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  (210 - 240 of 1,272)
agent00kevin
agent00kevin Dec 18 2011, 5:45pm replied:

he's jealous :P

+2 votes     mod: The Northern Resistance
agent00kevin
agent00kevin Dec 18 2011, 5:43pm replied:

Had to neg you on that. Forcing traffic through your website is cheap.

Aside from that the Mod is looking promising :P

+1 vote     mod: The Northern Resistance
agent00kevin
agent00kevin Dec 17 2011, 1:30pm replied:

We are a long way from beta testing, though I do have two real life testers to run through things as I go. (plus myself which makes 3)

+1 vote     media: The NovaCor Team
agent00kevin
agent00kevin Dec 16 2011, 3:18pm replied:

Oh yes, there will be more areas different than what Ive been showing. Ive pictured the same areas probably too many times now; but they have been going through a metamorphasis until they have reached this point, which is the final design.

I have some much more open and different areas, as well as a space sequence and possibly a surface sequence planned. If development time goes well, you will also infiltrate a NovaCor Cruiser and explore that as well. Nothing has been laid out in Hammer for that, but the concept design is almost complete.

As far as story, you make a good point. I will make an effort to get that all laid out and explained by the end of the year.

+1 vote     media: New Models etc
agent00kevin
agent00kevin Dec 15 2011, 4:41pm says:

This is one of the very few Mods I track that I will actually play. I track lots of Mods just to throw my little +1 tracker in for support. This one is definitely worthy of me taking some time off my own Mod to experience :)

+1 vote     mod: G String
agent00kevin
agent00kevin Dec 14 2011, 11:59pm replied:

Lol, the 'paper' is just a placeholder until I get some actual paperwork photographed. My plan is to take a buncha stuff from work and just basically throw it onto a background color and photograph it so I can make some decals out of it. None of the software I use can rotate things in angles other than 90, 180 or 270 degrees. And when theres a mess, the paper doesnt fall in neat angles onto the floor :P

+1 vote     media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 8:03pm replied:

Great! I hadnt seen you around in a while and wondered if you had let real life take you away from us :)

+1 vote     mod: NovaCor: The Fringe
agent00kevin
agent00kevin Dec 14 2011, 7:55pm replied:

The station does have a spaceport, two actually. One is for the passenger/employee loading/unloading and the other is strictly for shipments.

+1 vote     media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 7:53pm replied:

What happened to the SDK?

+1 vote     media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 4:05pm replied:

We all start somewhwre. I didnt even finish my first one due to sloppy construction and a host of other flaws that were just an enormous task to fix. Its a learning process :)

+1 vote     mod: Skepsis
agent00kevin
agent00kevin Dec 14 2011, 4:04pm replied:

Lol...I speak from experience, not my @$$ :D Hope things are going well; you can message me if you have any technical difficulties. I probably check my messages here more than my own email.

+1 vote     article: No More Weekly News
agent00kevin
agent00kevin Dec 14 2011, 4:02pm says:

Missing/not correctly located Texture (the .vtf) files :(

+1 vote     media: Oh Boy...
agent00kevin
agent00kevin Dec 14 2011, 3:40pm says:

Starting to get the work areas laid out and in place. There will be lots more equipment when its done :)

+1 vote     media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 3:38pm says:

aganin, the red and green server glow will be less pronounced when complete. The lighter colors offer higher visibility as opposed to the dark green and grey previous textures, so the lights must be adjusted acoordingly.

+1 vote     media: Retextured Tech Maps
agent00kevin
agent00kevin Dec 14 2011, 3:37pm says:

The red and green server glow will be less pronounced when its complete.

+1 vote     media: Retextured Tech Maps
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 14 2011, 3:35pm replied:

Swagalicious.

+3 votes     mod: NovaCor: The Fringe
agent00kevin
agent00kevin Dec 14 2011, 3:34pm says:

Close up view of new terminals and server boxes. I have to change the surface type to 'metal' from 'computer' to allow the proper bullet decals to be applied when damaged. The terminal screens are not solid as they are holo-screens. They can be fired through and are semi-transparent. (or rather will be with an adjustment of the .vmt file)

+1 vote     media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 3:32pm says:

The server lights at the bottom are animated and slowly pulse :) They are pretty simple in design intentionally, yet match the rest of the level design.

+1 vote     media: New Models etc
agent00kevin
agent00kevin Dec 14 2011, 3:30pm says:

New positioning of the in-game pause menu. The old positioning was subject to issues related to different resolutions. It may appear hard to make out until you view the original. Each option turns green when hovered over and has been tested in various lighting conditions and backgrounds for visibility. With so much white and so many different shades of grey, blue/green seemed good choices to contrast on the in game color scheme.

+1 vote     media: New Models etc
agent00kevin
agent00kevin Dec 13 2011, 1:34pm replied:

I found that after one reply, it does that. Refreshing the page usually fixes the problem :)

+1 vote     mod: G String
agent00kevin
agent00kevin Dec 11 2011, 11:47pm says:

I am aware the ceiling texture needs aligned....its not permanent. I have a different texture for it :P

+1 vote     media: Retextured Tech Maps
agent00kevin
agent00kevin Dec 11 2011, 11:40pm replied:

I really, really want to have ironsights,leaning/peeking, and a few other little things that are present in just about every game we play anymore. The problem is, I am a novice at coding and havent even attempted to add anything yet. I am hoping I can recruit a coder to do some simple stuff like that; nothing too involved. I will be posting an Ad in the Moddb Forums soon...wish me luck!

+1 vote     mod: NovaCor: The Fringe
agent00kevin
agent00kevin Dec 11 2011, 11:13pm replied:

Done!

+1 vote     mod: Titan: XCIX
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 11 2011, 4:49pm says:

Not a drastic change by any means, but an updated main menu. The old one didnt look right with the static planet/moon image but with stars streaming by. The menu options still turn green when the mouse is over them though. I also reowrked the HUD and VGUI panels, but those I will post later :)

+1 vote     media: New Main Menu
agent00kevin
agent00kevin Dec 10 2011, 9:19am says:

Yes. Blade Runner meets Deus Ex :)

+4 votes     media: Rain
agent00kevin
agent00kevin Dec 10 2011, 9:12am replied:

Its a single panel that slides horizontally. The new doors are the same; and the blue panel is the keypad to get in. The color coding lets you know if you can get in or not:

Green = unlocked, just waltz right in
Red = must find the door code
Darkened red = door does not open

The darkened ones will be damaged too so theres no confusion :)

+1 vote     media: Lab Textures
agent00kevin
agent00kevin Dec 10 2011, 9:08am replied:

Kinda sorta. If you look at the top and bottoms of the frame, it meets the angle of the wall flush. I can make the doorframe angled too but it would either a. be flush with the wall or b. be uniformly sticking out of the wall. And yes, its a step...if I got rid of it Id have to go back through 4 maps and redo all the doorways :( I dont like it much now, but thats a lot of extra work. However, I am going through anyway now and changing all of the frames (and cleaning up some sloppy construction around them) so its not out of the question.

+1 vote     media: New Door and Doorframe
agent00kevin
agent00kevin Dec 8 2011, 8:40pm replied:

Yeah the thin one is the new one, only 4 units wide. Any more and it wouldnt be much of a frame :P I should have made it clearer in the pic which one was which.

+1 vote     media: New Door and Doorframe
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