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 1,272)
agent00kevin
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
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
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
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
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
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     article: SOPA and PIPA - our internet freedom
agent00kevin
agent00kevin Jan 18 2012, 10:33pm replied:

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

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

* WIP as well, far from done :P

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

ist abut tyme. I wanting modifercationfornicashun for long timez now

+1 vote     mod: BATTLEWARS 2
agent00kevin
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
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
agent00kevin
agent00kevin Jan 18 2012, 10:19pm says:

Still a wee tad bright; I will be toning it down in the future.

Also, note the Plasma Container model on the lower right. Yes, its explosive :)

+1 vote     media: Mapping Screens
agent00kevin
agent00kevin Jan 15 2012, 11:49am replied:

Agreed. In most situations, I feel that getting the lighting right eliminates the need for color correction.

+2 votes     mod: Titan: XCIX
agent00kevin
agent00kevin Jan 15 2012, 11:32am says:

Oooohhh no.

I was browsing the Steam forums, on my way to see what people were crying about this time...and I spotted this game:

En.wikipedia.org

NOT COOL. Unfortunately it was released in 2000, so I look like the ripoff artist here. Very similar stories as far as the universe's backstory goes too...and best of all?

The game was developed by a company called Novalogic.

No one will ever believe I thought I made all this up :(

+3 votes     mod: NovaCor: The Fringe
agent00kevin
agent00kevin Jan 14 2012, 10:28am replied:

Violent Spicy Diarrhea. Not Pleasant.

+1 vote     media: Screenshot
agent00kevin
agent00kevin Jan 13 2012, 4:38am says:

Oooooooo I want one for my Mod!

+1 vote     media: work in progress
agent00kevin
agent00kevin Jan 12 2012, 1:00pm says:

This is what all Modders should do when they hit the wall; just release what they have so those who looked forward to it for months or years can still enjoy a little of it.

+3 votes     download: Sabotage - Released As Is.
agent00kevin
agent00kevin Jan 8 2012, 4:13am says:

hellga!

+1 vote     media: sgt. Red Chick (the new NPC)
agent00kevin
agent00kevin Jan 7 2012, 3:41pm replied:

I am working on an animation for it. I have nebulous clouds that slowly filter by, but its not quite right yet :)

+1 vote     media: Main Menu (updated)
agent00kevin
agent00kevin Jan 6 2012, 11:35pm says:

Ok guys, we'll stop spamming you with screens now until we do a news post :P

+5 votes     media: Main Menu (updated)
agent00kevin
agent00kevin Jan 6 2012, 9:33pm says:

This is the new WIP of the main menu. I want to add some motion to it, maybe nebulous clouds streaming past, a comet, something of that nature.

+1 vote     media: Widescreen Main Menu
agent00kevin
agent00kevin Jan 6 2012, 8:16pm says:

Yes, all of these are concepts. We will do some brainstorming in the future, get together a series of concepts for the HUD, the put them up for vote in a news post, allowing the community to choose the default HUD :D We may also include extra HUDs as downloads, if at all possible. Time will tell :)

+1 vote     media: HUD Concept V2
agent00kevin
agent00kevin Jan 6 2012, 4:42pm says:

Yep, its the Corporation name that we are dealing with in the Mod. The Fringe refers to the universe Ive created for this Mod to take place in, and there will be more to follow based in the same universe but probably not pertaining to the NovaCor story.

As for the HUD, this is probably the thing we will have the most divison between consumers in. I will include several variations at release, so you can choose from at least 3 styles, and of course, some may even make their own HUDs.

We may throw some concepts out here and there, but in the long run we probably wont focus too much on getting the HUD all straightened out until we are done with more of the bigger things, like maps and weapons and NPCs. After that, we can focus more efforts on a super-awesome HUD :D Until then, you may see several variations as we test other things and take screens, and over time we will figure out what the majority likes, then make some alternates for the 2nd and 3rd favorites.

+1 vote     media: HUD Concept
agent00kevin
agent00kevin Jan 6 2012, 4:36pm says:

I could probably do something close to this without coding it in, which is the whole problem wih the HUD: we dont have a coder. I have been pretty innovative in ways to get around coding so far, but theres only so much I can do to alter the HUD without coding new panels in.

We have quite a while until release though, which gives us plenty of time to work it out once more of the major stuff is complete.

+1 vote     media: HUD Concept V2
agent00kevin
agent00kevin Jan 6 2012, 3:12am says:

Me likes, but methinks it may be a bit out of my current abilities. We are a good way from release though, so that leaves plenty of time to get it figured out :)

+1 vote     media: HUD Concept
agent00kevin
agent00kevin Jan 6 2012, 3:09am replied:

Yep, they will be fixed :p Im using wood crate gibs for now, until I get around to making cardboard gibs.

And, based on community feedback, we will be redesigning the HUD. What direction we will take, I dont know. Coding isnt my strong point and we would need a coder to do new HUD panels...but there are a number of things I can do to alter the existing HUD without coding. We will see what I can come up with!

+1 vote     media: Weapon Previews
agent00kevin
agent00kevin Jan 5 2012, 12:12pm says:

That actually is a good idea.

BUT - it may not be possible with how I did the HUD. They say you have to code new panels in...well, I didnt. I have a certain knack for finding ways to get around things when Im determined. So I might just be able to do it...but dont get your hopes up.

I do have a redesigned HUD panel scheme already, I just have yet to install it. Ive also got to go back through and rework the color scheme on a few things anyway.

+1 vote     media: Weapon Previews
agent00kevin
agent00kevin Jan 5 2012, 2:48am says:

just wanted to stop in and say Ive been tracking this for quite some time now, and this is one of the few Mods I will take the time to play!

+2 votes     mod: Silent Hill: Alchemilla
agent00kevin
agent00kevin Jan 5 2012, 2:40am says:

Im not sure about hiding it and having it pop up every time you do something, but I definitely wont say its out of the question. Ive learned that taking suggestions from the community is always a good idea, but also that the minute you change something to make one group happy, another wants something different than that. So, i will keep paying attention to the feedback and go from there in the future. there will also be alternate HUD styles that can be downloaded and installed anyway, which should appease everyone and let them customize their game just a little.

+1 vote     media: Weapon Previews
agent00kevin
agent00kevin Jan 5 2012, 2:36am replied:

HUD is already redesigned slightly, just not in a different layout yet. I also had suggestions of making it more transparent, some recent, some a while back, which will be tinkered with in the future. As long as it doesnt affect visibility, I dont have any issues changing that.

+2 votes     media: Weapon Previews
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