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 19 2012, 9:58pm says:

Updated dataTab and medical terminal

+1 vote   media: Prop Update
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 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 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 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 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, 8:22pm says:

creeptacular!

+1 vote   media: Inquietude - We Are Nothing.
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
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