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 1,271)
agent00kevin
agent00kevin Jan 7 2013, 1:30am says:

Im excited for all of them :)

+3 votes   article: What would you like to see next?
agent00kevin
agent00kevin Mar 7 2012, 4:07pm replied:

Nah, it wouldnt take too long. Make one, copy it you have two. Copy it you have 4. Copy those you have 8...16, 32, 64, its exponential growth. Making the textures themselves is infinitely more work than a preview - and both the textures and the preview are great :)

+1 vote   media: G STRING V0.2 TEXTURE PACK
agent00kevin
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   article: Still Going
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 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 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, 2:33am 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 Dec 6 2011, 4:13pm says:

Yeah i dont know what thats all about. I am certan the pieces are solid, so I'll have to figure that out :P

+1 vote   media: Updated Table
agent00kevin
agent00kevin Dec 6 2011, 3:57pm says:

Yeah I thought about adding some detail to them wth letters and numbers. I was also considering making them serve a specifc purpose, but I would have to add some specifc types of puzzles or feature to do that. :)

+2 votes   media: New Crates
agent00kevin
agent00kevin Dec 6 2011, 2:49am replied:

Most weapons are placeholders, only one weapon s a permanent addtio s far, which is the Pulse Rifle :)

+1 vote   media: Yes, more new textures!
agent00kevin
agent00kevin Dec 4 2011, 9:30pm replied:

Yes, but I cant select them in Hammer unless its coded in :(

+1 vote   media: Reskinned Infected
agent00kevin
agent00kevin Nov 9 2011, 6:48am replied:

"As far as weapons go, pretty much nothing is set in stone yet."

(last paragraph)

"I have a couple of prospects for the Pistol slot"

(last paragraph)

"the slot used by the Pulse Rifle and M16"

Just a reference to the slot.

People have seen a wide range of weapons in this Mod. I get a lot of 'I dont think that fits" You know what? I never ever said that those weapons would be in the Mod. It helps me when I test to have some variety in weapons. (when not testing for difficulty)

Have you any idea how many times I have played these maps now? :P

+2 votes   article: 500+ Trackers, Changes
agent00kevin
agent00kevin Nov 5 2011, 7:38pm replied:

I will have specular and bumpmapping in the future. I havent done much with them yet, aside from some initial experimentation. In the next news post, I will get some screens up and possibly have the video showing the specularity. Its just not been a priority up to this point :)

The weapon is actually the wrench from HL2, a physics prop hacked into the melee weapon. I just wanted to see if it would work, and it does. Ill make my own melee weapon in the future :P I play around with lots of stuff, and lots of times they sneak into the screens I take.

+1 vote   media: Updated Textures, New Infected Model
agent00kevin
agent00kevin Oct 22 2011, 8:27am replied:

Also, I would have to recompile all of my enemy models for the new code, unless it keeps the names of every activity and animation and sequence the same.

This is because I have altered the animations to play, for instance, a Scared Idle animation from the citizens instead of the Idle animation for the Zombie. This was done by simply chnging the name of the animation .smd file and adding it into the compile manually. This was done on many of the animations. So when the engine detects certain conditions have been met, it calls for the ACT_IDLE activity, which in turn tells the model to play the idle animation. By changing the names, I can not only alter the basic aniations but alter how they react to any given scenario/event.

So, unlesss everey name is exactly the same as the original L2 Ep1 code, then I would have to not only rebuild my models but deal with a host of other problem that can be caused by different weapons code, physics, etc.

In short, its too late to add another game's code in now. Id have to go ahead and do it myself with my own (actually Valves) Source code. :(

+1 vote   media: Reskinned Infected
agent00kevin
agent00kevin Oct 22 2011, 7:44am replied:

Paranoia: Source died. If you're playing the original Paranoia Mod, then it is on GoldSrc. Different engines. And 2 on the same AI still requires coding. Id at very least have to copy the source code .dll file, name it something else then compile the entire library of .dlls. If Im even going to think about that process, I might as well add ironsights, peeking/leaning, and all kinds of other little things.

Not to say its completely out of the question, but its the one thing I cant do very well and would like to avoid if at all possible.

+1 vote   media: Reskinned Infected
agent00kevin
agent00kevin Oct 21 2011, 10:31pm replied:

Oh, and I forgot: you cant add multiple skins for models without coding it in. The various citizens are actually different models; thats why they have several variations of them. Just like HL2, with only one skin for each zombie type, this has one skin for every Infected. I wish I could do more, but I am keeping things reasonable for at very least this forst part of the NovaCor series. What kills many promising Mods is dreaming too big at the beginning. This project has already become a little bigger than I intended, especially as a first Mod.

0 votes   media: Reskinned Infected
agent00kevin
agent00kevin Oct 21 2011, 8:03pm replied:

Just had a look and thats not going to work; at least not with Paranoia. That was a HL1 Mod and the Paranoia: Source mod died long before anything was released. :(

+1 vote   media: Reskinned Infected
agent00kevin
agent00kevin Oct 21 2011, 7:56pm replied:

To add any more types of Infected, coding is necessary. I can have 2 types without coding and that is it. There may be one way around coding new AI, and that would be to just copy the Zombie AI code a few times. That would give me several styles that all think and act the same.

I honestly did not plan on any amount of messing with code in this first part of the NovaCor story. I have only very basic knowlege of coding and I dont have a coder to help out. I do it all mysef. The game plan was to have this run on the exact same code as HL2 Ep 1, and expand upon that in the last two parts.

The only other option is to contact the creators of Paranoia and try to borrow their Source Code. (or any Mod that has implemented multiple Zombies).

0 votes   media: Reskinned Infected
agent00kevin
agent00kevin Oct 16 2011, 11:21pm says:

Take a break, and/or just play around in Hammer and not do anything serious. Its a good rule to not force anything, it always ends up being crappy. Thats one good thing about doing most or all of it yourself; theres always something else to do when you get stuck on one task.

If youre having trouble with mapping, maybe try visiting some places you dont normally go and make mental notes of the architecture and details, or even take some pictures. I work in construction and I see a lot of stuff, and take inspiration from it all. I even take pictures of metals and all kinds of materials to make textures out of.

The main thing is to just take your time and do what you can do without grinding away. All that will do is further demotivate you. (and make a backup! Grab a cheap small HDD and copy everything!)

+2 votes   article: Sanity
agent00kevin
agent00kevin Sep 19 2011, 9:19pm says:

Most areas will be accessible as in if you can see it, theres a way to get there. Doors that cant be opened are desigbated by a sparking, broken access panel. If the panel is not sparking, then there is a way to get in. Other doors, such as the double doors, are maked as inaccessible by a thin red lightstrip above them. If those are accessible, then the strip is green.

All of the little details on this and much more will be outlined in a short 'training; map, designed to get the player acquaited with the Mod.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Sep 5 2011, 5:12pm says:

Lol...they do leap, so when you stop to open a door or perform a task theyll get you eventually...and when they leap they cover a LOT of ground fast.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 31 2011, 10:10pm says:

@ Kost4r: Yes, they will have their own custom sounds, somewhere between what you hear now and something more human. I still have all the stock sound in place aside from weapons. There will also be another version, further into infection, and a little more ghastly. I also have plans for an treatment (not exactly and antidote though) that the player will be dependant on near the end of the mod. As for using it on others, I could do it but Im not sure if I will...in this chapter of the story. I plan this to be a trilogy should life allow me to do so :)

+1 vote   article: Infected Demo
agent00kevin
agent00kevin Aug 27 2011, 10:44pm replied:

Oh and BTW, HL2 has some very very similar textures for pipes. Theres yellow and an ugly green not too far off from this one. Both are rusty, corroded pipe textures...thats where I drew the inspiration from for these new textures.

As far as using them as shown in this particular map, I have decided to go with the metallic textures that match the rest of the station. Thats depending on whether or not I keep this as a map on the station itself, because I am still considering moving this one to the surface of R-96b. I cant reveal too much about the story, but lets just say run down and dilapidated textures will fit in perfectly...

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 27 2011, 10:38pm replied:

Well, thats part of what I do. My scope of work goes far beyong filling those cyliners up with concrete; thats just a very small part of things and the most basic part of my job. As for realistic...nothing about this mod is realistic! :)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 23 2011, 11:12am says:

Oops to the left...thats the elevated lab stations railing and glass for fall prevention :)

0 votes   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 23 2011, 9:21am says:

Thank you all, I am always trying to improve so some models and props may end up a little different in the end. What does end up changed will be for the better though. I do rigorous testing for difficulty and 'battle flow' as I call it so in the end I hope to release a very polished and fun Mod. I appreciate any feedback you guys can give, and take everything I hear into consideration before finalizing anything :)

+1 vote   article: 8-22-2011
agent00kevin
agent00kevin Jul 28 2011, 10:10pm says:

Everything should be saved when you save, even the keys. You shouldnt lose anything by dying, unless you die before you save the current game state. I was considering also blocking the player from saving prior to opening a box then reloading the game should they not like whats in it, but I think I can work around that without actually denying the players a save mid-level.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 25 2011, 12:42am replied:

Ive actually taken them out of these particular rooms, but there will be larger rooms with these in the Tech maps. They will be cold, quite possibly cold enough to hurt you if you stay in them too long...

+1 vote   media: NovaCor Tech
agent00kevin
agent00kevin Jul 24 2011, 11:40pm replied:

Waaaaiit a minute...what happened to "I wont be changing it"??

+1 vote   mod: Awake - Lost Faith
agent00kevin
agent00kevin Jul 24 2011, 7:08pm says:

Yes, its a prop. I have already reworked it, making it look more round and soft. I also added 6 skins to it :) I jumped out of the Labwork maps to start on some fresh environments for everyone to see that I was truthful when I said each Chapter will be very different than the last. Also, I got stuck reworking a layout that I ended up not too satisfied with. :P I didnt finish the Tech maps yet - I also got stuck on some layout changes. I also have a Waterworks map started but its still in dev textures so I didnt picture it yet.

+1 vote   media: The Brig
agent00kevin
agent00kevin Jul 15 2011, 12:08pm says:

Darn I was looking for Moddb and apparently went to Artdb. :P All kidding aside, you need some screens that show some mapping or modelling work done...not just drawings. (as nice as they are) Until something other than concept art is done, you will probably not get many trackers and people wont take you as seriously as they should. Idea guys are plentiful...serious modders, not so much. Show us you're serious!

+2 votes   mod: 200 Years underground
agent00kevin
agent00kevin Jul 15 2011, 12:43am says:

I think i can manage it by making a model of the radioactive goo, parenting it to a door entity with a trigger_hurt thats parented to the door. The barrel exploding would make the door open, raising the goo and the trigger_hurt just above floor level. The difficulty should only be in tweaking the door speed and modelling the goo in such a way as to make it appear to spread from the barrel. Since it would be a thick 'goo' I could get away with making the barrels heavy enough to not be movable :P

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jul 11 2011, 10:09am says:

You need dual monitors man :) Makes thing so much easier!

+1 vote   media: Dev Centre
agent00kevin
agent00kevin Jul 10 2011, 7:47pm says:

Yes, they totally understand that these things happen ;)

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jul 7 2011, 12:48pm says:

I do everything myself for a few reasons, the biggest being the challenge it presents. A Mod is a massive undertaking in itself, but doing a total conversion all by oneself is monumental. I enjoy challenges; its probably why I enjoy games so much in the first place. Aside fron that, I dont want to rely on anyone else for necessary pieces of the Mod. I want to design everything myself, without interference from team members who may very well eventually disagree on something that I am unwilling to compromise on. This way its all on me - and thats how I like it. I am borrowing a couple weapons from another Mod - with full permission of course. This is to save time in modelling and animating new weapons, though I may wind up doing that as well by the time this is finished.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jul 4 2011, 3:42pm says:

I run Vista...three different kinds of Vista :P

0 votes   media: Media Release №4
agent00kevin
agent00kevin Jul 3 2011, 9:39am says:

I have a firm grasp of exactly what AA is and I am quite surprised you take such an insulting tone. As for the cel-shading, it certainly is a matter of textures. A simple conversion of all textures in the game can easily replicate the cel-shaded appearance. You usually seem more...mature as opposed to this new 'I know it all and you know nothing' attitude. I must say I liked it betterr the other way. AA is not forced off, and Im telling you it looks cleaner on my display. If you choose to believe that I would lie to you about such a trivial matter, so be it.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jun 9 2011, 9:21am says:

Honestly, the original design was to use color coding to show the player what can be used and what cannot. Green would indicate that the terminal or panel served some function while red would show that it is locked out. However, I had read a lot of Mod reviews and a lot of complaints were about how the players were stuck and couldnt figure out how to progress. I will see what more people say about this, and go from there. It is likely that I will drop the info icons and keep the color coding system, and keep only the special doorman icon to alert players as to his value. (i also dont want players sending a medic or combatant to doors then wondering why they wont open them) As for having all of the NPCs having icons, the intent was to show what they can do for you BEFORE you recruit them, and the medics wont heal you until you recruit them. In all, we will call this system experimental and wait for community feedback, and I do take feedback very seriuosly :)

+1 vote   article: New Features!
agent00kevin
agent00kevin Jun 1 2011, 1:06pm says:

I went ahead and mounted each panel on the chamber it controls. I figured that way is best; I didnt like the console much anyway and now you can see exactly what each one does without that odd console just sitting in the middle of things :)

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 27 2011, 1:42am says:

It is possible that I hit them with a nade in this shot...that would splatter blood upwards instead of on a horizontal plane.

+2 votes   media: Models, Mapping
agent00kevin
agent00kevin May 20 2011, 11:31am says:

Yep if my math is right, there will be a total of 51 different NPCs to mess with. Maybe more should I decide to add some some different non-human NPCs Ive been comtemplating lately, but 51 humanoid variations.

Of course, thats going to take a while, so dont expect to see them all next month! Its taken me a month or so to get these 4 in working, testable condition. The others will be faster since Ive got most of the big stuff worked out, but nonetheless, its still a lot of work.

NPCs and models are what Ive primarily spent the last week on, so theres not much mapping progress to show. I have, however, been doing some more layout on graph paper and messing around with some more concept pieces in Hammer.

0 votes   media: NPC WIP
agent00kevin
agent00kevin May 20 2011, 1:49am says:

Im going to work on skinning this model a little better :P

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 12 2011, 8:56pm says:

Yeah that room is a lot bigger than that, it stretches out and has some lab cases (kinda like huge fishtanks on metal stands) behind me and some other computer stuff in it. Each one is a little different, but many have the same basics in them like the workstation, computer, random office type stuff. Some have a large room in the back with a hospital type bed, some just have a smaller storage room in the back, and a couple have both. In the next lab map, there will be even larger labs with some robot arms hangingfrom the ceiling and stuff...so dont worry, they will all be different in some way, some more than others!

As for the light, good catch. I dont know why thats happening but I know how to fix it!

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 12 2011, 8:45pm says:

They may be a little oversized but not by much. I can always shrink the decals down with a few keystrokes anyway so its no biggie!

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 5 2011, 12:46pm says:

And they were made from a blank canvas...not from pictures or anything. Drawn with the mouse, colored, textured, layered, re-colored, bumpmapped in the editing software then again with Shadermap CL etc. You dont get any more 'from scratch' than these textures!

+2 votes   media: Few new screens
agent00kevin
agent00kevin May 2 2011, 3:33pm says:

Looks very atmospheric; good ambience!

Nice twist in the story too; maybe have the dropship actually shot down by the mad humans instead of just 'losing you'...Im guessing the Combine have any humans in their holds locked up tight.

+3 votes   mod: Lost Under The Snow
agent00kevin
agent00kevin May 1 2011, 10:13am says:

Maybe now people will stop saying my work looks like System Shock 2 and focus on yours :P

+1 vote   mod: Digital Hell
agent00kevin
agent00kevin Apr 23 2011, 2:25am replied:

I like onstructive criticism. Its a whole other point of view outside of my own, which is exactly what helps to build great Mods.

You are right about the boxes and crates; I will take a lot of them out, but some will remain in strategic locations. There will be some in the rooms too, to show where they came from. After all, a Lab needs it supplies handy :) For the most part, I will switch them out for more lab-specific items like the hoverbeds (I dont think Ive featured them yet, but I have some in the actual rooms) and the lab tables (like where the doc would keep his scalpel, etc) and some of the lab furniture. Crates and boxes, when overdone, definitely dont fit as you said. I will have to keep some for cover, variation, and the cardboard boxes are for tripping the laser tripmines. I'll just be a lot more sparing with it.

As for the striping on the floor/ceiling, I might go with a directional arrow, like with a long shaft that ends at an arrow every so often, showing an evacuation route. Kind of like fire exit signs we have in buildings, to guide us to safety in case the need to raipldy leave the building/area should arise. I dunno, just a random thought on that one. I could do that with overlays or decals and not use much resources on it at all. (as opposed to brushwork or models)

Good advice, next update will show the changes...and Ive reworked the bumpmaps and specular maps too, so I will post the next vid with HDR on. I finally gt it looking acceptable, though Im sure I will tweak it a little more in the future.

+1 vote   article: Promo Video
agent00kevin
agent00kevin Apr 19 2011, 12:37pm says:

I will work on changing up the lighting...some dark areas where the flashlight is needed should do nicely.

+1 vote   article: 4-9-2011 Update
agent00kevin
agent00kevin Apr 18 2011, 11:12pm replied:

Yes, thats a very good point and I considered it when getting the Mod's overall plan together. I am hoping most players want to know the story behind what they are doing and what is going on, and will read most of the DataTabs. Most of them wont be this long though; this is the first one you will find in the level. It explains a larger portion of the story than most will. Most of the DataTabs will be a couple sentances and thats it.

Either way, players who dont care about the story will skip the cutscenes too, and Ive read many complaints about cutscenes you couldnt skip through, like when players die before one and have to watch it over and over again. Its kind of a lose-lose situation; if they dont want to know the story, they will skip whatever it is that is telling it. Personally, I like to know the full story in whatever game I am playing

There will be cutscenes, but more of the story will be in the DataTabs and in-game dialogue, as well as in the objectives themselves. (inluding some audio files in the DataTabs) I will try to balance it so you can skip things and still understand the story, but for the full effect players will need to pay attention to it all.

Very good advice, and keep it coming :) I appreciate thoughtful insight greatly. It will help provide a quality Mod when its done, and you never know. If you have enough input that makes changesto what I had planned, you might just get your name in the credits :)

+1 vote   media: HUD, DataTab Update
agent00kevin
agent00kevin Mar 31 2011, 7:33pm says:

Thanks :)

I havent worked on the HUD at all lately, and the sounds really havent seen much work either besides the Pulse Rifle. There wont be many, if any at all, HL2 sounds in the final build. I pretty much work on whatever I would enjoy when I sit down at the PC, there is no laid out plan to do this this week and that next week. Since I do everything myself, it kinda helps me to be able to say 'I feel like working on the lighting today' or whatever. There IS an overall plan, but not a timeline for the HUD, sounds, mapping, or anything really.

Besides, Ive been making another runthough of Borderlands with my son lately; I forgot how much fun that game was co-op.

Oh - and Ive been working on all the overlays for the datatabs, but I havent implemented any of it yet. I will compile all of it together as opposed to little by little; its a huge timesaver that way.

Thank you all for your support and opinions; I really appreciate the feedback :) It will help guide me right where the Mod needs to be when its done.

+1 vote   article: Labwork WIP Vid
agent00kevin
agent00kevin Mar 18 2011, 8:01pm says:

Custom sound FX will be added, for everything from weapon sounds to buttons to item pickups :) I am just focusing on the mapping ATM, but be assured everything will be 100% custom in the end. I want to avoid using anything HL2, besides maybe the blood and burn decals.

So far the enemies are operating on Metrocop AI, but thats not too sharp apparently. I think the Combine are a little smarter, but I may have to add some stuff to the code...grrrr. First, I will try more nodes and triggers and sequences.

Thank you all for tracking, and I will make sure that everything is quality in the end. Perhaps my next update will show the changes...it kinda depends on what I get into over the next week. I'd like to say I'll do this or that, but when I sit down in front of the PC, I just do whatever it is I will enjoy doing at that moment. Sometimes I just make textures for hours, sometimes I map, sometimes I work on models, etc.

I want the tablet to stay in the format you'll see displayed on the computer screens throughout the Mod, but I will definitely change the color to something that doesnt make one eye pop out trying to read it, and the other explode. (thats no fun)

+1 vote   article: "Labwork" Vid
agent00kevin
agent00kevin Mar 15 2011, 9:03pm says:

A very original idea :)

+2 votes   mod: Poachers
agent00kevin
agent00kevin Mar 8 2011, 6:52pm says:

It actually IS stretched a little - at least it will be a quick fix. :)

GREAT idea on making the liquid inside the syringe glow - I never thought of that.

+1 vote   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Feb 1 2011, 5:06pm says:

I agree with Mr Walrus. Id knock one over, place them kinda messiy so it looks more natural. Otherwise, looks very nice.

+2 votes   media: Existence City
agent00kevin
agent00kevin Jan 24 2011, 10:34pm says:

Thats what I get for posting Hammer screens :)

+1 vote   article: Models Progress and some Concept 'Art'
agent00kevin
agent00kevin Jan 24 2011, 5:41am says:

Birds came FROM lizards. (just to educate the masses)

Very fitting :)

+1 vote   media: Renny
agent00kevin
agent00kevin Jan 13 2011, 2:17am says:

yes...I actually have an external HDD but *ahem* I didnt use it...:( Lesson learned.

+1 vote   article: Good News, Bad News. Thats Life.
agent00kevin
agent00kevin Jan 4 2011, 11:19am says:

Well, take what you have learned here and start over. I have a mod simmering on the backburner due to a bricked hard drive - months of work down the tubes. Luckily, there is a repair I can do to un-brick it.

In the future, back up your work every so often. Get a 2nd hard drive, even if its really small, just to keep data on. I actually kept two in the PC and one locked in a fire safe that Id pop out now and then to make an extra backup.

Learn from this very unfortunate event, and use it to help you build a better mod next time!

+1 vote   mod: i'Land
agent00kevin
agent00kevin Jan 3 2011, 8:41am replied:

Ive seen that guy post that same exact thing several times now.

+1 vote   media: Canal/Sewer in the City
agent00kevin
agent00kevin Dec 30 2010, 11:40pm says:

None taken :) I dont like the green on it but I am a tad attatched to the caution panel on it. That particular skin wont be the finished product, and neither will the combine soldier reskins I showed in some earlier screens.

+2 votes   media: updated textures
agent00kevin
agent00kevin Nov 30 2010, 5:25pm says:

Stillborn.

+1 vote   article: Believe it or not...
agent00kevin
agent00kevin Nov 30 2010, 1:03am says:

Thats an excavator, and its quite rare to see one with rubber tires. A backhoe has a bucket on the front. Just FYI.

Absolutely beautiful mapping though :)

+1 vote   media: Screenshot
agent00kevin
agent00kevin Oct 5 2010, 6:41pm says:

I like the premise! Looks like you can create a good ambience as well.

Here are the buts: But with HL2 textures, enemies and sounds, making it 'have nothing to do with the Half Life 2 universe' just doesnt work. You will need to make at least a few custom textures, at very least reskin the enemies and change their sounds, and add some custom sounds as well. Using all HL2 stuff is just not going to feel right in a non-HL2 world.

Im not going to pick at anything in the vid since its obviously a WIP :) Some screens of other areas would be nice, and help spice up your mod page.

Making textures isnt too hard, theres lots of tutorials to teach (im learning myself) but youll need Photoshop or something. Im going to track this mod because I really like the idea and story :)

+1 vote   mod: Pangea
agent00kevin
agent00kevin Aug 27 2010, 1:12am says:

I could just as easily post pics of older boxy models. Also, the back is still a giant box.

I guess theres nothing for you to see here Pooboy.

Google.com

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 27 2010, 12:50am says:

It sure would. ATM, its not possible. Im trying XSI Mod Tool on another PC as it crashes on the rig Im developing on. (ooohh thing I got it Im running under the required resolution heh *red face*)

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 23 2010, 11:36pm replied:

Yes Im a horrible typist. Expect to see a fair amount of that sort of thing :)

+1 vote   article: 8-22-2010 Update
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
agent00kevin
agent00kevin Jan 2 2012, 12:51am says:

I checked this Mod out, and it looks really nice. I like the inventory ssytem though I didnt play enough to really put it to use...

The Mod is fricking HARD. There was one other guy in the one server I could find and we could barely get to the cinema alive. The ammo was nowhere near plentiful enough (or maybe I couldnt find it) and the weapons were too slow and clunky. A baseball bat to the dome should definitely take a zombie down, even without using the charge up.

Speaking of the charge up swing; its just too slow. Even in real life drawing all the way back with an object takes one second at most. The normal swings take as long as I would IRL to do a full power swing. Since this game is praised for its realism by those enjoying "Punishment Mode", the weapons should swing faster and do a little more damage IMHO. I personally think the charge shouldnt be more than 2s counting the follow through. Penalizing the player on follow through would be a little better than making it take so long to make one power swing. Again, thats just my opinion.

I know what people say, run run run. Honestly, if I run through the Mod, theres no point in playing it. I harass my son for playing things on easy and just running through half of the game; you just dont enjoy it. But I also dont ask him to play games on Punishment Mode either.

With that said, this Mod has a LOT of potential. It looks really nice, and the inventory system looks promising. The models and animations are great, the textures beautiful as well. My only complaints are about the gameplay itself, specifically the balancing. Everything else is superb.

I hope I dont rouse the fanboys with this post; its my opinion about the Mod and there is no right or wrong.

Im presently getting the patches (I think) and I will try this again tomorrow. Im not sure if the version I installed was fully patched or not but I will soon find out :D

Looking forward to trying it again (with more sleep too) tomorrow!

+3 votes   mod: No More Room in Hell
agent00kevin
agent00kevin Jan 1 2012, 10:42pm replied:

I second that; 16:9 and no problems, I can fireball everything I want to :P

+2 votes   mod: G String
agent00kevin
agent00kevin Jan 1 2012, 12:25pm says:

Its a Pistol/SMG hybrid, like the Mac10 of the future :P It feeds like an SMG or AR, but is wielded like a handgun. It also fires full auto! (video coming soon) The ultimate in close quarters small arms. Designed by NovaCor, it also auto-chambers the first round, eliminating the need for a bolt. There is no slide as the upper reciever is designed as an SMG would.

The assault rifle (we dont have a name for it yet) fires pulse rounds but is more conventional in design, unlike the Pulse Rifle is. this weapon is an early NovaCor staple, used by the NovaCor Heavy Troopers as opposed to the lighter Pulse Rifles employed by NovaCor security. It will, however, be very obvious when complete that it is not a conventional weapon.

Each weapon will have a detailed history and explanation in the Mod, as an easter egg. (among other easter eggs)

+1 vote   article: 2011 - 2012: New Years News!
agent00kevin
agent00kevin Jan 1 2012, 12:15pm replied:

94.4 hrs in one week is almost 14 hours a day average :O

No way could I do that. I have a full time job, 2 kids and a wife. (and a dog)

+3 votes   media: 2011: 1200 hours in SDK
agent00kevin
agent00kevin Dec 29 2011, 8:45pm replied:

And Im glad you found us! We havent been as active lately due to the holidays, but I am planning a big news update for the New Year.

+1 vote   mod: NovaCor: The Fringe
agent00kevin
agent00kevin Dec 29 2011, 8:10pm says:

Really. Freakin. nice. :D

+1 vote   media: novacorshiz
agent00kevin
agent00kevin Dec 29 2011, 12:34am replied:

That is one of the greatest suggestions I have had so far! Ive got tons of design documents to use.

+1 vote   media: New Models etc
agent00kevin
agent00kevin Dec 26 2011, 3:29pm says:

Congrats all!

+3 votes   article: MOTY Players Choice - Mod of the Year
agent00kevin
agent00kevin Dec 24 2011, 12:46pm replied:

Yep. You have to code it out. You cant just remove the models. I had the same issue with my Mod...but theres a workaround I discovered. It has to be done during development though. It cant be done while playing.

+1 vote   mod: G String
agent00kevin
agent00kevin Dec 24 2011, 1:51am says:

Nice to see its on Desura now :P

+2 votes   mod: G String
agent00kevin
agent00kevin Dec 24 2011, 1:41am replied:

I typically read peoples profile pages to get a sense of who I am dealing with. The groups they are in, posts they make, and info reveal a lot about people. Directly or indirectly.

In a nutshell, you are not special. I do it with everyone. :D

Also, I still dont understand the hostility and need to insult people who ask questions. The fact that the Mod is now on Desura validates the question. But then again, thats what fanboys do. Insult everything that is remotely viewed as criticism, even when its not. *sigh*

+1 vote   mod: G String
agent00kevin
agent00kevin Dec 21 2011, 1:50pm replied:

It was a simple question, and directed to the Mods creator not some fanboy.

Desura is the #1 way to release your mod. Even mediocre Mods get on Desura so the question is very valid.

Desura is also the most logical choice since you log in with your Moddb/IndieDB account. Its the Steam of Mods and Indie games.

Im not knocking the release technique, simply asking why its not on Desura where it belongs. Negging a question is pretty childish for a 31 year old.

-1 votes   mod: G String
agent00kevin
agent00kevin Dec 21 2011, 9:52am says:

Just poke your head inside there, it wont hurt. Promise.

+5 votes   media: Random props
agent00kevin
agent00kevin Dec 21 2011, 9:38am replied:

your face is a noob mod

+5 votes   mod: Alyx
agent00kevin
agent00kevin Dec 21 2011, 9:30am says:

Why is this not on Desura? Wouldnt that have been easier than all this torrenting and DL issues?

-1 votes   mod: G String
agent00kevin
agent00kevin Dec 19 2011, 3:57pm replied:

ah, I thought it wouldnt work if it was red :( That opens up some possibilities.

Also, the Zombie's health and damage can be edited in the skill scripts file. better than adding more to increase difficulty :)

+2 votes   mod: The Forgotten Ones
agent00kevin
agent00kevin Dec 19 2011, 3:54pm says:

It so gritty, sand just poured out of my usb ports, (and thats a good thing)

+1 vote   media: A house...
agent00kevin
agent00kevin Dec 19 2011, 3:53pm says:

Horrifically beautiful!

+2 votes   mod: Grey
agent00kevin
agent00kevin Dec 18 2011, 5:45pm says:

Im sure after a map or two your mind will be trained to instantly pick these out :)

+2 votes   media: Boom goes the... Whats in these anyways...?
agent00kevin
agent00kevin Mar 27 2013, 10:49pm replied:

Ive had quite a busy winter with work; much busier than normal. however, Ive been retooling the gameplay and such so there has been more progress behind the scenes that got done. :)

+1 vote   media: Still Going
agent00kevin
agent00kevin Sep 13 2012, 11:44pm says:

Yes :D I wish I had more to show, but work has been going good lately, which means less time for modding. Winter is when we'll see an explosion of development again.

+1 vote   media: Moar Screenz
agent00kevin
agent00kevin Jul 1 2012, 9:37pm replied:

Actually, you are right; Its been more like 18 months. I looked at my screens and the oldest one I have of 'NovaCor' is Dec 2010. There was a time when this was called 'Old Skool' and it had a completely different theme.

There was a lot of wasted time on stuff that is far below my current abilities and standards, which amounts to about 6 months of time in development that produced nothing but better skills and understanding of the SDK. Id say about 12-15 months of real progress and a 3-6 month period where I was still coming to grips with Hammer and the overall design. Then there was the time before that when I had the old theme, setting, story, etc.

I really started working on this with just a basic idea of what I was going to do - which was a BAD idea. I then went back to the drawing board, and got organized. I roughed out the story and locales, then started redesihning the entire look and feel of the Mod.

So its hard to judge exactly when NovaCor as it is now started, which is why I based it on the earliest screen of anything that was NovaCor. You'd have to flip forward some more to find any maps being used, and even then they have been drastically redesigned and improved since then.

+1 vote   article: June 2012 Update
agent00kevin
agent00kevin Jun 17 2012, 5:09pm replied:

It wont be as big as I wanted from the start, but there will be a fair amount of content. I was aiming for 12-15 hours of gameplay, but I think that was too lofty. The new estimate is 4ish hours of gameplay. That could always change of course. It really depends on how much of the story I edit during development and how many maps make it in. Also, most of the map screens Ive shown to this point are still unfinished maps. The Labwork maps are the closest to being done, with only one map being mostly complete at this point.

As far as your application goes, there is a long waiting list. But Im confident you will be accepted. Just make sure to pack a breathing mask, a stun prod and some type of bite/claw resistant suit. Things will get rough there after a while, and weapons are not allowed for anyone but security.

+2 votes   media: Still Mapping
agent00kevin
agent00kevin May 22 2012, 8:53pm replied:

Lol...I suppose they would be hexagonal but the sides arent equal do maybe just classified as a polygon?

+1 vote   media: Small Mapping Update
agent00kevin
agent00kevin May 3 2012, 11:47pm says:

The player will be manning a cannon trying to fend them off; and probably wont get inside one of these. They are larger than a one man fighter, but much smaller than a cruiser or destroyer. Think small crews, but definitely not one man crafts.

There arent many real details as they will be only seen in motion, and from a moderate distance. What detail I do add will probably be in the final skin and not in the model itself, to save on vertices that arent really neccesary. I will probably have the cannon also incorporate a tracking device to give the player a HUD target to shoot at, but not auto aim or auto lock on. That way the player can see them better in the dimly lit environment.

The main 'enemy' in this planned sequence are heavy missiles, but the attack craft will be targeting the player as he/she mans the cannon. The ultimate goal will be to shoot the missiles down, but you also must shoot the fighter craft to survive and be able to finish the level.

+1 vote   media: NCTF Attack Wing
agent00kevin
agent00kevin Apr 26 2012, 3:46pm says:

The white square is a 'leak'; the area is not really in place yet. I cordon - compiled it for performance testing and general feedback. The floor texture is actually a few textures layered on a 2 piece floor...it has the center tile, two pieces of glass on either side then the main floor underneath. It seems to really add some depth to the floor and make you feel like you are somewhere special instead of having the same flat one piece floors like in the corridors :)

+1 vote   media: Tech
agent00kevin
agent00kevin Apr 26 2012, 3:37pm says:

Yes you did mention that :P I will give on this one and make some real light fixture models.

And yes, there is a glass plate over the floor, creating shadows. I was going to just make it one texture on a single surface but the effect is so much better in layering the floor brushes.

+1 vote   media: Tech
agent00kevin
agent00kevin Apr 22 2012, 11:15am replied:

This map wont have many Infected. Most of the enemies encountered will be NovaCor Soldiers as they took control of this area early in the Infection. The bodies are mainly comprised of uninfected crewman who were slaughtered by NovaCor during the occupation. A surprise Infected crewman may pop out once in a while, but this map is heavy on the NovaCor soldiers and puzzles, with less emphasis on Infected Crewmen.

+1 vote   media: Tech Updates: Lighting
agent00kevin
agent00kevin Mar 23 2012, 12:42pm replied:

The glass will probably be breakable, but I wont promise it just yet. That depends on how much entity data I use in the end.

All of the railings can be fired through, no invisible walls here! That was something that annoyed me all the time too. That has to do with making very simple collision models, and I am taking the time to make the collision models realistic. Even HL2 had some metal truss textures that couldnt be shot through, and I found it very annoying, especially from a game such as HL2.

+1 vote   media: New Grate texture, some mapping progress
agent00kevin
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   article: Still Going
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 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 Dec 14 2011, 7:53pm replied:

What happened to the SDK?

+1 vote   media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 3:37pm says:

Ive still got some specific alignments to do but these show the general scheme.

+1 vote   media: Retextured Tech Maps
agent00kevin
agent00kevin Dec 11 2011, 7:39pm replied:

Sure is. I tend to change things 100 times before Im happy with it so dont expect this to last :P

+3 votes   media: New Main Menu
agent00kevin
agent00kevin Dec 6 2011, 4:12pm replied:

Probably the angle AND position. I moved them a little with the new models and changed the angle just a little bit. I think the solid pieces made it look more precarious too. :)

+1 vote   media: Updated Table
agent00kevin
agent00kevin Dec 6 2011, 3:54pm replied:

Yes I can use as many types as I want to :) I wont take all of the older crates out; just replace many of them with the newer ones. I have lots of different styles made so it should be pretty diverse.

+2 votes   media: New Crates
agent00kevin
agent00kevin Nov 29 2011, 10:51pm says:

For the most part, your textures were great already. I liked a lot of the previous design too, though I obviously didnt see the whole layout.

Hopefully we will see some of the old stuff work its way in with the new stuff :)

Hopefully you kept the hammer autosave files...? Its never good to just outright delete weeks or months of work. It can always be revamped and reworked to a higher level of quality. Just flip through all the Labwork screens I have up. That chapter has been going through major changes for months now :)

+1 vote   article: LATE UPDATE 29/11/11
agent00kevin
agent00kevin Nov 28 2011, 9:07pm replied:

I had used the originals (with all the colors) as the skybox, so, yes. I didnt like them so I will be using one of the colors in this pack, either red or the green pictured in the thumbnail :)

+1 vote   download: NovaCor_Wallpapers.rar
agent00kevin
agent00kevin Nov 28 2011, 3:07am replied:

I might be replacing it, though it is pretty nice. I have some custom weapons modellers intersted now :)

0 votes   media: Texture Art Progress
agent00kevin
agent00kevin Nov 26 2011, 1:50pm says:

I can appreciate the HUD design, but not so much in this Mod. Id stick that HUD in something more cartoony and fun and probably go with something a little more Tecchy for this Mod.

-1 votes   media: Hoverdrone
agent00kevin
agent00kevin Nov 12 2011, 2:00am says:

effing WIN.

+1 vote   media: NEW LOGO
agent00kevin
agent00kevin Nov 3 2011, 8:27am says:

After reading Mr Walrus' comment, it was like a light bulb got turned on. Makes total sense....Id have to smear the walls and floors in blood, which would probably be done with textures instead of hundreds of decals.

But Im not going that route. I will reskin them again and just add some touches of blood here and there. It might make more sense if I had certain areas with a mauled body and gore everywhere, but I dont. Even then, only the models in the immediate area would work.

I didnt expect such a rapid response from so many people :) It is greatly appreciated!

+3 votes   media: Updated Textures, New Infected Model
agent00kevin
agent00kevin Oct 18 2011, 10:47pm says:

Hehe yeah. I figured Isd sneak it in there. I turned it into an oil painting for the picture. Theres several different ones as well; most are pictures of nature but I figured Id throw in the desktop background too :)

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Sep 5 2011, 3:43pm says:

Actually, there will be shufflers too. Those will be greater in numbers than the runners, but still not as many as in say L4D. The NovaCor soldiers have gotten the station partially under control, so there arent many areas with large numbers of zombies. The real threat comes from the soldiers, and the zombies are more of a secondary threat. That said, there are a few sequences reminescent of horde battles in L4D. Its just not a zombie slaughter Mod in its entirety.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 31 2011, 7:14pm says:

Yeah its most likely the angle. Ill still add a base and a top to it so it looks better :)

+3 votes   media: UberNerdGames
agent00kevin
agent00kevin Aug 31 2011, 12:41pm says:

You can go this way, you just have to extinguish the fires first...one of the puzzles :) Blocked areas are usually sealed with locked doors or emergency bulkheads. I never liked running into stuff that would stop me in game and think 'well I could climb over that in real life'

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 31 2011, 12:31pm says:

There is a stairwell to get to the upper level. Its not in the same room; which was a hard design choice. I prefer multi level rooms to have stairs in the same room, but it would have required a redesign. (which still isnt out of the question) You dont need to go upstairs to progress, but you can if you like to explore and look for items. And thank you Raqvenblood!

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 27 2011, 9:13am says:

I made the floor by taking a 1600x1200 picture of a plastic board I use to test concrete on, which is all scratched up from use. I added a bit of color, bumpmapped it in my photo software then added some shadow/light highlights. Finally, I scaled it down to 1024x1024, then adjusted the color a few times to make some variations. Luckily, I work in construction and have access to all kinds of concrete, asphalt and metal surfaces to take pictures of for starting points :)

+2 votes   media: UberNerdGames
agent00kevin
agent00kevin Aug 27 2011, 1:28am says:

I actually have 3 versions of this saved, all with different textures. I had started with it all metallic textures that went with the theme, then made these and stuck them in to see what it looked like. While it looks better this way, it is agreed its not spacey. The textures here kind of give it a more detailed feel and actually make it feel more closed in, but the metallic textures match more. The problem with those is that this area just feels kind of emptier with them...and I dont want to overdo the pipes.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 23 2011, 11:24am says:

Good idea. I could add some wrist and ankle clamps to restrain the subjects. The 'pile' must be a funky looking blood decal, because of the angle. as for some equipment, ill work on modelling something with an adjustable arm that hangs over the bed :)

+1 vote   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 8 2011, 6:12pm says:

The lighting was just thrown in to get the screens up...it will be much better when its done. I also considered making it a whiter light instead of green because of all the green stuff in there. Right now all the lights in the Tech maps are tinted green but that may very well change since the textures and skins are already predominantly green :)

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 8 2011, 6:07pm says:

There are 2 stairwells on either side of the room, one at each end. I wanted to stay away from ladders in battle situations to give the player more freedom in how to accomplish the task, instead of forcing them into a position thats difficult to fight in.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 1 2011, 8:02pm says:

Id add an orange glow from the fire, and will we see some fresh graffitti decals? These are used in so many HL2 mods (and HL2) that they get old quick. That nitpicking aside, its pretty good :)

+1 vote   media: The Streets Chapter
agent00kevin
agent00kevin Jul 27 2011, 6:13pm says:

Not much except for the explosive ones...just detail and cover for the most part.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Jul 25 2011, 12:36am replied:

Wait til you see whats in some of the cells...

+1 vote   media: The Brig
agent00kevin
agent00kevin Jul 24 2011, 1:49pm replied:

I dont know about 2006, but I had that problem with 2007. I map in 2009 for now, in hopes that they will release the SDK for 2009 soon. (at least before my Mod is done). I do know that on the Source SDK Steam Discussion forums there was some sort of fix for the 2006 at least, but I dont recall if there was one for 2007 or not.

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 20 2011, 9:41pm says:

Ha yes I didnt like them the old way...i may still change them a little but this is the design that will stay. I just may change the shade of green a little and the metal texture around it.

+1 vote   media: NovaCor Tech
agent00kevin
agent00kevin Jul 11 2011, 9:12pm says:

Yeah we had a heat index of 105 - 110 here today...and I happen to work outside. Not fun :(

+1 vote   media: NovaCor Tech
agent00kevin
agent00kevin Jul 10 2011, 11:13am says:

Yeah, Ive already changed the lights to a greenish-blue instead of the same blue from the Labs. Im going to change the texture on the strips, but it will still be a green light. As for soundscapes, I agree. Each Chapter (consisting of 3 maps each) will have its own distinct background noise in addition to the various localized sounds.

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jul 7 2011, 12:47am says:

Ah - all of the monitors are indeed transparent. You can even shoot through them. They are holographic displays :). As for the floors, not all are grids. It does help while I work to have the reference though. There are and will be many different styles; but the grid pattern will be the dominant style since most floors that arent carpet are laid in squares like that. (even some types of commercial carpet come in squares) A lot of the actual textures will be reworked later, after I build more...I just dont like using dev textures.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jul 2 2011, 5:37pm says:

Yes. This Mod is meant to be playable on some of the oldest GPUs availible. In the end I am hoping to have acceptable and playable framerates on even a 6600 GT...though that may be pushing it. I do want this to be fully playable with no issues even on a GPU with only 256mb of onboard memory. Performance and playability are the focus (outside of the fun factor) of this Mod, not graphical 'wow'. Fun and playability on even the oldest of rigs is what Im shooting for with this first Mod. Later, when I make my next Mod, I will have a team and be able to focus more intently on each individual aspect. For this Mod, I am alone in this effort and have to balance each aspect with the most important factor of gaming: fun.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jul 1 2011, 11:07pm says:

Thats with everything but the AA maxed out. AA is set to 4x or 8x , I dont remember which. Im really trying to keep the models low-poly but skin them in such a way as to add enough detail so they dont look TOO cheap. I also keep the world geometry pretty simple and make anything complicated a model or func_detail. Most textures are pretty simple and have a 512x512 resolution with a few exceptions. All of that coupled with proper optimizing should allow even older gaming rigs to run this smoothly. These screens were taken on a Core2Duo 3.2 ghz/9800 1gb/ machine with only 2 gigs of RAM. I also have two other rigs to test on, both of which have lesser specs except for RAM.

+1 vote   media: New Screens
agent00kevin
agent00kevin Jun 28 2011, 12:04pm says:

I like the US supply crate design...its quite similar (but also quite different in some ways) as the large supply crates I designed in my Mod. Theres something about that style that just screams 'scifi' :) Looks like the Mod is coming along nicely. (i would suggest removing the cars you put in though and designing some more futuristic vehicles) And breaking up the huge view cone was a very good decision! If you made the staircase a model then some occlusion brushes would eliminate that whole headache. You could do it with Propper, which would allow you to just export it right out of Hammer, which would save the time of rebuiling it in your modelling software. In any event, keep up the good work. I just cant get enough sci fi games to play :)

+1 vote   article: Red Planet - Crates, guns and maps
agent00kevin
agent00kevin Jun 9 2011, 7:13am says:

Perhaps a weapon icon will work...there are things you'll have to shoot occasionally which are already using the crosshair/target icon, so that particular one is out. I'll see what a weapon looks like, and that would actually fit the 'ammo resupplier' guys better too.

BTW the icons will also see some minor revisions; Im not too sure about the border on them; I might remove it so its just a key, fist (or weapon) or first aid icon without the 'frame' to it. I think that would look better.

+1 vote   article: New Features!
agent00kevin
agent00kevin Jun 9 2011, 12:24am says:

If she is a truly loving girlfriend, she will support you in your efforts :)

Im married (ugh) and the wife understands my obsession with making my Mod. (as long as I dont stay up until 3am every night working on it)

+2 votes   article: A REAL Update!
agent00kevin
agent00kevin Jun 7 2011, 10:01am says:

Ive actually set many of the props up in such a way that if you were to play the level more than once, the chances are pretty good that the debris wont always be in the same place in the same orientation. Its probably one of those minor details that wont be noticed by many players, but I like to add that stuff. While mapping for Far Cry 2 I was asked a few times why I wasted time on details that hardly anyone noticed. Its because for those that DO notice, the little things are big. So basically, that box doesnt just look like it fell there - it actually did.

+2 votes   media: 6-6-2011
agent00kevin
agent00kevin Jun 7 2011, 9:11am says:

Ah. you first enter the laser test lab, then see a screen showing the current charge. you activate the laser and see with the current charge it can blast through one test panel. you grab a keycard from the room and get into the puzzle room to fully charge the laser. when you get back into the laser test room, you'll see that the charge is now 100% and a warning about safety parameters on the terminal. Activate the laser again, and you get to not only see it happpen but actuallly make it happen. In all, this one puzzle took about 6 days to make between the models, layout and mechanics. However, the models will be used later and you'll even get to man one of these lasers in a space battle later :)

+2 votes   media: 6-6-2011
agent00kevin
agent00kevin May 30 2011, 10:40pm replied:

Lol I know, I am going to have to change the sequence after the vid - or not show it at all.

I agree about the console. I didnt like it there, but I wanted it in a place where you could see the plasma rise and fall in each chamber. The original design had the panels on the wall, but then you cant see the plasma move, which is key to figuring out the sequence. Without seeing each chamber, it will be nearly impossible to figure out the order in which you must activate each cell.

I think I could make a better console, but it pretty much has to be in clear view of those plasma chambers. I could possibly make them a little bigger and mount the panels that are on the console on each chamber, which would solve the problem too.

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 30 2011, 8:35pm says:

The rock is a bit pointy and basic...id chop it up so more :)

+1 vote   media: Nova Prospekt Courtyard
agent00kevin
agent00kevin May 26 2011, 9:17pm replied:

Actually, as I said earlier, most of them are tipped over so the top is actually the side, providing cover :P

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 26 2011, 10:09am says:

Thats how the engine splattered it; theres nothing I can do to change it :(.

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 11 2011, 8:06pm replied:

Exactly. This is one of the Labs where an employee is holding out. He has sealed himself in and so far, NovaCor Militia havent been able to get in. That also means it was spared the chaos that ensued when the infection spread, then was quelled by the first wave of Militia.

So, not in this particular room. Josef (the guy in the background) has a few supply crates stacked around but his Lab is in pretty good shape. In this instance, you are tasked with rescuing him before NovaCor finally gets into his Lab to 'decontaminate' it.

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 11 2011, 9:46am replied:

I sure do, performance is very important because of that exact reason! I get around 120 FPS at its low points and around 250 FPS at its high points right now. And thats with the optimizing not fully dont yet. i just have the areaportals in place, which are the most important IMO, but nothing else is done. The way Ive built it helps too - all those arches are models and all of the world geometry is pretty simple. The desktop I develop on isnt a high end gaming rig either; Id say its mid grade. I expect anything that can run a Source game wont have trouble playing this :)

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 7 2011, 1:28pm says:

Lol yeah and check out screenshot #3: It says Point Blank with a scope zooming in on a guy. Thats definitely the exact opposite of Point Blank.

+1 vote   mod: Point Blank
agent00kevin
agent00kevin May 5 2011, 9:45pm says:

Yeah, I have to make one upside-down since you cant rotate decals; they have a fixed orientaion. Ill do that when I put a border on it. I wasnt originally going to have paper and pens, with the lack of availible wood in space being the reason, but that would deny me the paper debris decals and stuff. I decided to have paper since its such a basic necessity and would be a very minor detail in th story anyway. So yes - paper and pens will be coming. I am actually working on a clipboard right now :P

+1 vote   media: Few new screens
agent00kevin
agent00kevin May 5 2011, 12:43pm replied:

agreed :) and an easy fix...probably 10 minutes work.

+1 vote   media: Few new screens
agent00kevin
agent00kevin May 5 2011, 2:04am says:

ANYTHING BACK HERE IS NOT IN THE MOD, BUT SIMPLY HERE FOR DOCUMENTATION ON THIS MOD'S EVOLUTION.

+2 votes   media: Basic Level Construction
agent00kevin
agent00kevin May 5 2011, 2:04am says:

ANYTHING BACK HERE IS NOT IN THE MOD, BUT SIMPLY HERE FOR DOCUMENTATION ON THIS MOD'S EVOLUTION.

+2 votes   media: Basic Level Construction
agent00kevin
agent00kevin May 5 2011, 2:03am says:

ANYTHING BACK HERE IS NOT IN THE MOD, BUT SIMPLY HERE FOR DOCUMENTATION ON THIS MOD'S EVOLUTION.

+2 votes   media: Basic Level Construction
agent00kevin
agent00kevin May 5 2011, 1:59am says:

I have made my wn pipes now, these are from wayy back before I started modelling :)

+2 votes   media: Retextured areas
agent00kevin
agent00kevin May 5 2011, 1:57am says:

Everything back this far will be changed a lot; better models as I have gottn better at it since I did these, some better textures, etc, though the basic layout will remain the same.

+2 votes   media: Mapping progress, new props
agent00kevin
agent00kevin May 5 2011, 1:55am replied:

LMAO :) Its going to have a different screen (like the DataTab overlays are) but same general style.

+2 votes   media: New Models, Mapping Progress
agent00kevin
agent00kevin May 5 2011, 1:51am says:

Thx :) The textures will be changed in the future, but the color scheme and layot will remain the same.

+2 votes   media: Latest Labwork Screens
agent00kevin
agent00kevin Apr 29 2011, 9:33pm says:

I happen to know the guys who made that P90 and I am going to contact them RIGHT NOW.

+1 vote   media: Leaked beach assault picture
agent00kevin
agent00kevin Apr 28 2011, 6:59pm replied:

Honestly I dont know, I never did GoldSrc. I would explore the materials folders (assuming the file system is similar) and see if there are some textures you can modify in the VGUI or similar folders. I wouldnt know where to begin guessing as to what they would be named; it took me forever to find the corners in Source.

+1 vote   article: HUD Panel Customization - No Coding
agent00kevin
agent00kevin Apr 28 2011, 12:57am says:

Oh and for the trackers: I should have just waited for the news update to get authorized. I wanted to get those screens up though; I hope you forgive me for a little 'update spam' now and then. I have a few screens of models Ive been working on but I'll go ahead and hold off on those for now.

:P

+1 vote   article: Massive Redesign
agent00kevin
agent00kevin Apr 27 2011, 2:18pm says:

Thanks a lot! I was hoping for a vast improvement :) Now, I have to go and rework all the stuff I did in the very early screens, in the engineering areas. The quality of that stuff and this contrasts too much; but it will undoubtably lead to a much higher quality Mod in he end.

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 20 2011, 9:11am says:

Pretty cool twist on the Zombie theme :)

+1 vote   mod: Help! Zombies!
agent00kevin
agent00kevin Apr 17 2011, 2:20am says:

Yes, in-game. Each one will have a different piece of the story and some will have door codes :)Simply picking one up will activate whatever it is supposed to display for you. Putting it down returns your screen to normal.

+1 vote   media: HUD, DataTab Update
agent00kevin
agent00kevin Apr 16 2011, 7:13pm says:

No, its horrible. Its a collection of models from other Mods shoehorned into hastily constructed maps. The main menu is an atrocity - the title doesnt even show up correctly for lack of changing the font, and its a HL2 background map. The chapter previews are not present; the engine just chose some portal ones for me.

Seriously, you know the file system enough to put this...this...THIS together, so why not learn to map or join a team or do something other than ...this. Shooting through walls? Great unless you cant SEE through walls too. Then its just useless...well, beyond useless. WORSE than useless.

And I seriously doubt you have permission from every single modeller and skinner to use their work.

Work on your mapping and do something for real. Not this.

And yes, I know you'll just delete this comment like every other negative review/post you got.

+1 vote   download: Mystery Combat Man full version
agent00kevin
agent00kevin Mar 11 2011, 11:40pm says:

Lol posting at the same time :P

Yeah I am using these as placeholders for now. They are resinned, recompiled, re-AI'd Citizen Models. I am hoping in the future to either locate some fitting models I am permitted to use, or recruit a modeller/animator.

I cant do NPC/Player models yet, nor the animations. Same goes for weapons. Thats about the only thing Im going to need help with, unless I decide to learn how to do that too :)

+1 vote   media: Models, lighting work
agent00kevin
agent00kevin Mar 10 2011, 9:36am says:

I do it all myself :) Its a LOT of work too!

+2 votes   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Mar 8 2011, 8:42pm says:

I REPEAT:

Sure I have fraps and I could use in game screencaps, but how would I get them on Xfire?

+1 vote   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Mar 8 2011, 8:40pm says:

Expect update screens of this area in the near future :) Lights have changed, crappy blood decals gone, not so empty.

+1 vote   media: Lab Work
agent00kevin
agent00kevin Mar 8 2011, 3:30pm says:

Yes :) Im going for a very acessible game for people with both low-end Pcs and high end. The collision models are VERY simple, and the vertices are low. (also, the textures are pretty basic, and usually 512x512)

Thank you!

+1 vote   media: New Models, Enemies (kinda new enemies)
agent00kevin
agent00kevin Mar 6 2011, 9:54pm replied:

Its 'Cry Some Moar'

-3 votes   media: SHOTGUN - SPAS 12
agent00kevin
agent00kevin Mar 4 2011, 11:39pm says:

Dude you should use this: Moddb.com

Its about the most valuble tool I have for Modding - and CFoust supports it on the Steam Forums :) It turns Hammer brushes into Models - right from Hammer! You can scale the Models too, so your table will look much more round.

+1 vote   media: Apartment
agent00kevin
agent00kevin Feb 17 2011, 9:20pm says:

Oh its a sweet font, dont get me wrong. Thats why I recognized it right away. Id use it in my titles if I could, but I havent been able to find it as a download :(

I guess if you really wanted to, you could download your own picture back from PB and make it a texture in the game, and make it your start screen image.

+1 vote   media: Title
agent00kevin
agent00kevin Feb 12 2011, 5:09pm says:

Odd, it should be there. I made it with Xfire and HTML coded it in.

Time to investigate...

+1 vote   article: Functioning DataTab Demo
agent00kevin
agent00kevin Feb 11 2011, 9:15am says:

Its concrete

+2 votes   media: Chapter 8
agent00kevin
agent00kevin Feb 9 2011, 9:19pm says:

Oh yes, it was very demotivating. It did turn out good though, because my other Mod was born out of the void, and inbetween now and then I learned a LOT about creating textures and models. Id be pretty devastated if I lost all my music, but that I did have on both HDDs. Since then, I have been sticking everything from textures to maps on a USB stick for added protection :)

+1 vote   article: Good News
agent00kevin
agent00kevin Feb 1 2011, 5:05pm says:

For some reason it reminds me of Deus Ex, maybe its the blue. But, thats not a bad thing. looks great!

+1 vote   media: DCI's Laboratory
agent00kevin
agent00kevin Jan 30 2011, 6:15pm says:

Yeah I bumped the birghtness down on the plasma transformers...I had them set at 200; now they are at 70 which is still a nice glow but not so overpowering.

+1 vote   media: Mapping progress
agent00kevin
agent00kevin Jan 27 2011, 6:03pm says:

It happens - he's excited to be a member of the team. I dig the catch phrase though!

+1 vote   media: "The Athmosphere Machine" Promo Concept
agent00kevin
agent00kevin Jan 25 2011, 11:30pm says:

You know what - I totally agree. I thought I'd use the same texturing as the data pad, but it just doesnt look right on the larger items. I also agree on the healthkit - it kinda reminds me of a pizza box. Ill add some syringes or something on the outside, and maybe put a bevel on the edges, making it not quite curved but not quite squared either.

And Ive seen you posting in other Mods; I dont take your crticism badly, because I see you are quite mature about it and dont seem to be just out mod-bashing :) You are one of the few whose input I actually value, because its constructive.

+1 vote   media: Medkit Models and More!
agent00kevin
agent00kevin Jan 25 2011, 8:24am replied:

"thats source?" the most uneducated comment ever. Source can look great, but since its easy to use you get Modders who dont actually know what they are doing and dont use it to its full potential. Its not the engine, its the users :)

+6 votes   media: Winter
agent00kevin
agent00kevin Jan 24 2011, 9:33pm says:

Oh - and those are Hammer screens FYI.

Bumpmapping doesnt show up there anyway.

+1 vote   article: Models Progress and some Concept 'Art'
agent00kevin
agent00kevin Jan 24 2011, 5:43am says:

How about the Horseless Headless Horseman?

+2 votes   article: Exodus is now dead, but...
agent00kevin
agent00kevin Jan 16 2011, 5:36pm says:

although credit goes to "razorfinnish"

^^ this. I was around when the first editor mods came out.

+1 vote   mod: Far Cry 2: Reloaded
agent00kevin
agent00kevin Jan 14 2011, 11:25pm says:

You're going to get lots of criticism posting WIPs, thats just the way it is. Sometimes they have helpful tips though - even if they are being @$$e$ about it. Being able to handle criticsm is just as important as being able to compose music, or make maps, or design textures. Its all part of the business, like it or not.

Not that Im downing your work - in the first two screens I can see the beginnings of some interesting mapping.

That said, the columns in the first two screens should go all the way up - and also have crossmembers underneath the slabs that go from the columns to the wall. Theres generally also a truss at the egde of the elevated slab for support as well. (I happen to be a Construction Inspector IRL) Same goes for the roof. I'll leave the tips to basic construction though, since this is a WIP.

+1 vote   article: Music, Screenshots, and Information!
agent00kevin
agent00kevin Jan 12 2011, 8:28am says:

I cant say I disagree; I was considering chaging the texture on the walls to a similar one, but it has a red stripe down the middle of each panel. That would break up some of the monotony - but at this point I dont know what else to do with the colors.

I want it to maintain a certain look and feel, but at the same time I dont want it to be boring. I guess Ill play around with some textures later and see if I can find another color to use as a bit more accent.

And yes, I am adding bumpmapping later. VTFedit can easily generate a bumpmap - so its only a matter of minutes to edit the filenames and add a bumpmap.

+1 vote   media: Finally, something other than corridors screens :)
agent00kevin
agent00kevin Jan 7 2011, 9:06pm says:

Ive darkened it up a bit; it WAS too bright :)

+1 vote   media: New Suit, couple other screens
agent00kevin
agent00kevin Jan 7 2011, 7:01am says:

Forums.ubi.com

FC2 Map Making Forum

+1 vote   download: New stuff
agent00kevin
agent00kevin Dec 30 2010, 9:27am replied:

Lol :P Thanks!

+1 vote   media: Props/Reskins
agent00kevin
agent00kevin Dec 7 2010, 7:42pm says:

Very funny you two! :)

+1 vote   article: Just a little more done
agent00kevin
agent00kevin Dec 3 2010, 3:06am says:

This looks pretty good so far. I think Ill go ahead and track it!

+1 vote   mod: CALL IN
agent00kevin
agent00kevin Nov 11 2010, 9:04am says:

Oh but Im sure any Source game stuff is ok, because its Valve's engine anyway, so any Valve developed game should be ok. Any non-Valve developed game even on source is a no-no.

+2 votes   media: Screenshot
agent00kevin
agent00kevin Nov 6 2010, 5:42pm says:

Just a building in a testing cube, nothing special.

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Nov 6 2010, 12:59am says:

LOL yes I did, and didnt care since the building is in a big 'test box' anyway.

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Sep 9 2010, 10:23pm says:

I dig it, Great representation of a water treatment plant (or something similar).

+2 votes   media: Alone We Travel - In Games Images
agent00kevin
agent00kevin Aug 27 2010, 12:54am says:

Um, I said its not a CAR in the description. (i own 4 BTW)

Its a small 'utility' vehicle INSPIRED by the Gators, Mules and other off-road SMALL construcion site/farm vehicles.

BTW not all cars look like a sissy *** Toyota Prius. My suburban looks like a giant brick. So many other vehicles in the US are NOT round and look loike UFOs. Id suggest YOU look at a few cars. (though that doesnt even apply here since they are not based on cars anyway)

Also, I havent seen a round ambulance or fire truck yet. Please show me some pics of one :) Thx bye now.

0 votes   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 26 2010, 6:02pm says:

Even if I didnt model it in Hammer (which I did, and discussed in another post)it would still be blocky. (Ive never seen a round ambulance, but I guess Ive never seen one that hovered either) OK, so not THAT blocky, but Im not building toyota Prius's here. (closer to Scion actually...)

And no, its not done. The end result will still be blocky but not so much. Maybe if I really feel like shelling out some bucks Ill et Blender or Milkhape registered and use one of those progs. This Mod has a LONG way to go anyway. Until you see 'Beta Release' think of the crap you see as unfinished placeholders.

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 25 2010, 7:48pm says:

Thank you Tharapiti :) I havent gotten to the fine tuning yet but rest assured that will be done. Also, I wll add the frame as I have done with chain-link doors (gates I guess) later.

+1 vote   media: 8-10-2010 Early Level Design
agent00kevin
agent00kevin Aug 1 2010, 9:42pm says:

Thanks for the good words :) Ill have to look up AirEx and see what thats all about!

+1 vote   media: 7-28-2010 Update
agent00kevin
agent00kevin Jul 29 2010, 2:00am says:

Yes, I wanted to put some along the ceiling, and possibly behind the fencing on the wall. Eventually I will have it worked into a new map. Until then, the machine (which is a futuristic forklift, but you cant see the front from this angle) will be appearing in the map Im working on now. Thanks :)

+1 vote   media: 'Scrapped Level'
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
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