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  (180 - 210 of 1,289)
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
agent00kevin
agent00kevin Jan 5 2012, 2:33am replied:

You will be donning a helmet in the campaign, but only for a certain few maps. (the exterior maps) As for full screen diaplays, we probably wont be doing that as I wanted to keep the HUD minimal. Spreading it out isnt out of the question though, and neither is changing the opacity. Ive actually already slightly changed the design, but nothing drastically different than what is pictured already. We will also have the current onjectives displayed in the upper right as you said, on a nice little NovaCor-styled tab. The tab is still in the design phase though, so we wont be seeing it for at least a little while.

+1 vote   media: Weapons in-game
agent00kevin
agent00kevin Jan 4 2012, 10:56am says:

There will be custom crosshairs in the future, and I will probably include an alternate HUD for those who prefer something closer to the HL2 Hud. I had a few people say it wasnt to their liking, so I have no problem accomodating that ;)

+1 vote   media: Weapons in-game
agent00kevin
agent00kevin Jan 4 2012, 12:18am replied:

LMAO..you are now famous!

+2 votes   media: Weapons in-game
agent00kevin
agent00kevin Jan 3 2012, 9:38pm says:

Pulse Rifle, upgraded and animated by Evil Wevil.

+1 vote   media: Weapons in-game
agent00kevin
agent00kevin Jan 3 2012, 9:37pm says:

Finally, we officially exist!

+3 votes   media: Weapons in-game
agent00kevin
agent00kevin Jan 3 2012, 9:37pm says:

the TPX-80 machine pistol. Designed solely by Evil Wevil, modelled by Magnum PI and animated by Evil Wevil as well.

+3 votes   media: Weapons in-game
agent00kevin
agent00kevin Jan 3 2012, 8:18pm replied:

Oh theres been time when I went ate dinner or put a movie on in the living room and left Hammer open...But theres also lots of time I spend outside of Hammer modelling, drawing layouts and concepts, doing texture art, etc, so I figure Ive probably actually spent more time than that developing, even with the time Hammer sat idle. Then theres the time I spend on my laptop offline, while sitting on jobsites waiting for things to happen :)

0 votes   media: 2011: 1200 hours in SDK
agent00kevin
agent00kevin Jan 3 2012, 4:41pm replied:

Desura instlalled my copy flawlessly. It integrated right into my Steam account. Desura even asks you which account to put it under when you have more than one account saved on the same PC :/

+1 vote   mod: No More Room in Hell
agent00kevin
agent00kevin Jan 3 2012, 4:37pm replied:

Why thank you :D

Its kind of reminescent of older titles, as I strictly avoid lots of round stuff in the design. I think people who played older FPS games will appreciate the mapping the most. So far most of the layouts are in the vein of Perfect Dark (N64) and Goldeneye 007.

I am going for an old-school type feeling to the Mod ;D

+1 vote   media: New Models etc
agent00kevin
agent00kevin Jan 2 2012, 10:09pm replied:

THERE IS NO ABANDON!

+1 vote   media: 2011: 1200 hours in SDK
agent00kevin
agent00kevin Jan 2 2012, 12:55am says:

Most of the other recent screens have the neon light strips on the ceiling and in the floor too, which is why those areas are too bright. This corridor does not have strips in the floor or ceiling. I will have it fixed when its all said and done :D

+1 vote   media: NovaCor Stuff
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