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  (1260 - 1289 of 1,289)
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 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
agent00kevin
agent00kevin Jul 12 2010, 12:34am says:

Portal Flow: Fixed. Cut down on empty spaces where the player cannot go or see, and put areaportaks in every single doorway in the buildings. Running on fast, VIS is down to less than one minute.

+1 vote   mod: Half-Life 2: Retribution
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 9 2010, 9:42pm replied:

I can do that to a few items I made but the real problem seems to be the amount of portals, which started at 16,000+. I got them down to 12,000 and am finishing the areaportals before I run VIS. I do have a few complex brushes, like the custom desks and bookshelves, but I cant change a couple because if the displacements on them. I have deleted those and tried again, and it does not seem to help. However, performance still runs around 60fps without running VIS. Last time I changed my complex brushes to detail, I got 'too many T-Junctions' error. It seems that the more open spaces you have, the more portals you have to calculate.

I will try moving the bookshelves and the desks only to func_detail and hopefully that will help, though the bookshelves are probably one of the issues. I also had lots of hint brushes, but after removing them I actually had less portals.

I also have moved my Health Charge :p and added more detail.

+1 vote   mod: Half-Life 2: Retribution
agent00kevin
agent00kevin Jul 8 2010, 10:54pm says:

Ive been working on this all day but Im hung on Portal Flow again...lots more detail has been placed, and I made some more custom textures today. Im hoping to work out whatever is keeping Portal Flow slow by the end of the night and have a new set of screens tomorrow :)

+1 vote   mod: Half-Life 2: Retribution
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, 10:32am replied:

No. It is not Linear, therefore needs no redesign. The map is already proven. Obviously you didnt read the fact that I changed the lighting for testing.

You dont know what youre talking sbout.

+1 vote   mod: Half-Life 2: Retribution
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 8 2010, 12:46am says:

Ok I know the objectives are a tad vanilla, its a WIP. The screens are totally outdated now, as every single one of the areas has been added to. More scripting was done today as well, adding a few more surprises for you. Im off to test one of the sequences now :)

Updated screens tomorrow :)

+1 vote   mod: Half-Life 2: Retribution
agent00kevin
agent00kevin Jul 8 2010, 12:25am says:

If you dont want super cool customs its easy to make your own blend textures. Thats all I do for now and it works great, yo dont even have to make a thumbnail for it :)

Example:

"World Vertex Transition"
{
"$Base Texture" "nature/dirtfloor009c"
"$Base Texture2" "concrete/concretefloor037a"

}

Just fill in any textures you find in the quotes and off you go with your own custom blends. You can do some neat stuff with the right blends and displacemant painting :)

+1 vote   media: Job Ad
agent00kevin
agent00kevin Jul 8 2010, 12:19am says:

Scaling the same would look better, but either would work just fine. Aother option is since the wall texs are diff then make the hallway a different floor AND put something down. Same as any house, when you transtion from carpet to tie for example. I like the lights though, sleek and slim :)

+1 vote   media: WiP
agent00kevin
agent00kevin Jul 6 2010, 11:39pm says:

Correction: The sniper has been romoved and replaced by a normal Combine armed aith th AR2

+1 vote   media: More Early 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, 9:21pm says:

Wow.

I like this a LOT. Im working on my own Mod, just a HL2 story with a few custom models but not much. Im working mainly with whats already there.

This is the kind of thing that Id like to do after I get some more experience, this looks absolutely GREAT!

Tracking it!

+3 votes   mod: Tales from the Galactopticon
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
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