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 - 1290 of 1,292)
agent00kevin
agent00kevin Jul 19 2010 says:

Well now the first level is entering the final testing phases and Im fixing up some minor issues. Ill get some video up asap, but right now I dont have the time. Work on the 2nd and 4th levels has already started, with the 4th map getting the most attention so far. Id like to get some screens of that up, so as soon as I get an area sealed up and I can put some lighting in, Ill get some posted.

+1 vote   mod: Half-Life 2: Retribution
agent00kevin
agent00kevin Jul 13 2010 replied:

My Bad I guess Fire is a sprite...but the haze over top would be particle effects is my guess...

+1 vote   mod: Half-Life 2: Retribution
agent00kevin
agent00kevin Jul 12 2010 says:

Probably complex. It takes up less than 1/4 of the given mapping space. I think its the fact that you can go inside 3 of the buildings and they have 2 floors each, leading to lots of rooms, closets, and 'areas' for the engine to calculate. This map gave me issues in the Dunia Engine as well but I got its running smooth with some diligent work on optimisation. It is running MUCH better now though, framerates in the 200s in some areas. Otherwise it runs around 150fps. I have even added particle effects and its still running great. Hopefully I can get this vid uploaded to show the major changes I have made to the general environment.

+1 vote   mod: Half-Life 2: Retribution
agent00kevin
agent00kevin Jul 12 2010 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 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 says:

Little custom texturing on the debris pile :)

+1 vote   media: 7-11-2010 NEW SCREENS
agent00kevin
agent00kevin Jul 9 2010 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 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 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 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 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 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 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 says:

Looks Generic.

+1 vote   media: Roofs
agent00kevin
agent00kevin Jul 8 2010 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 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 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 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 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 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 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 says:

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

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

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

+1 vote   media: More Early Screens
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