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 1,291)
agent00kevin
agent00kevin Apr 19 2012 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 replied:

I have no idea...off and on for about a month or so now. I have to make all new models for these maps now so I keep experimenting with different ones...its hard to come up with something that fits and something that I like in there.

+3 votes   media: NCTF Update
agent00kevin
agent00kevin Apr 6 2012 replied:

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

+3 votes   media: NCTF Update
agent00kevin
agent00kevin Apr 5 2012 says:

Thats nice, but doesnt it take up a huge amount of entdata in Hammer? I found that physics objects really start eating up the entdata when you add lots of them...I had to revert a lot of my models to static props after discovering that.

+1 vote   media: Teaser
agent00kevin
agent00kevin Apr 5 2012 replied:

You dont neccesarily need an animator. I successfully recompiled the Citizens on fastzombie animations...all but the running animation. It would be better to have an animator do it, but not impossible to do it without one.

+1 vote   media: Projected texture
agent00kevin
agent00kevin Apr 2 2012 replied:

There will be more of them...and they are completely flat. Its the technolgy of the future!

+1 vote   media: WIP Lab images
agent00kevin
agent00kevin Apr 2 2012 replied:

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

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

+1 vote   media: WIP Lab images
agent00kevin
agent00kevin Mar 29 2012 says:

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

+1 vote   news: " The Closure "
agent00kevin
agent00kevin Mar 29 2012 replied:

Its a sweet weapon though!

+1 vote   news: " The Closure "
agent00kevin
agent00kevin Mar 28 2012 says:

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

+2 votes   media: WIP Lab images
agent00kevin
agent00kevin Mar 24 2012 says:

Great mapping in the urban areas. +1

+7 votes   mod: "Street Stuck" gameplay/tech demo
agent00kevin
agent00kevin Mar 23 2012 says:

I agree with the subcontracting thing. You could esily establish a theme or aesthetic you want to stick to.

I have two team members besides me. One of them, the weapons modeller, seems to enjoy working on a contracted type of position. I produce a design for a weapon, he makes it, and get credit. We have little communication and our exchanges are short and to the point. I like this arrangement.

The other team mamber is more involved and wants to branch out and do all sorts of things for the Mod outside of his specialty. While thats a good thing, it can also detract from the quality of work produced and focus on what I really need. So far, it has been an asset to the Mod. However, at time he has ideas that dont fit my theme and wants to add features that werent in the original plan. Thats also a good and bad thing. While I welcome new features, I dont want to alter my original vision to include parts of anothers vision and start taking the Mod in a new direction.

Overall, I'd have to say I like the subcontracting approach better. I am free to make my Mod the way I wanted to without having discussions about what we shouldnt do and why frequently. I dont have the worry about a team member suddenly wanting to pull his work from the Mod because I dont want to do X thing with the project. I dont have to worry about a mismash of ideas trying to become a cohesive project.

Sometimes the new ideas are better and improve upon the Mod, and that can be done with a subcontracor as well. The subcontractor understands it is MY project and isnt put off by my unwillingness to compromise, whereas a 'team mamber' feels like he or she has more say and decision in where the Mod goes.

+1 vote   blog: ModDB is a savage land...
agent00kevin
agent00kevin Mar 23 2012 replied:

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

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

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

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

+2 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Mar 23 2012 replied:

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

0 votes   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Mar 23 2012 replied:

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

+1 vote   member: agent00kevin
agent00kevin
agent00kevin Mar 23 2012 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   news: 3-22-2012 Update
agent00kevin
agent00kevin Mar 23 2012 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 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 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 replied:

Tell you what. Show me some simple logos and Ill decide of they fit NovaCor. :)

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Mar 19 2012 says:

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

+2 votes   media: Prop Update
agent00kevin
agent00kevin Mar 19 2012 says:

Updated dataTab and medical terminal

+1 vote   media: Prop Update
agent00kevin
agent00kevin Mar 19 2012 says:

Gonna track this...its intriguing :)

+3 votes   mod: Fast Detect
agent00kevin
agent00kevin Mar 19 2012 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 replied:

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

+6 votes   media: Resonance 10
agent00kevin
agent00kevin Mar 18 2012 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 says:

IT LIVES! :P

+2 votes   mod: The Development Project
agent00kevin
agent00kevin Mar 12 2012 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 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
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