:36pm says:

I hate to say 'I told you so'... Lol

Just do what you can do and show us when you're ready. :)

+1 vote   article: No More Weekly News
agent00kevin
agent00kevin Nov 17 2011, 10:27pm says:

I especially like metal_door_001, wall_door_001 and metal_plane_003. All are nice but those three really stood out. Excellent work!

+1 vote   media: Some new texture's #1
agent00kevin
agent00kevin Nov 17 2011, 11:44am says:

This is so disgustingly beautiful!

+3 votes   media: Hell street
agent00kevin
agent00kevin Nov 16 2011, 8:54pm says:

This is a WIP cell phone for bXmMusic's Mod entitled 'Inquietude'. Its still too squared on the edges so it will require some major fine tuning.

+1 vote   media: Cell Phone for Inquietude
agent00kevin
agent00kevin Nov 14 2011, 2:05pm says:

New ceiling and floors, new wall trim, new pipe skins, new pipe models on the walls. The previous pipe models were 2 models to each side, making 4 models total. The new ones are one to each side, effectively cutting entity usage and allowing for a larger level. Some unpictured changes are crates, which when stacked in groups of three or more took up unneccesary data space. I now have several variations of stacks as well as the single crate, which will also make room for larger levels because of less entity data used.

Ive been really going at these lab levels and picking apart all of the flaws I could find, both in optimisation as well as general aesthetics and gameplay flow. So far, I have cut the entity data down from just over 80% used (you get a warning saying 'very full' in the compile log) to just under 45%. This will allow me to essentially double the level's size and play time!

+2 votes   media: Yes, more new textures!
agent00kevin
agent00kevin Nov 14 2011, 2:01pm says:

Again, I was thinking about what makes sci fi. Many items we have today were sci-fi just 5 to 10 years ago...and look at the original Star Trek. All he had were flip-communicators, just like our already outdated flip phones. Now we have bluetooth - poor Gene Roddenberry never saw that coming! Heck, I thought flatscreens werent enough so I went with holo-screens...and BAM we already have the technology. Its so hard to keep up with what is science and what is science fiction anymore!

But - I didnt think a drop ceiling was scifi enough either. I already dismissed the tile floors as decidedly non sci-fi, so the lext logical step was to remove the waiting room style faux ceiling.

So new we have a composite metal ceiling, still with panels and such for thoseareas where the panel is hanging there, swinging back and forth. Where battles take place you can still knock a few of them down onto the enemies below with a well placed explosive. BUT, they are definitely more fitting for a research station in deep space.

Next up is a rework of the doorways you see on the left. They look pretty darn fitting for an airlock, but not so much for rooms that dont need an absolutely airtight seal. Also, the lip on the bottom makes you wonder, 'how do they wheel those carts strewn about the corridors INTO the rooms?'

Lastly, Im working on some textures that would allow me to use the Tech maps in the initial release as opposed to saving them for parts two and three. It will require some minor changes in construction as well, but nothing that cant be done.

I apologize if I am spamming you guys with updates...perhaps a news post containing all of the changes would have been more fitting.

+3 votes   media: Yes, more new textures!
agent00kevin
agent00kevin Nov 14 2011, 1:23pm replied:

Teh_Snake is legend

+1 vote   media: adeaega
agent00kevin
agent00kevin Nov 14 2011, 4:41am says:

A fairly decent screen of the bumpmapping and reflectivity of the new floor texture. I am also considering redoing the ceiling texture as well.

I have spent this weekend reworking the first labwork map; rerouting the player's course through it to make better use of existing space, and removing some areas that werent well used in comparasin to how many resources they took to make. I reduced the overall entity budget from 80% to 49% by removing areas that werent practical to route the player through, and werent used for much other than extra space. This will allow me to add to this level in a much more efficient manner, and get more play time and better overall quality out of it.

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 14 2011, 4:31am says:

In the upper left corner is a shot of the new pipe skin, and actually a whole new pipe model. (though hardly different than the first) The new skins are reflective. Also pictured is the new trim texture...again.

+2 votes   media: Texture Updates
agent00kevin
agent00kevin Nov 14 2011, 4:29am says:

Updated floor texture. I was thinking, 'we are in space here. why have tile floors still???'

I am going to leave a tile - type floor in each lab, but expect thise to be slightly more futurisic than something you'd see in todays world.

+1 vote   media: Texture Updates
agent00kevin
agent00kevin Nov 11 2011, 12:56am says:

I was playing through the first Lab map, testing some changes and noticed I had a mixture of round style props and a lot of edgy, angled level design.

While the edgy, angled level design is intentional, the round props started looking out of place. They appeared even more out of place after redesigning the terminals, so I went back to the drawing board and came up with a design that matched the level construction a little better.

Some may point out that the models are still a wee tad blocky, and that is also intentional. I am still sticking to a cartoonish, fairly simple overall theme.

And so, on the top we have the new desk, chair and terminal designs with the old ones on the bottom for comparasin.

+1 vote   media: Updating models
agent00kevin
agent00kevin Nov 9 2011, 11:46pm replied:

Simple yet effective :)

+1 vote   media: News Screens
agent00kevin
agent00kevin Nov 8 2011, 10:27pm says:

Make sure to post in the jobs board in the Moddb forums. Its another resource and may just have someone there to help :) And looking for a coder you might want to visit the Steam Forums and basically every website that has anything to do with Source Modding. I hear coders a few and far between :P

Best of luck!

+1 vote   article: Ridicules Late Update... 29 November 2011
agent00kevin
agent00kevin Nov 8 2011, 6:38pm replied:

Thanks :) Its not huge like some Mods, but its a milestone nonetheless. Id eventually like to be where Titan XCIX and Tales From the Galactopticon are, both in terms of quality and fans.

+1 vote   article: 500+ Trackers, Changes
agent00kevin
agent00kevin Nov 7 2011, 3:19am says:

Ceiling texture, now bumpmapped :P

0 votes   media: Texture Art Progress
agent00kevin
agent00kevin Nov 7 2011, 3:19am says:

This screen is probably the best for showing the specular maps on the walls and floor. Ill probably just delete the latter two :P Its hard to capture the actual effect in screens.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 7 2011, 3:17am says:

Sceenshots just cant capture the actual reflectivity, but if you look closely at the wall on the left you can see the difference in lighting.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 7 2011, 3:16am says:

Reflectivity on the floor...the walls have it too, but screens just dont do justice. An upcoming news post will have a video illustrating the actual effect.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 3 2011, 7:46am says:

In waiting areas and outside of the main Lab corridors, I added red insets instead of darker grey to the main walls. It seems to kind of help close in the space and make it feel safer in some way. What do you think? Better or not so much?

+1 vote   media: Updated Textures, New Infected Model
agent00kevin
agent00kevin Nov 3 2011, 7:44am says:

While testing maps, I decided to go back and update the wall textures in the Labs. I think the extra color adds some more detail. Opinions?

+2 votes   media: Updated Textures, New Infected Model
agent00kevin
agent00kevin Nov 3 2011, 7:43am says:

This is the test version of the Female Infected. Opinions welcome! She doesnt run or leap (unless scripted to do so) But she does all of the Zombie style attacks.

Ive had a lot of comments as far as the skins on the Infected go, and Planet Phillip's Phillip thought there was too much red also. What do you think? I added so much because they have been slaying all of the uninfected crew, so I figured a bloody mess was in order.

Too much or just right?

+1 vote   media: Updated Textures, New Infected Model
agent00kevin
agent00kevin Oct 31 2011, 11:24pm replied:

Not stolen.

Beta content has been deemed free for use in HL2 Mods by Valve.

Do your research.

/FailTroll

+1 vote   media: Cell Phone
agent00kevin
agent00kevin Oct 25 2011, 1:08am replied:

(or change the floor texture)

+1 vote   media: The Labatory with HEV suit
agent00kevin
agent00kevin Oct 24 2011, 11:54pm says:

This is looking better. Blocky isnt always bad; if theres stub-outs and irregular/asymmetrical geometry then it works pretty well. (as shown above) The main thing to avoid is having tons of hollow cube rooms. I am guilty of that myself and since I noticed it, Ive been avoiding doing that as much as possible.

Nice work on this screen. Looks like you need some minor texture alignment tweaking, and Id probably remove that carpet on the floor. It doesnt match the theme of the area. Maybe a hatch that is just there for looks?

+1 vote   media: The Labatory with HEV suit
agent00kevin
agent00kevin Oct 24 2011, 11:48pm says:

I am fairly familiar with both of their work...looks like you have some good modellers. Dont worry about doing weekly updates though; you just end up posting things that arent quite ready sometimes. Personally, I just post when I finally have something worth showing. Then, the community comes up with ways to make it better and I end up reworking whatever it is anyway :P I tried the one-a-week formula andit didnt work too well. I always ended up rushing something just to make a news post as promised.

+1 vote   article: Weekly News Update #1
agent00kevin
agent00kevin Oct 18 2011, 7:07pm says:

Corridors of the living quarters wing of the station.

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 18 2011, 7:07pm says:

All new chair and couch models as well as stools and tables. Also new carpet texture :)

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 18 2011, 7:06pm says:

Basic living room. Its not done, but theres enough done to post a screen.

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 3 2011, 1:18am says:

You can see by the skybox showing that this is still a WIP. Lighting and detail are nowhere near complete; this one os just to show the general construction of the corridors: much larger and more open. Most progress through the map will be done through a series of large, multi-level rooms interconnected and occasionally passing across and through the corridors.

+1 vote   media: Tech_02 WIP Screens
agent00kevin
agent00kevin Oct 3 2011, 1:12am says:

I would normally wait until the map was more complete and detailed, but its been 3 weeks since my last update. Real life work has been eating up my time; I have worked 55 hrs, 78 hrs, 51 hrs and 50 hours for each week in the last 4 weeks.

That said, I sacrifice sleep sometimes for Mod progress :)

Ive been reworking the layout of the Spaceport map I pictured 3 weeks ago, so that is on hold until I revise some things that looked good on paper but didnt play as well as anticipated. While I take a break from that map to come back fresh, I have been building the second Tech map. This map is much more open than the Labwork levels, giving the player a level of freedom to move more, and less clausterphobic. While the Labwork maps are meant to be confining and hectic, this map is a bit slower paced and less frantic on the action side of things. There will still be lots of fighting, but more puzzles. The battles will be fewer but of a larger scale. There are many more puzzles in the Tech maps than the Labwork levels as well.

The lighting is far from done (just enough to take a few screens) and almost no real detail has been added. These screens are simply to show that I am still making progress, and the more open nature of the Tech maps.

+4 votes   media: Tech_02 WIP Screens
agent00kevin
agent00kevin Sep 19 2011, 9:26pm says:

very nice bunmpmapping :)

+2 votes   media: Brainbread:Source Textures.
agent00kevin
agent00kevin Sep 7 2011, 12:20am says:

...i think you should get more complete before you start posting screens. All these will do is attract negative comments and peopl will think this is a troll mod, and unless this is, you dont want that.

+1 vote   media: Club (near completion)
agent00kevin
agent00kevin Sep 7 2011, 12:17am says:

The lighting needs work. It shouldnt be so yellow for a flourescent light, and those lights generally arent spotlights; they tend to illuminate everything around them when mounted directly to the ceiling like that. Id change it to a regular light and color it with a tint of blue. Even a very light tint of yellow might work, but very light. (blue is more realistic though)

+1 vote   media: Club (near completion)
agent00kevin
agent00kevin Sep 5 2011, 12:59pm says:

Still lots of work to do on this area, but heres an intital screen of the passenger loading/unloading areas. An airlock will connect these areas to a decon chamber and the docked ship, some of which you will be able to explore.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Sep 5 2011, 12:56pm says:

New Infected idle animation. Their arms kind of twitch and they look around in a creepy manner. I left their running animations as they were for now.

+2 votes   media: UberNerdGames
agent00kevin
agent00kevin Aug 31 2011, 11:42pm says:

Nice! I like seeing beta weapons used...I even found a place for a couple in my own work. Looking forward to using that Kalashnikov!

+3 votes   article: "Arm yourselves, brothers!"
agent00kevin
agent00kevin Aug 31 2011, 10:19pm replied:

Those are Valves animations...I didnt make them. I would make some if I could, but Id have to learn how first! (and even then I wouldnt begin to think I can do better than Valve =P) I can give them any animation I want, but it has to belong to another Source model. I dont do character models (from scratch that is) and I dont do animations. Coding, mapping, texture art, character compiling, and object modelling is the extent of my current abilities. :( I can edit existing models all to heck, but not make them from scratch.

+3 votes   article: Infected Demo
agent00kevin
agent00kevin Aug 31 2011, 12:59am says:

Not all the areas are brightly lit!

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 27 2011, 12:55am says:

This is just another screen to show some textures. 100% custom made.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 27 2011, 12:49am says:

Just showing the custom textures - this is nowhere near complete.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 23 2011, 9:33am says:

This is an overlook into an experiment room. The wall texture isnt final and neither are the door textures.

+1 vote   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 10 2011, 9:33pm says:

Id have my civilians holding guns, add some destroyed buildings in the background, a combine dropship hanging ominously in the air...kinda show what the Mod is all about in a picture. The civilians in it now dont express what is actually happening in the 7 Hour War.

+1 vote   media: Full Logo
agent00kevin
agent00kevin Aug 7 2011, 11:32pm says:

The lighting in these screens is nowhere near complete, but I thought I would show hat Ive been working on (well, one of the things Ive been working on) to keep enthusiasm up for the Mod. (basically to prove Im still working hard!) Note the new custom grate texture and the new gigantor server tower models, spanning 2 levels.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 7 2011, 11:30pm says:

New skins for the consoles for this batte room. Simple and straightforward - offline means you need to find and insert a power cell to reactivate the server tower, then reactivate it on each respective console.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 7 2011, 11:28pm says:

A view of the catwalks in the final battle room of the first Tech map.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 7 2011, 11:27pm says:

In this 'battle puzzle' you need to find the power cells to insert into each server tower that is missing one, throw the lever, then go up to the second level to reactivate the server via computer console.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 28 2011, 10:04pm says:

Another angle of Red Block. This level will consist of battlng and puzzling your way through 4 color-coded blocks, one being a solitary confinement block.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 28 2011, 10:03pm says:

A view of the large cell block, still a WIP.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:06am says:

New Item crates. Green light = unlocked and openable and red light = empty/locked.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:05am says:

2 more equipment/server box models. All of these have different skins for the screens on them.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:04am says:

Food Trays! Only 3 skins for now, but I will add a couple more in the future.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:04am says:

3 styles of new wall server models.

+2 votes   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:03am says:

New sink and toilet models!

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:02am says:

8 of 10 skins for the barrels :)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:02am says:

12 skins for this container model!

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:02am says:

New equpiment model

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 24 2011, 1:51pm replied:

Thats probably a good idea. Its just maked like that to indicate an elevation change. (NovaCor Saftey Regulations)

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 24 2011, 1:41pm says:

Scattered about the floor on the left are some new food tray models...I will picture these closer when I do a 'Models/Props' Screen set.

+1 vote   media: The Brig
agent00kevin
agent00kevin Jul 24 2011, 1:40pm says:

Im still not too sure about the light texture at the top of the walls. That may change soon.

+1 vote   media: The Brig
agent00kevin
agent00kevin Jul 24 2011, 1:39pm says:

The mattress model still needs some work, and it still needs some detail but heres a preview of the Brig/Prison Decks. Each block is color coded to avoid player confusion. The olive green strips at the bottom are blue and red in other cell blocks, and I intend to make the green a little brighter.

+2 votes   media: The Brig
agent00kevin
agent00kevin Jul 23 2011, 1:43am says:

I snuck one of the new item crates in on the lower left :) Ill picture them better soon with a whole slew of new props Ive been working on.

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 11 2011, 12:47am says:

Basic Design - the lighting and textures arent final and its undetailed as of yet.

+1 vote   media: NovaCor Tech
agent00kevin
agent00kevin Jul 11 2011, 12:46am says:

Wall console, circuit panel and electrical box. Also notice the new floor texture :)

+1 vote   media: NovaCor Tech
agent00kevin
agent00kevin Jul 11 2011, 12:45am says:

The piece of equipment on the ceiling is a cooling unit - it has a fan (not in place yet) and will be emitting vapor. (and the fan actually rotates)

+1 vote   media: NovaCor Tech
agent00kevin
agent00kevin Jul 10 2011, 2:59am says:

You can see 3 new crate/container models in this screen, there are 2 more not pictured yet. All have over 10 skins to keep things from getting repetetive :)

+2 votes   media: More Screens!
agent00kevin
agent00kevin Jul 10 2011, 2:45am says:

Another screen of the updated explosive barrels and a couple different styles of crates made just today. Each style has over 10 skins to keep things from getting monotonous.

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jul 10 2011, 2:44am says:

This screen shows what the corridors of the Technical Levels will look like. These levels are full of computer equipment and large, multi level rooms and maze-like circuit farms.

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jul 10 2011, 2:42am says:

Explosive Barrels! These are labeled as you can see. Other barrel models are physics props but dont explode. There are two variations of he explosive models as shown; and several skins for the normal barrels.

+2 votes   media: More Screens!
agent00kevin
agent00kevin Jul 1 2011, 9:58pm says:

Another view of the updated laser puzzle room.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jul 1 2011, 9:56pm says:

These new round style terminals will be modified into a console type deal to replace some of the squarish models Ive made in the past - but not all of them.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jul 1 2011, 9:54pm says:

Some new engineering terminal models, and some plasma regulator models.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jul 1 2011, 9:47pm says:

Sorry, 300 FPS was all I could do :P

+2 votes   media: New Screens
agent00kevin
agent00kevin Jun 26 2011, 12:11am says:

Not quite finished puzzle room. Unfortunately, the puzzle I had planned didnt get along with the engine too well and some parts made it pretty laggy. Now I am working on a revised version, since Im not going to be digging too deep into the source code.

+1 vote   media: Couple Screenies
agent00kevin
agent00kevin Jun 26 2011, 12:10am says:

Some updated textures in the Laser Test Lab :)

+1 vote   media: Couple Screenies
agent00kevin
agent00kevin Jun 9 2011, 7:09am replied:

Yes, the arms are most definitely clipping through the guns....and yes, it will be fixed. Theres a good chance I wont even end up using these NPCs or guns also.

+1 vote   article: New Features!
agent00kevin
agent00kevin Jun 6 2011, 10:21pm says:

This is another view of a newly constructed room with new models in it. Not quie finished, but getting there :)

+1 vote   media: 6-6-2011
agent00kevin
agent00kevin Jun 6 2011, 10:20pm says:

This is one of the puzzle rooms. The three plasma tubes to the left need to be filled to capacity to overcharge a laser...you have to hit each activator panel in the right sequence to fill all three tubes and solve the puzzle.

+2 votes   media: 6-6-2011
agent00kevin
agent00kevin Jun 6 2011, 10:17pm says:

You'll notice some new server style console props off to the left.

+2 votes   media: 6-6-2011
agent00kevin
agent00kevin May 30 2011, 6:44am says:

This is the laser puzzle main room, where the laser has to blast through the test panels and the wall behind me.

The robot arm is the point of this screen; this is a small, static version. A larger version is already made and will be controllable by the player in another puzzle later.

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 30 2011, 6:42am says:

New lab desk model, with some of the new decals off to the right. The room itself is largely unfinished, detail will come later.

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 30 2011, 6:40am says:

Here is the first completed puzzle layout. The goal is to fill all 3 plasma chanbers to the top, charging the system to full power. The intent is to overcharge a laser which will blast through 3 test panels AND the wall behind it, allowing you to continue.

The puzzle itself is fully functional right now, but the laser part hasnt been modeled yet. Video of the fully functioning puzzle will be included in an upcoming news post.

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 23 2011, 3:28pm replied:

There are fires in various areas, its meant to be a haze in the air from the burning stuff. Maybe I should tone it down?

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:28am says:

Tables and chairs for the cafeterias. They will be upgraded a little later because right now I think the backs are too flat.

Also, in this set of screens, you may notice the 'squad following' box is oddly placed. That is definitely not final! It wont even be visible in the final build as I have a popup that only appears when you gain or lose trust. I want to stick to the theme of not cluttering things up with all kinds of HUD elements.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:24am says:

Fresly compiled Lab Bed model, to replace the old beds I had in here. I still have to make the arm that raises/lowers it, but that is seperate to accomodate varying heights in the ceiling. My son kept making fun of my old beds so I decided to replace them with something a little more futuristic :P

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:22am says:

New utility cart model, to replace the cheaper-looking plasticy models I had. These are metal and heavier so you cant just whip them up off the ground like the old ones. (which wasnt very realistic)

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:21am says:

Added some can lights to the workspace models.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:20am says:

One of NovaCor Miltia's defense points. Here you will have a small battle to face as NovaCor has set up a perimeter to keep Infected out of their command zone.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:18am says:

Just another shot of a damaged area. Pictured closer so we can see the dangling wires arent Barnales :P

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 20 2011, 1:48am says:

As the caption says, they are still WIP. I need to make new faces for the Security guy and the Lab Worker, as well as finish up their skins. Im not too fond of the Security skin so far but the Admin guy I think will be ok with some more detail to it.

+1 vote   media: NPC WIP
agent00kevin
agent00kevin May 11 2011, 2:24am says:

Couple views of the Troop Transport I am working on.

And yes, you will get to take part in a space battle...details and screenshots will be out in the not-too distant future. (but not too near either - lots of work to be done still)

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 11 2011, 2:22am says:

Thi is the new workspace. It used to be a blocky half-arch with the inside being rectangular. I wasnt very fond of it especially after the big redesign I did a couple weeks ago so I started from scratch and made models instead of Hammer detail objects for the workspaces.

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 11 2011, 2:21am says:

Better debris texture and debris chunks.

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 7 2011, 1:29pm says:

Um...Point Blank with a scope zooming? Sure it sounds like a cool name but not for a sniper mod!

+1 vote   media: point blank Map1
agent00kevin
agent00kevin May 7 2011, 1:25pm says:

Better! Add some spotlights to the streetlamps? Maybe even some env_lightglows to help the effect. And - rain would seriously amp up the ambience!

+2 votes   media: RIZE Backgrounds
agent00kevin
agent00kevin May 6 2011, 12:01am replied:

Yes, I can set a damage amount.

It actually works on a points system, behind the scenes. I have it set to when you damage an NPC, you lose one point. However, the maximum points setting makes it so that it may take one round, or half a clip to make them an enemy depending on how well you have done. (you earn a point every time you do something they approve of, sometimes 2 points) I will have to change it to subtract 50% of the maximum points so that it will only take a couple of rounds to make them hostile. This goes on a per-NPC/group basis, so I can make some more tolerant than others.

+1 vote   article: Trust/Fear Mechanics
agent00kevin
agent00kevin May 5 2011, 12:48pm replied:

Sure can! Ill make a few more variations of these with bent corners and stuff...and have some of them with writing on them instead of blank pages.

+2 votes   media: Few new screens
agent00kevin
agent00kevin May 5 2011, 2:07am says:

New PC Model, new waiting room chair models, big NovaCor emblem on the floor is a decal too. There are offices on either side of the lobby; when I have th detail done Ill post some shots of those too.

+1 vote   media: Few new screens
agent00kevin
agent00kevin May 5 2011, 2:06am says:

New scattered paper decals

+1 vote   media: Few new screens
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, 2:03am 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, 1:46am replied:

And this has been improved upon in the last couple weeks, greatly improved!

+2 votes   media: Labs - New Textures
agent00kevin
agent00kevin May 5 2011, 1:44am replied:

Its actually a deathtrap; in-game you'd see the tesla effect and think twice about going through there :)

+2 votes   media: Massive Lighting Overhaul
agent00kevin
agent00kevin May 5 2011, 1:42am replied:

Heheh one of the few screens I took with cubemaps built :P

+2 votes   media: Massive Lighting Overhaul
agent00kevin
agent00kevin May 5 2011, 1:41am says:

I still have to make the wall damage a bit more believable :P

+1 vote   media: Few new screens
agent00kevin
agent00kevin May 5 2011, 1:38am says:

There will b some papers scattered about and stuff like a body here and theres with blood splatters, but not too much destruction and damage in here.

+1 vote   media: Few new screens
agent00kevin
agent00kevin May 3 2011, 3:45am replied:

Jake.

+3 votes   media: Jack J, Jackson
agent00kevin
agent00kevin May 3 2011, 3:42am says:

And this is what we dont do: post Hammer screens. Get us something to look at first!

+2 votes   media: Progress of Maps
agent00kevin
agent00kevin May 3 2011, 3:40am says:

This one is better; its got some detail to it.

Id add some buildings sticking up in the background too; it would be simple, and they dont have to be detailed since they will be far away. It would add some depth to the scene :)

+3 votes   media: RIZE Backgrounds
agent00kevin
agent00kevin May 3 2011, 3:38am says:

Needs more detail: power lines, maybe a mailbox or fire hydrant or benches or something to add some life to the sidewalk.

Also maybe spice up the brick building on the left with some concrete columns or at least gutters or something. Might wanna raise the door up and put a stoop in too, even f it is only one step - buildings are usually designed this way so in a heavy rain the water doesnt flow right in the door :P

+3 votes   media: RIZE Backgrounds
agent00kevin
agent00kevin Apr 29 2011, 1:50am replied:

you can call me Mad Professor...

+3 votes   media: 2211 Lookbook
agent00kevin
agent00kevin Apr 27 2011, 2:16pm replied:

I wont force the players to stand and read scrolling text to get crucial information. I think that would be annoying after a while. It will be more of an optional thing; mostly because I know some players will stop and read them so I dont want random stuff on there. Players WILL have to pick up the DataTabs to get info, but still not be forced to actually read the info if they just want to speed through the Mod (though it will help with some of the puzzles)

I want this to be flexible for players, because I know some people inherently skip cutscenes, text and anything that stops them from barreling through games like a runaway train. If thats the way they want to play, I will accomodate that while maintaining all the little things and details other players like to have.

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 27 2011, 6:26am replied:

Thanks :) I still have some minor details to add, papers scattered on the floor, pipes along the ceiling and possibly a panel here and there on the walls.

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 27 2011, 6:13am says:

The red text on the left scrolls on the holo-screen :P And its all information pertaining to the current situation.

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 27 2011, 6:12am says:

The displacement and roof hole still need some attention, but this is the general idea :)

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 25 2011, 4:33am says:

Um - are those point_message entites parented to the NPCs??? If so, you will be using a LOT of entity data resources in your maps. If not, it looks EXACTLY the same.

+1 vote   media: Npc name indicator test
agent00kevin
agent00kevin Apr 25 2011, 4:23am replied:

Good. Too many people think Source cant match UDK and it can - UDK may have a tiny advantage but when it comes to Modding and not Commercial titles, those slight advantages dont mean a whole lot. And, as you said, C++ not only used in Source but countless other apps.

I have seen some jaw-dropping Source Graphics; it depends on who is using the engine, not what engine is being used. Source doesnt have god rays - big whoop. Those can be faked. Source is more accessible (easy to use I mean) so it seems to attract Modders who arent as proficient yet, which leads people to think its not as good.

Personally, I tried them both out and went with Source. Its easier to use and more PC - friendly than UDK.

+2 votes   mod: Lylat's Last Stand
agent00kevin
agent00kevin Apr 21 2011, 12:20am says:

I do the same type of thing...but generally ping pong between 2 or 3 maps (no more than that), making models, and making textures. Good for ADD :P

+1 tracker, looks good so far :)

+1 vote   article: Theory
agent00kevin
agent00kevin Apr 20 2011, 2:46am says:

Again, new wall textures and a slight lighting change.

+1 vote   media: Labs - New Textures
agent00kevin
agent00kevin Apr 20 2011, 2:45am says:

This area, Recyc, is largely unfinished still.

+1 vote   media: Labs - New Textures
agent00kevin
agent00kevin Apr 20 2011, 2:45am says:

All new wall textures, both trim and main panels :)

+1 vote   media: Labs - New Textures
agent00kevin
agent00kevin Apr 19 2011, 12:36pm replied:

Lol yes, and he does every time I test. I will add some cover for the poor guy to use :P

+1 vote   article: 4-9-2011 Update
agent00kevin
agent00kevin Apr 17 2011, 9:22pm says:

The background is in motion; stars stream by, etc :)

+1 vote   media: Main Menu
agent00kevin
agent00kevin Apr 17 2011, 4:09am says:

Reworked HUD, Reskinned P90.

+1 vote   media: HUD, DataTab Update
agent00kevin
agent00kevin Apr 17 2011, 1:08am says:

Reworked in-game overlay, activated by picking up a DataTab. Much more legible now :)

+1 vote   media: HUD, DataTab Update
agent00kevin
agent00kevin Apr 17 2011, 1:07am says:

Newly constructed area; its a small secrity center for this deck. Each deck has a security center in which an armory/first aid center are located. Its in your best interest to figure out how to get in.

+1 vote   media: HUD, DataTab Update
agent00kevin
agent00kevin Apr 17 2011, 1:06am says:

Fixed the menu options; they are nicely centered now.

+1 vote   media: HUD, DataTab Update
agent00kevin
agent00kevin Apr 16 2011, 10:46am says:

The Scout: Now with HEV Suit! :/

+2 votes   media: New Scout's SMG
agent00kevin
agent00kevin Mar 15 2011, 10:13pm says:

you can see the reflectivity on the glass and the ceiling; the gun is NOT MINE and may or may not be included in the finished version. I have contacted one of its creators and hopefully its a yes!

+1 vote   media: More Lab Images
agent00kevin
agent00kevin Mar 15 2011, 5:22pm says:

For some reson this reminds me of 'Villa' from Perfect Dark. (N64) Thats not a bad thing :)

+3 votes   media: Ranch house
agent00kevin
agent00kevin Mar 13 2011, 9:39pm says:

Dont min the 'squad following' box - it wont be there in the future.

+1 vote   media: New Lighting, props
agent00kevin
agent00kevin Mar 13 2011, 9:38pm says:

Pause menu; yes I know 'Continue' is still a little off center :p

+1 vote   media: New Lighting, props
agent00kevin
agent00kevin Mar 13 2011, 9:38pm says:

New prop, better view.

+1 vote   media: New Lighting, props
agent00kevin
agent00kevin Mar 13 2011, 9:37pm says:

New big tank props :)

+1 vote   media: New Lighting, props
agent00kevin
agent00kevin Mar 13 2011, 9:36pm says:

Yet another lab room :)

+1 vote   media: New Lighting, props
agent00kevin
agent00kevin Mar 13 2011, 9:36pm says:

New room; its undetailed as of yet but coming along.

+1 vote   media: New Lighting, props
agent00kevin
agent00kevin Mar 13 2011, 9:35pm says:

A blusih tint, and darker :)

+2 votes   media: New Lighting, props
agent00kevin
agent00kevin Mar 11 2011, 11:43pm says:

Lab workstation model, and a lab bed.

+1 vote   media: Models, lighting work
agent00kevin
agent00kevin Mar 11 2011, 11:42pm says:

Dead Infected Lab worker. Skin still needs a little work, but he is still a WIP.

+1 vote   media: Models, lighting work
agent00kevin
agent00kevin Mar 11 2011, 11:37pm says:

Lighting changes, and some dead infected laying around.

+1 vote   media: Models, lighting work
agent00kevin
agent00kevin Mar 11 2011, 11:36pm says:

No Laboratory is complete without coffee. There will be several skins and one or two will have a NovaCor emblem on them :p

+1 vote   media: Models, lighting work
agent00kevin
agent00kevin Mar 11 2011, 11:35pm says:

Ive tweaked the lighting a little, but it still needs some work. Ive also added some fog to make a haze in the air.

+1 vote   media: Models, lighting work
agent00kevin
agent00kevin Mar 10 2011, 9:44pm says:

I have wanted hands for GG in my mod for a while now...I refuse to actually put GG in my Mod. Is this your own work?

+1 vote   media: Physics Gun Editing
agent00kevin
agent00kevin Mar 8 2011, 3:28pm replied:

Cuz if I want I can upload to Xfire then HTML code it in elsewhere instead of uploading the screens to multiple places. Also, you can only upload Xfire screens to xfire. Sure I have fraps and I could use in game screencaps, but how would I get them on Xfire?

+1 vote   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Mar 8 2011, 2:41pm says:

lab bed and workstation. crappy screen due to the flashlight - that and my screenshot keybinding is the same :(

+1 vote   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Mar 8 2011, 2:39pm says:

Not such a good screen - I use Xfire to snap then and my keybinding is space+F, and F is the flashlight. Better screens of the enemies will come later. He appears very animated (like all NPCs will) and has metropolice AI.

+1 vote   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Mar 8 2011, 2:37pm says:

100% custom - no more reskinned shelves. Also physics props :)

+1 vote   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Mar 8 2011, 2:36pm says:

The first aid kit replaces the healthkit, and the syringe replaces the health vial.

+1 vote   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Mar 5 2011, 1:32pm replied:

That is so true...people who dont Mod certainly dont have any idea of how much time the Modders spend on gameplay. So far Ive spent 2 weeks on about 5 minutes of ACTUAL gameplay - but thats me knowing exactly where to go and what to do.

+1 vote   article: Complete Overhaul
agent00kevin
agent00kevin Mar 4 2011, 11:38pm says:

Winsauce.

Too many Mods reuse all the HL2 graffitti - finally one with replacements! You sir, are full of Win.

+2 votes   media: Writing on the walls
agent00kevin
agent00kevin Mar 1 2011, 1:49pm says:

The blood decals still need some work, but the idea is there :)

+1 vote   media: Lab Work
agent00kevin
agent00kevin Feb 28 2011, 9:56pm replied:

Lol yeah thats why I didnt even bother to reply.

+6 votes   media: 'The Growth"
agent00kevin
agent00kevin Feb 27 2011, 9:28pm says:

This is the new shape of the doors. Doors in other areas will be textured differently, but in the same shape.

+1 vote   media: Early Labs and Surface screens
agent00kevin
agent00kevin Feb 27 2011, 9:27pm says:

Custom snow/grass blend textures; eventually I will have custom grass sprites.

+1 vote   media: Early Labs and Surface screens
agent00kevin
agent00kevin Feb 27 2011, 9:25pm says:

Custom rock/snow blend texture; displacements still need work.

+1 vote   media: Early Labs and Surface screens
agent00kevin
agent00kevin Feb 27 2011, 9:25pm says:

Rough, undetailed screen of one of the lab/R&D areas.

+1 vote   media: Early Labs and Surface screens
agent00kevin
agent00kevin Feb 19 2011, 8:16pm says:

This is good. You should definitely make a better banner and little mod preview. I saw this the other day and didnt look because it didnt look like any time was spent on what we see as a very first impression :)

-4 votes   media: New Machine Gun
agent00kevin
agent00kevin Feb 17 2011, 4:35pm says:

Isnt that the Trashco font from Photobucket?

+1 vote   media: Title
agent00kevin
agent00kevin Feb 11 2011, 10:39pm replied:

"Don't change something just for the sake of changing it"

That may be one of the best pieces of advice Ive seen yet.

I am going to stick my custom HUD files in Ep1 and fire it up with the standard HL2 layout for some ideas. That way I can see what those shiny new background panels look like in default positions. I was considering grouping them on the left side but not all stacked up like I have them now. A stack of three all the way left, then a stack of two just to the right of it, grouped a little tighter too, like you suggested.

+1 vote   media: HUD WIP screens
agent00kevin
agent00kevin Feb 10 2011, 9:48pm says:

Touchscreen panel Model. Theres will be scattered about, near equipment and mounted on the walls. Im also considering replacing the large flatscreen consoles I made earlier with something like these. Its more futuristic. The larger ones will have transparency so you'll be able to not only read whats on it - but see whats behind it too.

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 10 2011, 9:46pm says:

Close up of the new touchscreen panel models. There will be many different skins to add variety. Some will have some backstory to the Mod on them, so you may want to stop and check them out.

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 10 2011, 9:44pm says:

Not exactly sure why I posted this one; its a simple stairway that wraps around behind the view. If I were to turn around from here, its an overlook. The lighting is not final, and I didnt bother with HDR since Im still working on this area.

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 10 2011, 9:43pm says:

another multi-level view. Notice the corridors lose their 'boxiness' on the other side. The columns with the lights on them are models, as are the railings. +FPS to you :)

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 10 2011, 9:41pm says:

A multi-level view, custom large pipe props.

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 10 2011, 9:40pm says:

Straight ahead is a two-level view from across a pipe-pit with some water in the bottom.

Also, the new valve models are included on the pipes. The pipes are also custom props, not HL2 props. The smaller pipes ARE Valve models, but will be replaced later by my own. (I actually have my own straight pipe sets, but have yet to make the 90 degree bend pieces to go with them)

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 10 2011, 9:35am replied:

Hmmmm well I dont exactly like the HUD blocking the guns (especially after the reskin work) BUT I'm also not quite a fan of putting the panels where they were in Half Life 2. I will move them around some and figure out what to do with them...but probably not HL2 layout. Maybe something similar, but I dont want the HL2 layout. Its too...half Life 2 lol.

+1 vote   media: HUD WIP screens
agent00kevin
agent00kevin Feb 9 2011, 11:05pm says:

It looks cooler, MUCH cooler, but its a reskin, not a new model.

+1 vote   media: New SMG1 and Pistol Models
agent00kevin
agent00kevin Feb 9 2011, 11:04pm says:

New model or just reskin? It looks like the same model but reskinned.

+1 vote   media: New SMG1 and Pistol Models
agent00kevin
agent00kevin Feb 6 2011, 1:51pm says:

The ceiling texture in here has been replaced; all of them have.

+1 vote   media: Mapping progress, new props
agent00kevin
agent00kevin Feb 6 2011, 2:09am says:

Bumpmapped with reflectivity :) MUCH better than the previous ceiling texture IMO.

+1 vote   media: New Ceiling Texture
agent00kevin
agent00kevin Feb 4 2011, 11:07pm says:

This areas is unfinished, but its a multiple-level area with an overlook connected to an Admin office. Have fun figuring out how to access the office :)

+1 vote   media: Mapping progress, new props
agent00kevin
agent00kevin Feb 4 2011, 11:06pm says:

New crate models :)

+1 vote   media: Mapping progress, new props
agent00kevin
agent00kevin Feb 4 2011, 10:18pm says:

Bill and Teds Excellent Adventure? It sounds hilarious though!

+1 vote   mod: G.E.A.T.T.S
agent00kevin
agent00kevin Feb 2 2011, 11:44pm says:

Beams: not so square and booooring. New lights, added lightglow, reflectivity and bumpmapping. Those pipes are custom props, not HL2 props.

+1 vote   media: Mapping Progress
agent00kevin
agent00kevin Feb 2 2011, 4:28pm says:

New beams; they are no longer big square boring blocks :)

+1 vote   media: Mapping Progress
agent00kevin
agent00kevin Feb 2 2011, 4:27pm says:

You can see the bumpmapping on the panel just above the Plasma Rifle, as well as some reflectivity.

+1 vote   media: Mapping Progress
agent00kevin
agent00kevin Feb 2 2011, 4:26pm says:

You can see the reflectivity just to the left of the gun :)

+1 vote   media: Mapping Progress
agent00kevin
agent00kevin Feb 1 2011, 12:27am says:

Little lighting work needed; something ambient so you dont just have unnatural puddles of light everywhere. I also suggest putting some real beams in the roof since it is so wide and open. Pretty decent start though :)

+1 vote   media: first image
agent00kevin
agent00kevin Feb 1 2011, 12:25am says:

This one is nice :)

+1 vote   media: first image
agent00kevin
agent00kevin Jan 30 2011, 6:16pm says:

Ive been considering changing the beams a bit lately...adding some depth to them instead of a big red rectangle block.

+1 vote   media: Mapping progress
agent00kevin
agent00kevin Jan 29 2011, 12:27am says:

shrubs courtesy of baume - readme said it was ok :) Im still going to attempt to track this modeller down and make contact though.

+1 vote   media: Mapping progress
agent00kevin
agent00kevin Jan 29 2011, 12:23am says:

Also, you can see the bumpmapping Ive added to the wall texture in the shadows on the right. I use Shadermap CL. I decided VTFEdit wasnt giving me enough 'bump' in my bumpmaps.

+1 vote   media: Mapping progress
agent00kevin
agent00kevin Jan 25 2011, 9:42pm says:

Front and back views of the Medkit. I failed to get close enough to see the rivets that run along the edges, but if you look closely, you can make them out in the screen. I was going to make an elaborate version, but I went with the tried and true standard white with red cross. Simple, Sterile, Effective.

You may also notice the HUD in these screens - I've barely worked on the in-game HUD, so dont be alarmed. It will have a new layout and font - possibly even just a bar to gauge how much health and power you have left. That will require some time being spent on creating a font just for that, but IMO it will be worth it should I go that direction.

Lastly, sorry, but somehow I left out the Fusion Cell. That should be in a vid I will be posting in the next news update.

+1 vote   media: Medkit Models and More!
agent00kevin
agent00kevin Jan 25 2011, 9:37pm says:

Trashbarrel in several skins. Theres also a plain gray on light gray variation, not pictured. Also physics items.

+1 vote   media: Medkit Models and More!
agent00kevin
agent00kevin Jan 25 2011, 9:35pm says:

Medkit, DataPad, and a Data Terminal. Im going to rework the keyboard texture on the Terminal, and add plenty more skins for the display on both the DataPad and the Terminal as well. The Medkit has a carry handle on the top, you just can't see it from here.

+1 vote   media: Medkit Models and More!
agent00kevin
agent00kevin Jan 20 2011, 10:13pm says:

That piece of fence looks kinda odd hanging there like that, apparently only attathed by the bottom...? Its angle suggests its attatched by one side too, in which case it would A) lean inward/outward or B) rotate to where the 'heaviest' (largest) part is on the bottom.

(gravity)

Other than that looks to be progressing ok.

+2 votes   media: Chapter vBeta
agent00kevin
agent00kevin Jan 20 2011, 11:18am replied:

Its not just Americans - its the most widely availible assault rifle on earth.

+1 vote   download: AK 74
agent00kevin
agent00kevin Jan 20 2011, 12:22am says:

Interesting idea :) The screens I see look pretty good too, Id have to nitpick one thing: The HL2 graffitti. The same few graffitti artists arent bopping about from universe to universe spraying their tags. I see these in all too many Mods - the only place they belong is in the HL2 universe. Its a minor detail, but custom graffitti will go a loooonng way for your ambience.

I'll be your first non-you tracker :)

+2 votes   mod: Saw Legacy: Source
agent00kevin
agent00kevin Jan 15 2011, 12:36am says:

I guess you cant se the font too well, but I chose one that is nice and 'spacy'. Matter of fact its the GalactiCola Font.

+1 vote   media: GUI WIP
agent00kevin
agent00kevin Jan 15 2011, 12:35am says:

'Loading' image :)

+1 vote   media: GUI WIP
agent00kevin
agent00kevin Jan 15 2011, 12:35am says:

When you hover the mouse over a selection, it turns a shade of green that contrasts really well with the blue.

+1 vote   media: GUI WIP
agent00kevin
agent00kevin Jan 11 2011, 2:08am replied:

*reskinned SINKS...oops

+1 vote   media: Retextured areas
agent00kevin
agent00kevin Jan 11 2011, 2:06am replied:

Thats actually rectal bleeding. I dont want to know how or why though.

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 11 2011, 2:03am says:

Still have to adjust some of the alignments, but heres another screen of the new textures. They fit the walls much better IMHO.

+1 vote   media: Retextured areas
agent00kevin
agent00kevin Jan 11 2011, 2:03am says:

another shot of an area where the texture I had (the Doom-ish texture) just didnt fit well.

+1 vote   media: Retextured areas
agent00kevin
agent00kevin Jan 11 2011, 2:01am says:

New pipeset skin :)

+1 vote   media: Retextured areas
agent00kevin
agent00kevin Jan 11 2011, 2:00am says:

This is one area where I felt te walls were too boring. I also cut the number of those wall pillars by over 50% with the new texture layout. +FPS to you.

And yes, I know the window on the left still needs a frame ;)

+1 vote   media: Retextured areas
agent00kevin
agent00kevin Jan 11 2011, 1:59am says:

mens room - reskinned skins and general texture scheme. Unfinished, undetailed as of yet.

+1 vote   media: Retextured areas
agent00kevin
agent00kevin Jan 9 2011, 12:44am says:

complete reskin of one of the ovens

+1 vote   media: Few props/skins for ya!
agent00kevin
agent00kevin Jan 9 2011, 12:44am says:

complete reskin of one of the ovens

+1 vote   media: Few props/skins for ya!
agent00kevin
agent00kevin Jan 9 2011, 12:43am says:

reskinned shelves

+1 vote   media: Few props/skins for ya!
agent00kevin
agent00kevin Jan 9 2011, 12:43am says:

Juuuusst getting started on a kitchen near the cafeteria.

+1 vote   media: Few props/skins for ya!
agent00kevin
agent00kevin Jan 9 2011, 12:42am says:

Sol Food can, and PickleTime Pickles. Also an Atomicola can and a large pot and a frying pan. I should have got a closer shot of the Sol Food can; its background is leafy greens and the Sun. Sol Food, get it? heheh.

+2 votes   media: Few props/skins for ya!
agent00kevin
agent00kevin Jan 8 2011, 3:23pm says:

And who is the ORIGINAL AUTHOR of this map? Is it the guy in the credits? I saw this made a while back on the Ubi forums, but I dont remember the name.

When uploading stuff like this and your extra items, its VERY important to give credit where credit is due.

+5 votes   download: Minas thrith
agent00kevin
agent00kevin Jan 6 2011, 9:58pm says:

One of many to come blood splatter decals.

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 6 2011, 9:57pm says:

Another decal for those wonderful doors you cant access until you figure out how...but dont worry, I wont overdo it.

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 6 2011, 9:57pm says:

I changed the security booth to a serving area and made the entire area larger to be a small cafeteria.

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 6 2011, 9:55pm says:

1 of 2 custom glass textures I have so far -theres more to come :)

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 6 2011, 9:55pm says:

Another reflective surface shot - still need lighting work and cubemap adjustments.

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 6 2011, 9:54pm says:

Ive still got some work to do with the lighting and some fine tuning on the cubemap settings but heres an idea of what the smooth metallic wall will look like in HDR.

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 6 2011, 9:52pm says:

Equipment Warning Decal for some of the mechanicl hazard areas.

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 4 2011, 2:01am says:

Rough draft of the Suit reskin. I could have commented out the code that checks for the suit to be able use sprint and flashlight, allowing the player to use a flashlight and sprint without it. I thought the better choice was to leave the extra armor in.

Id like to add some 'abs' to the suit giving it a more fitted, strong look as well. We will see where this goes in the future...

+1 vote   media: New Suit, couple other screens
agent00kevin
agent00kevin Jan 4 2011, 1:58am says:

Restrooms area. The security booth just in front of this and the Atomicola machine is most likely going to become a cafeteria area, as it would fit in better with the vending and restrooms just beyond it. (and yes, there is a womens room, its just out of view across from the men's)

+1 vote   media: New Suit, couple other screens
agent00kevin
agent00kevin Dec 29 2010, 1:08am says:

And one of my current favs- AtomiCola! Makes me thirsty just seeing it.

+1 vote   media: Props/Reskins
agent00kevin
agent00kevin Dec 29 2010, 1:07am says:

New barstools and black leather - cant see the texture from here but its there.

+1 vote   media: Props/Reskins
agent00kevin
agent00kevin Dec 29 2010, 1:07am says:

Granite topped furniture complimented by black leather - I need to get close-ups to show the texture; but its there :)

+1 vote   media: Props/Reskins
agent00kevin
agent00kevin Dec 29 2010, 1:06am says:

New Benches :)

+1 vote   media: Props/Reskins
agent00kevin
agent00kevin Dec 27 2010, 10:57pm says:

Take your time, do it right just like Valve and ID do. No sense in rushing things just to disappoint with halfassery!

+1 vote   article: Red Planet: A bitter sweet Christmas
agent00kevin
agent00kevin Dec 14 2010, 4:49am says:

Going to darken this up a bit; its supposed to be a gray with not such a screaming red.

+1 vote   media: New Textures
agent00kevin
agent00kevin Dec 14 2010, 4:04am says:

Ive just finished reskinning those office chairs. We do black leather here.

+1 vote   media: New Textures
agent00kevin
agent00kevin Dec 14 2010, 2:26am says:

Beginnings of the crew quarters area

+1 vote   media: New Textures
agent00kevin
agent00kevin Dec 14 2010, 2:26am says:

beginnings of the kitchen in one of the crews' quarters

+1 vote   media: New Textures
agent00kevin
agent00kevin Dec 14 2010, 2:25am says:

Beginning of a bathroom

+1 vote   media: New Textures
agent00kevin
agent00kevin Dec 7 2010, 2:28am says:

Nice construction so far, but I have a couple things to cry about.

1. rotate your roof textures so the shingles face the right direction
2. change out your brush-made gutter for a model one - it will look so much better
3. swap textures on the footings to a concrete texture, not metal.

Not much else to comment on as you seem to be like me and post a bit too early, before theres much to get people excited with. Still its a decent start, so keep at it :)

+3 votes   mod: All Alone: Dream World
agent00kevin
agent00kevin Dec 3 2010, 3:01am says:

Yes, the Decal Posters are going away after I create some customs.

+1 vote   media: Basic Level Construction
agent00kevin
agent00kevin Dec 3 2010, 3:00am says:

Not all doors have windows; stealth and patience may be an asset.

+1 vote   media: Basic Level Construction
agent00kevin
agent00kevin Dec 3 2010, 2:59am says:

Some doors have breakable windows to see whats going on on the other side.

+1 vote   media: Basic Level Construction
agent00kevin
agent00kevin Dec 3 2010, 2:58am says:

Some doors have windows to peer through and get the guard's patrol patterns down - or to pop 'em in the back of the head through he glass. But be careful - should another hear it, he will come to investigate.

+1 vote   media: Basic Level Construction
agent00kevin
agent00kevin Dec 3 2010, 2:56am says:

This storage area has windows, so you'll have to sneak past both sides as well as the almost all-glass doors to avoid being spotted until you can gain access to eliminate the guards.

+1 vote   media: Basic Level Construction
agent00kevin
agent00kevin Dec 3 2010, 2:55am says:

Storage room, and yes I know the boxes are floating.

+1 vote   media: Basic Level Construction
agent00kevin
agent00kevin Dec 3 2010, 2:54am says:

Unfinished control room in the Bunker Map

+1 vote   media: Basic Level Construction
agent00kevin
agent00kevin Dec 3 2010, 2:48am says:

Yes, I know my boxes are floating.

+1 vote   media: Basic Level Construction
agent00kevin
agent00kevin Nov 8 2010, 12:02am replied:

Yeah the sky is just part of a 'test cube - a hollow cube I make during construction for testing and screens. Its not the final build, I just have to have it there for lighting.

Also, I will probably upload it (The TF2 map) to TF2maps.net and here on Moddb when its done. I may have it done about the beginning of December, maybe later. It kinda depends on how much free time I have :)

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Nov 5 2010, 11:25pm says:

Beginning of a building for 'Complex Negotiations'

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Nov 5 2010, 11:25pm says:

Beginning of a building for 'Complex Negotiations'

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Oct 5 2010, 6:26pm says:

Hey I thought I threw that cube in the incinerator!

+1 vote   media: AL_Offices 4
agent00kevin
agent00kevin Aug 29 2010, 11:58pm says:

The red light flashes after the others shut down. I changed it from 'slow pulse'

+1 vote   media: HDR screens
agent00kevin
agent00kevin Aug 25 2010, 10:22pm says:

Mostly complete Ambulance. This model is solid but another verison, looking the same, will have back doors that swing open (healthkits, anyone?) Interior still needs work but the seats are almost formed right.

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 25 2010, 10:21pm says:

3/4 view of the Security Cart. The interior isnt done yet and it needs a little more sculpting.

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 25 2010, 10:20pm says:

3/4 view of the Utility Cart. It needs rounded off in a few places; this one is still kinda rough. It will have yellow flasher and a grittier hum than the others.

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 25 2010, 10:19pm says:

Head on view of the Ambulance

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 25 2010, 10:18pm says:

Front view, security vehicle

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 25 2010, 10:18pm says:

Red and White flashing lights, and the Hummmummmummmummm of a hovering vehicle

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 16 2010, 11:41am replied:

I want my HUD and crosshair, because when I test (and/or take screens)there are enemies too :)

Screens are PNG taken with Xfire as well.

+1 vote   media: 8-10-2010 Early Level Design
agent00kevin
agent00kevin Aug 13 2010, 12:14am says:

I have no idea why that soldierdecided to just hang out by the wall. He is fully scripted and thats the first time he's done that...maybe a smoke break?

+2 votes   article: 8-12-2010 Big Update
agent00kevin
agent00kevin Aug 4 2010, 1:10am says:

Yep, thats mch brighter than on my TV. Ill have to adjust it...grrr

+1 vote   media: Lighting work
agent00kevin
agent00kevin Aug 4 2010, 1:10am says:

Hmmm looks brighter than on my TV, maybe I need to turn up the brightness...

+1 vote   media: Lighting work
agent00kevin
agent00kevin Jul 29 2010, 2:05am says:

The giant power transformers o map #3. The original design was much shorter and wider, and that one will be used later. I stretched them out and thinned them down to make very tall vertical structures. This level had a very strong vertical feeling to it, wrapping you around from floor to floor as you make your way to the top. You wil pass through this central area a few times on your way with many opportunities to look down and combat will also have a strong vertical element :)

+1 vote   media: 7-28-2010 Update
agent00kevin
agent00kevin Jul 28 2010, 9:53pm says:

A partially constructed front lobby area. Again, this is from a scrapped level but will be used later in a different map. I was also considering removing the stairs for elevators on either side, but undecided.

+1 vote   media: 'Scrapped Level'
agent00kevin
agent00kevin Jul 28 2010, 9:51pm says:

This is a shot of what was the 'technical area' where all of the servers and equipment were located. While I liked and was satisfied with the corridor design and much of this area's layout, I was completely dissatisfied with how it meshed with the rest of the map. Ill be fine tuing its look in the future and it will be a map all of its own.

+1 vote   media: 'Scrapped Level'
agent00kevin
agent00kevin Jul 28 2010, 9:49pm says:

Part of the 2 floor main lobby of a scrapped level. This area will be rewoked a litle and used in another level later.

+1 vote   media: 'Scrapped Level'
agent00kevin
agent00kevin Jul 28 2010, 9:48pm says:

One of the meeting room areas of a scrapped level. This entire section will be reworked into another level to play at a later date as I really liked each respective area, but not how they meshed together. It felt cheap and generic, and likeplaying several levels mismatched into one.

+1 vote   media: 'Scrapped Level'
agent00kevin
agent00kevin Jul 28 2010, 9:46pm says:

3rd level view of the main central area. This glass is breakable. The corridor is bland, I know. I am doing the full layout before I start fine detailing things on this level. It will be 6 levels that you wrap around making your way to the top, where the main objectives are completed.

+1 vote   media: 7-28-2010 Update
agent00kevin
agent00kevin Jul 28 2010, 9:43pm says:

This is the central area you will wrap around on the way to the top, to hit the breakers and restore the facility to functioning condition and producing power. Yes, its full bright because I just have a big box around it atm as I work. Lighting will come last, after layout and detaling has been done.

+1 vote   media: 7-28-2010 Update
agent00kevin
agent00kevin Jul 12 2010, 12:01am says:

Little custom texturing on the debris pile :)

+1 vote   media: 7-11-2010 NEW SCREENS
agent00kevin
agent00kevin Jul 8 2010, 10:57am says:

Alley, one of the central connectors in this small city block. Also one of your places to breathe as not much happens here, though you will pass through a few times. You may, however, encounter a roof patrol from here if you have bad timing.

+1 vote   media: 7-08-2010 New Screens
agent00kevin
agent00kevin Jul 8 2010, 10:55am says:

This is one of the PCs you have to destroy to accomplish a mission. The room is still lacking a little detail but its coming.

+1 vote   media: 7-08-2010 New Screens
agent00kevin
agent00kevin Jul 8 2010, 10:54am says:

Little street cluter there. Im going to have to model some more stuff though if Im going to make more city levels, I dont want it to be repetetive.

+1 vote   media: 7-08-2010 New Screens
agent00kevin
agent00kevin Jul 8 2010, 10:52am says:

I had to brighten things up for testing, we'll be back to nighttime when its done :)

+1 vote   media: From the rooftops
agent00kevin
agent00kevin Jul 8 2010, 10:51am says:

This should help show the levels intent. You are not forced through a set route through corridor after corridor. You have multiple route to taje to get to any objective, however, the real intent was to give the immersive feeling of having to roam around a city block and accomplish your tasks. The level is kinda small, but takes about 20-30 min to finish if you do all of the availible missions in it.

+1 vote   media: From the rooftops
agent00kevin
agent00kevin Jul 8 2010, 10:44am says:

Looks Generic.

+1 vote   media: Roofs
agent00kevin
agent00kevin Jul 8 2010, 1:19am says:

Having issues with a gltching peice of geometry there in the background...

+1 vote   media: 7-08-2010 New Screens
agent00kevin
agent00kevin Jul 8 2010, 1:17am says:

This area is obviously not detailed yet, but hopefully Ill get to that tomorrow

+1 vote   media: 7-08-2010 New Screens
agent00kevin
agent00kevin Jul 6 2010, 11:37pm says:

Shoot these lights, and they go out and shower sparks.

+1 vote   media: More detail, lighting
agent00kevin
agent00kevin Jul 6 2010, 11:36pm says:

Gotta take out those headcrabs or set a relationship so they pay attention to the player instead of the crabs.

+1 vote   media: More detail, lighting
agent00kevin
agent00kevin Jul 6 2010, 9:16pm says:

Presently detailing these corridors out right now. If things go well Ill have new screens tonight or tomorrow :)

+1 vote   media: TFC Early Screens
agent00kevin
agent00kevin Jul 6 2010, 12:21am says:

Again, this room started out nice and orderly. The refridgerator in the background opens up to reveal some goodies inside :)

+1 vote   media: TFC Early Screens
agent00kevin
agent00kevin Jul 6 2010, 12:20am says:

Room started out nice and orderly. Not so much now, but its been in worse condition after other tests. (yes I fixed the floating cabinent there in the background)

+1 vote   media: TFC Early Screens
agent00kevin
agent00kevin Jul 6 2010, 12:18am says:

I just killed little mister poison headcrab's Daddy, and I think he's ******.

+1 vote   media: More Early Screens
agent00kevin
agent00kevin Jul 6 2010, 12:18am says:

The light back there is gone; it didnt quite fit with the 'power outage' theme. Some buildings do seem to be running on backup generators though...

+1 vote   media: More Early Screens
agent00kevin
agent00kevin Jul 6 2010, 12:16am says:

This room wasnt as bare until I shot a lot of crap in it :)

+1 vote   media: More Early Screens
agent00kevin
agent00kevin Jul 5 2010, 5:59pm says:

This is from the second floor in one of the large buildings. All of the windows are boarded up but can be shot out. This was an accident during a small battle...you dont really want to open these up until youve dealt with the sniper from down below, though if you're good you can battle him from here.

+1 vote   media: More Early Screens
agent00kevin
agent00kevin Jul 5 2010, 5:10pm says:

Trolls: Yes I realize the lightpole is in the crosswalk. It has already been relocated down the road anyway.

+1 vote   media: TFC Early Screens
agent00kevin
agent00kevin Mar 19 2012, 12:48am says:

Gonna track this...its intriguing :)

+3 votes   mod: Fast Detect
agent00kevin
agent00kevin Mar 19 2012, 12:37am says:

Looking good! This is one of the few Mods I want to play :)

+2 votes   mod: Hazard Team (Decay: Source)
agent00kevin
agent00kevin Mar 18 2012, 9:18pm says:

Latest Mod-related project: Building a website. I am bringing my old website back to life, and completely revamping it. Hopefully I can have it up and running by the end of the month!

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Mar 13 2012, 1:53am says:

IT LIVES! :P

+2 votes   mod: The Development Project
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 Mar 7 2012, 4:07pm replied:

Nah, it wouldnt take too long. Make one, copy it you have two. Copy it you have 4. Copy those you have 8...16, 32, 64, its exponential growth. Making the textures themselves is infinitely more work than a preview - and both the textures and the preview are great :)

+1 vote   media: G STRING V0.2 TEXTURE PACK
agent00kevin
agent00kevin Mar 7 2012, 4:03pm replied:

Working on it the last couple days :) I dont want too much to be going on with each texture; ie. tons of details and stuff, but yes, there are some new, more refined textures coming. Most of these textures are from the labs and not permanent; I have issues with using dev textures when mapping...I just dont like them.

Maybe I should make a few of my own 'NovaCor Dev' textures :P

+1 vote   media: First Look
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, 3:32pm replied:

Thank you for your support :D

Its the same 3 every time...I listen to most of the trackers, especially a certain few who will post things in a mature manner and offer good, practical ways to imrpove. Those kinds of comments I encourage; I want to make this a good, fun mod and I need all the opinions I can get.

I dont expect blind praise; but I do expect a certain maturity and helpfulness from those who post criticism. Otherwise, its just trolling :)

Just posted screens today; I still work on this daily, I just enjoy some gaming in between. Forcing progress is never a good thing :)

+1 vote   article: Still Going
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 Mar 4 2012, 1:28pm replied:

Yes...Im still figuring out how to decorate the corridors. Some plants would help; but I need to learn how to do good, believebale plant models :)

+1 vote   media: First Look
agent00kevin
agent00kevin Mar 3 2012, 10:48am replied:

not really.

+1 vote   media: 1934 International Engineering and Motor Expositio
agent00kevin
agent00kevin Mar 3 2012, 10:33am replied:

If this is Propper, Ill vouch for it. I rely heavily on the use of Propper for my mod. Without it, many of my maps would otherwise be impossible - or very difficult to get right. And once its set up, its very easy to use :)

+1 vote   mod: G String
agent00kevin
agent00kevin Mar 3 2012, 10:30am replied:

This is the same fix I suggested for the 'headcrab crash'...at least it works on something :)

+1 vote   mod: G String
agent00kevin
agent00kevin Feb 29 2012, 4:05am replied:

It certainly is...and a long read at that. It seems to be a very...sensitive subject.

And thank you :)

+1 vote   article: Still Going
agent00kevin
agent00kevin Feb 28 2012, 9:17pm replied:

That means a lot from you - I am familiar with your work and it is top-notch stuff.

+1 vote   media: Main Menu (updated)
agent00kevin
agent00kevin Feb 28 2012, 9:15pm replied:

I could see that. I think the reflectivity and bumpmapping will help out a little, but by no means does that mean I wont add a little...texture to the textures. Its a learning process and probably will be until its done - and comments like these just help us make a better product in the end :)

+2 votes   media: First Look
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 28 2012, 9:06pm replied:

Thank you!

It wont be a groundbreaking title chock full of cool features, but we hope to bring people a fun, nostalgic Mod with a few innovative touches to it. Kind of a throwback to the golden days of FPS gaming :P

+2 votes   article: Still Going
agent00kevin
agent00kevin Feb 28 2012, 9:02pm replied:

You are posting in MY news post and everything you said pertains to the subject of my News.

So yes, you are indeed talking to me. And you have no right to tell any of us how much time we should spend or not spend on our project. No one does.

+1 vote   article: Still Going
agent00kevin
agent00kevin Feb 28 2012, 8:59pm replied:

Excellent post :)

+2 votes   article: Still Going
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, 8:17pm replied:

Thats what he does; he runs around Moddb saying each Mod looks like or is like something else. He has the strange fascination with telling people their work isnt unique, even when the comparasin is obviously flawed.

+4 votes   mod: No More Room in Hell
agent00kevin
agent00kevin Feb 27 2012, 6:17pm replied:

It doesnt even matter what he says. We have the support of the true fan base, thats clear. These other guys are just trying to further inflate their egos by trying to tell us how we should do it, and what we can and cant do with our free time if we want to be Pro Devs like them.

Its really quite laughable.

+1 vote   article: Still Going
agent00kevin
agent00kevin Feb 27 2012, 11:33am replied:

You have to realize you guys are telling us that we should not do anything other than work on the Mod. This is so very ridiculous. Do I enjoy Modding? Of course. Thats why I do it. I also happen to enjoy playing games. I didnt play anything for 15 months straight, and rarely did anything with friends.
Where does it end? Should I not watch movies either, because that time could have been spent working on the project? Maybe I should not take the dog for walks, because I enjoy that too, and he does have a big backyard. Maybe I should quit camping and fishing, because those are recreational activities too, and would be taking away valuble Modding time.

How do you think people who Mod got into it? They enjoyed playing games first. Thats not something that just goes away.

What gets me most is you guys thinking you are in a position to tell me how I should run MY life and MY project. Who the **** do you think you are? STFU and GTFO if you dont like it.

+2 votes   article: Still Going
agent00kevin
agent00kevin Nov 9 2011, 3:59pm replied:

No, thats the 'squad status' box. Its misplaced but it wont even be there in the future. As a matter of fact, I just removed it a few hours ago. I want a minimal HUD :P

+1 vote   article: 500+ Trackers, Changes
agent00kevin
agent00kevin Nov 5 2011, 4:16pm replied:

Exactly.

The Infected are more of a secondary threat when it comes to this Mod, similar to the Zombies in HL2 as opposed to the Combine, which were the real threat. This is by no means a zombie shooter. I would describe it as very closely resembling the gamplay style of HL2, just set in a completely different time and place.

+1 vote   media: Updated Textures, New Infected Model
agent00kevin
agent00kevin Sep 16 2011, 11:39am says:

Agreed. Ive been thinking of more blood and less human looking in the face. That would actually allow me to once again work around coding in this first iteration of the NovaCor Trilogy. One humaniod model gets old quick but one thats grotesquely deformed and injured would not be so obviously repetetive. I really want to start simple and add to each subsequent installment, finishing the series with a lot of extras that didnt exist in the first chapter. If I can avoid touching the code in the first installment, then it can be released much sooner and then when I start on the second, I have most of the models and textures done, leaving much mored time to pore over the code and add lots of new features. There will of course be new models and textures in later installments but many will be reused from the first. There are also many, many textures I have made that wont even be seen in game until the second chapter of the story.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin May 24 2011, 10:08pm says:

Exactly! These puzzles wont be seek and find types; it will be clear what the problem is when its time to solve one. There are things you have to find of course, but when you need an item to continue a helper message pops up to clue you in. The maps each have their own theme as far as being predominantly puzzles or combat. Thats not to say when you are trying to solve a puzzle you wont get shot at though :P Several of the puzzles I have planned are also combat situations.

One of my main concerns is giving the player enough guidance to not end up stuck or lost, but not making things too easy either. There will always be something to let you know what you have to do, but not show or tell you exactly how to do it.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 6 2011, 1:12am replied:

Aha I figured out why it varies.

The Trust/Fear mechanics work on a point system I made that runs in the background. The points are added and subtracted based on what you do, and different things award different amounts f points, or subtract them. So, if you had done REALLY well, it makes the NPCs take half a clip like Scarface before they get mad about it - but if you were just barely in their good graces, it would only take a round or two.

I will change the equation to make it subtract 50% of the maximum points in the system I devised, so it should only take two friendly fire events to trigge a mad NPC. In thinking about it, maybe I will go with 1/3...that way if you are barely in their good graces you get at least one accidental friendly fire freebie before they turn.

+1 vote   article: Trust/Fear Mechanics
agent00kevin
agent00kevin May 5 2011, 8:59pm says:

Well, the plan on the infected ones is that you will definitely know they are turning - it wont be instantaneous. They will start saying things that dont make sense at first, then degenerate to making primitive sounds and stuff - giving you an opportunity to eliminate them before they fully go nuts. The other NPC will also catch on and they will usually view the infected NPC as an enemy before he actually attacks you.

As for damaging friendlies, I can set a damage amount to trigger the 'foe' stance. I didnt set one yet, and Im guessing thats why it took so may rounds - though in other tests it only took a couple shots. Maybe its random since there is no value set right now.

As for the bullet tracers, I am giving some SERIOUS thought to recruiting a Modeller to make some NPCs and weapons for the Mod - which means for now Im not going to do much else with the weapons. I really want them to be custom made for this Mod and have a distinct style of their own!

+1 vote   article: Trust/Fear Mechanics
agent00kevin
agent00kevin Apr 25 2011, 2:08pm replied:

I am planning to add leaning/peeking, slightly smarter AI and possibly dual wielding pistols and SMGs. I will add ironsights to the list of stuff to try and code in. Personally, I think it would add just the little touch to the gunplay that the Mod needs :)

+1 vote   article: Promo Video
agent00kevin
agent00kevin Mar 21 2011, 4:05pm says:

Ok, Ive been working on the lights some. I'm making it a little darker, using spotlights, and possibly some flashind red 'alert/lockdown' lights to add to the atmosphere.

I really like that amb sound from HL2 but I dont want anything in the mod to make people think of HL2, so it must go :)

As far as music, I am slowly composing my own when Im not in Hammer or GIMP or working on models. I play guitar IRL, and I pretty much make all my own stuff up - no cover songs for me. Its a lot different sing software to compose, so its kinda last on the list ATM as I learn how to use the software. It will definitely have some music to add to the emotion of any given moment though :)

+1 vote   article: "Labwork" Vid
agent00kevin
agent00kevin Feb 18 2011, 8:57pm says:

Well then! Ive been wondering what happened to this mod; every time I go to my profile page I see your comment and think 'what happened there?'

Good to see its alive and well!

+1 vote   mod: Pangea
agent00kevin
agent00kevin Feb 2 2011, 4:34pm buried:

(buried)

Mapping doesnt look too bad, but that has got to be one of the most implausible storylines ever.

-5 votes   mod: Terrorist Attack in Black Mesa
agent00kevin
agent00kevin Jan 30 2011, 6:19pm says:

Dig it :)

Tracking!

+3 votes   mod: Soulless
agent00kevin
agent00kevin Jan 8 2011, 7:44pm says:

Dude, you JUST deleted almost all of your comments. AND Totally changed your Mod's name. Two of the biggest NOs of advertising your mod.

You need to do much more before advertising this stuff. No one likes Hammer screens; you need to post in-game screens with some form of lighting in place. Honestly, any praise you get right now is blind encouragement.

Encouragement is nice, and so is your enthusiasm about this Mod.

However, this mod screams 'I just learned how to make basic shapes in Hammer, now Im a Modder!'

Seriously, put some more time in.

+2 votes   mod: Death Recon
agent00kevin
agent00kevin Jan 1 2011, 2:03am replied:

Why thanks Raider :) Happy Holidays to you and everyone else.

And Im still working on my other Mod, but its been put on hold by my HDD failure. Its not a true failure, but stuck in the BSY state which renders it a brick until it can be fixed. Its not difficult to do, but does requite a TTL adapter whch I do not posess at this time. Unless I can dig up the reciept, Im left to do the repair on my own.

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Aug 27 2010, 2:16am says:

Google.com

Ok thats way more than enough to prove my oint

0 votes   media: Updated Models - almost finished
agent00kevin
agent00kevin Jul 12 2010, 7:27pm replied:

Well, thanks, thats more constructive than usual :) I am actually uploading a vid now that shows much more detailing and ambience in the city. It is a bit edged, or blocky as I think of it. Still working on that :)

+1 vote   mod: Half-Life 2: Retribution
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