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  (150 - 180 of 1,289)
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   news: Still Going
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   news: Still Going
agent00kevin Feb 26 2012, 10:54am says:

Now that Ive responded to the comments, id like to point out that things are indeed still getting done. While time in the SDK is down, you dont do everything in the SDK. The majority of SDK time is spent solely on mapping, which is a small fraction of what all goes into making a Mod and/or game.

So please, before anyone else rants, read the entire news post, and realize that we are indeed still progressing. The majority of the work we do is actually outside of the SDK. In the grand scheme of the project, mapping time vs time spent doing everything else will always be lower - you just dont write your story in the SDK, you dont model in the SDK, you dont compile within the SDK, you dont texture, code, skin, script in the SDK.

We have more things to show, and in reality, the only thing that is down on production is mapping. Why? As the news post states, layouts and storyline really need to be completed - in their entirety - before you make all of the maps. Now that Ive got the general theme and aesthetics down, its time to dig in and work on the story and 'what-happens-where' aspect of the Mod.

So please, calm down, read the news, soak it up, and realize that the amount of progress getting done is pretty much the same as before, its just in different areas.

Thank you,

Kevin M

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

I hadnt planned any teamwork with the crabbot, but it actually wouldnt be hard to add a mission involving one...thats a good idea and you may see it in the final product. :D

+2 votes   news: Still Going
agent00kevin Feb 26 2012, 10:25am replied:

Thank you. I wont quit, and Im thankful that some people understand :D

+2 votes   news: Still Going
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   news: Still Going
agent00kevin Feb 25 2012, 9:35pm says:

He does great work, and is a little modest about it!

+1 vote   media: pulse rifle
agent00kevin Feb 22 2012, 12:21am replied:

Not really pushing; but kind of forcing mapping progress at times. Other aspects, no, definitely not. We will have it done when we are ready :)

+2 votes   mod: NovaCor: The Fringe
agent00kevin Feb 21 2012, 8:27pm replied:

Yes, I as well have been uber-busy, but I am in hammer right now. Its actually nice to take a breather; Ive been sitting in front of the PC for about 15 months now, solid. Every day after work, every weekend spent working...it wears on you. Ive been relaxing a bit and enjoying some gaming again, not pushing so hard to make progress. I thought I wasnt pushing things so much before, but now that Ive taken a step back I can see how hard I was pushing things.

Today I continued retexturing one of the Tech maps, did a little more mapping on the new crew quarters level, and did some storyline work.

Breaks are good; we can all come back fresh after some R&R :D

+2 votes   mod: NovaCor: The Fringe
agent00kevin Feb 13 2012, 4:56pm says:

Quick update in lieu of news for now:

I am still going over the overall story and how it progresses, reworking a lot of the older maps and what happens in each one. New areas are also being designed, both on good old graph paper and concept work in the SDK.

This is definitely a neccesary step at this point to ensure everything is in order and as seamless as possible. Also, the older maps really need reworking and in some cases almost completely redoing as they were nowhere near the quality of the newest maps.

I am also anticipating the animations for our newest customn weapon, the Assault Rifle to be complete sometime on the near future. Our animator has school and that must come before doing things for a Mod. I myself have also been extremely busy at work, especially given this time of year in the midwest should leave me more then ample free time. Fortunately for my personal finances and unfortunately for Mod progress, this winter has been unseasonably mild and I have been working much more than any other winter before.

Fear not, we are still progressing albeit slowly. I still do some work on this Mod every day, though it may be something small.

+2 votes   mod: NovaCor: The Fringe
agent00kevin Feb 9 2012, 12:33pm says:

This very same thing happened to my first mod, HL2: Retribution. I did have a few files floating around on an older HDD, but it wasnt nearly enough to start over on.

So, what I did was take a few of the VMFs I still had that were suitable to my 2nd Mod, and retexture/rebuild them for NovaCor.

So maybe you could use some parts of whatever you find lurking and use that as a jumping off point for your next Mod.

For now, Id say just enjoy some gaming and think about what comes next. You obviously have a passion for the work and are able to produce; it would be a shame to see that wasted.

+1 vote   news: Downfall
agent00kevin Feb 6 2012, 5:26pm says:


I was worried that Aliens had abducted you again. Good to hear from you; and as always, real life before modding. We will be here when you are ready to continue :)

+2 votes   mod: NovaCor: The Fringe
agent00kevin Feb 6 2012, 5:25pm replied:

No struggles: im pretty much relying on animations this time around. (for news)

Ive been working on some new layouts and redesigning several of the older maps, so theres not much to show as far as that goes. I will definitely inform people as to whats going on with the maps though...I have to pretty much go back and redo everything Ive done up until the Labs took on their new look. If I dont, then there will be an obvious 'quality gap' from maps made recently to maps made 15 months ago.

+1 vote   mod: NovaCor: The Fringe
agent00kevin Jan 29 2012, 12:26am replied:

Im going to go with later next week, unless I get some video of animations tomorrow. Ill try and see what our animator is up to and if he has enough to make a demonstration video. Thats about the biggest things we'll have to show; besides some models for the Engineering/Power Supply decks Ive been working on lately.

+2 votes   mod: NovaCor: The Fringe
agent00kevin Jan 25 2012, 10:42pm says:

Also be aware I am not part of GString; this is all just to help a very good Mod out. I really like the story and design.

+2 votes   mod: G String
agent00kevin Jan 25 2012, 10:31pm says:

I have determined that the Headcrabs arent precached by the SDK Base; changing the App IDs to mount HL2 Ep2 might help, but Im unsure if that will fix the problem. (App ID 420, this is done in the gameinfo.txt file)

Also if you try this be sure to not what the original one was so you can restore it should there be problems.

Im also working on tracking down the problem; or rather a solution to is as I know what the problem is but not how to fix it without coding. I have a few ideas that still must be tried out, and Ive been unusually busy with work lately. Its supposed to be winter; and since I work outside its supposed to be slow. Not the case this year in my part of the country. Little precip; warmer than usual temps :(

+2 votes   mod: G String
agent00kevin Jan 25 2012, 10:13pm says:

We are going to do a news post soon; I think most of the team has come down with a case of Skyrim. I personally have Skyrim and a light case of Team Fortress 2 again...but I did take 15 months off of gaming to work out the Mod, so Ive got some catching up to do.

Also, as I always say, I am not forcing development. Two of us have school and I have work, which is full time. I also have been having a really busy winter, which is unheard of in my part of the USA. We are having an extremely mild and dry winter compared to usual and its seriously cutting in to my game time!

+2 votes   mod: NovaCor: The Fringe
agent00kevin Jan 25 2012, 3:32am says:

"It seems you didn't really get the concept of granularity.

I'm an architect and in my job it is very important to be able to match the granularity in order to avoid making buildings look like they dropped in from the sky..."

Skyscrapers vs Houses are in no way a logical comparasin to the inside of a Space Station. In making such a comparasin, I highly doubt you are an Architect.

"... The fact that you use the sole thing relating to this time and age suggests that it is the only thing you really know about industrial design."

There are indeed railings in many places, among other things to denote safety, many of which are not in place as of yet, because they have not been created yet. Besides that, (if it even were true, which it is most certainly not) what other type of design would there be in a Space Station? Should I design a research station and its accompanying power plant in a residential fashion?

"In most of the mods it would look awesome and I know it's a trick you've taken in your bag from other mappers. But here it is too cheap for you mod and it saddens me that you refuse to see my point."

Nothing in this Mod was taken from anyone else's 'bag of tricks'.

Your reply seems more like an attempt insult to my design abilities and credibility more than it does constructive criticism. Your points were just completely illogical; even more so in the following replys to our team member.

Its not about 'granularity', which I assure you I fully understand; its about gradation, which are two completely different things. You dont want everything to be one size and style; thats boring and it doesnt really pull things together. You just cant make a large area with all large, undetailed objects in it and expect people to enjoy playing it, or even looking at it. The detail level in the props and models is the same across the board, no matter where in the station you are. Anything else would be nonsense.

+2 votes   media: Mapping Screens
agent00kevin Jan 20 2012, 11:16am replied:

This may sound a little sharp, but it is in no means a 'mean' reply.

By that logic, not a single model in the Mod would have detail in it and would consist of a small number of blocky parts...that would look horrible. I think the models are simple enough as it is, and if we went any farther with it everything would be so blocky it would look like an N64 game. Also, though there arent many details in place yet, there are lots of large containers and pipes that go in that room. Everything cant be big to match the big rooms; otherwise there would be no point in it being big. You need the little details too, no matter what the environment around them looks like.

As for the striping, it will remain as is. Caution striping is the universal standard for danger. While humankind may indeed come up with a better scheme to denote danger in the future, Im not going to make one up and force it on players. There are still keyboards in this Mod too; and believe me I thought about how in the future we might no even have traditional keyboards anymore - but right now, in 2012, we do. No one would know what they were looking at if I made some motion device that goes on your hand or any other wild idea for an interface and set it on the table.

I personally feel taking a part of what we might see in the future and what we see in the here and now and mixing the two would give the best results. It doesnt look notably dated, and it doesnt confuse the player with lots of odd gadgets and gizmos whose uses arent clearly defined.

As always, I do appreciate suggestions and always take the feedback into consideration. However, this time, I will have to politely decline the changes.

+2 votes   media: Mapping Screens
agent00kevin Jan 20 2012, 3:41am replied:

They are already gone. Most of the time when theres a solid color, its just there until I make a new texture for whatever it is on. I have this weird issue with using dev textures; I just dont like to do it.

The beams are also no longer the same texture as the roof and floor, which is what I though people would point out first anyway :P

Also, the lines, which are neon light strips, are not in the floor anymore as it contributed to the brightness. I am, however, leaving them in the walls because its part of the overall design of the engineering decks.

+1 vote   media: Mapping Screens
agent00kevin Jan 20 2012, 3:36am replied:

Yes, I agree. I've been retexturing thses maps the last couple days; and this is one area I need to address.

+1 vote   media: Mapping Screens
agent00kevin Jan 20 2012, 3:35am replied:

Yes, i figured I'd just add a disclaimer stating we are in no way connected to or inspired by that game :)

+1 vote   mod: NovaCor: The Fringe
agent00kevin Jan 18 2012, 10:39pm says:

This has to be stopped; it is just another government ploy to control its people.

The USA has been slowly taking away the power of the people over the last few decades. The latest assaults are on unions and the internet, two of our most powerful assets in todays world.

+2 votes   news: SOPA and PIPA - our internet freedom
agent00kevin Jan 18 2012, 10:33pm replied:

ACTUALLY it started as a scientific project not funded by the military.

+3 votes   news: SOPA and PIPA - our internet freedom
agent00kevin Jan 18 2012, 10:26pm says:

* WIP as well, far from done :P

+2 votes   media: Mapping Screens
agent00kevin Jan 18 2012, 10:25pm replied:

ist abut tyme. I wanting modifercationfornicashun for long timez now

+1 vote   mod: BATTLEWARS 2
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 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
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