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 Feb 29 2012, 4:05am replied:

It certainly is...and a long read at that. It seems to be a very...sensitive subject.

And thank you :)

+1 vote   article: Still Going
agent00kevin
agent00kevin Dec 18 2011, 5:45pm replied:

he's jealous :P

+2 votes   mod: The Northern Resistance
agent00kevin
agent00kevin Nov 13 2011, 5:40am replied:

1. You are outright lying there. Twice, and I posted the exact same comment because you are a baby who erases anything he doesnt like.

2. I just said I preferred Battlewars. I could say I prefer Mass Effect to Deus Ex, but that doesnt mean I think Deus Ex is crap.

-1 votes   mod: Mystery Combat Man 2: Electric Boogaloo
agent00kevin
agent00kevin Nov 9 2011, 4:06pm says:

Moddb is putting all my responses in the wrong place now, so Ill come back later to respond to most of you in the right place :)

+1 vote   article: 500+ Trackers, Changes
agent00kevin
agent00kevin Nov 3 2011, 12:48am replied:

Are you dont spamming Moddb?

(Also, Id hardly call 2 comments in 3 days time spam)

-2 votes   mod: Mystery Combat Man 2: Electric Boogaloo
agent00kevin
agent00kevin Sep 4 2011, 11:18pm says:

I have been using Propper as a rule in my mod Novacor: The Fringe. I dont use a modellling program, and without this I would have had to learn to or just make a basic Half Life 2 Mod. Thanks again, you will be in the Mod credits as a special thanks!

+1 vote   download: Propper
agent00kevin
agent00kevin Sep 1 2011, 1:29pm says:

It was intended for the player to not be able to distinguish friend from foe as easily with the infected. So I gave them normal movement animations...if it just doesnt look right at all then it can easily be changed. Since they arent standard zombies, I didnt want to have them limping around...especially with the ability to leap like that. Im sure I can find some animation to replace 'runall' and the normal idle animations. Im still working on them so its not a big deal.

+1 vote   article: Infected Demo
agent00kevin
agent00kevin Aug 1 2011, 7:36pm says:

Though this Mod looks decent enough, its pretty far from 'omg this is the most epic HL2 mod ever and its the first one I have felt was worthy of tracking'. You must not come here much, or are you just one of the Modders fake profiles? (its the oldest trick in the book and still done more than you think) Seriously, theres a ton of really good HL2 mods out and coming soon. Sure this isnt horrible, but I seriously have to disagree with this being the only track-worthy HL2 mod. This is about middle of the pack as far as HL2 mods go (so far)

+2 votes   mod: The Deception
agent00kevin
agent00kevin Jun 10 2011, 10:00am says:

I wasnt talking down to you. By the nature of your question, you seemed to need informed about scaling since indeed, had i actually used their icon, it would have looked like crap. I dont talk down to anyone here - that would be rude since many of the visitors to my mod and others dont know much or anything at all about modding. When I answer, I dont give simple replies. I give an explanation as well to help them understand what they are asking/commenting about. Whether or not each individual is extra sensitive and requires special care when interacting with, I cant help. Rest assured, I am always polite until spoken to in a rude way.

+1 vote   article: New Features!
agent00kevin
agent00kevin Jun 7 2011, 6:04pm says:

Thanks :) This news post is old too; I have added bumpmapping and lots of other things have been added/changed by now. I somehow deleted the newest news post and was left woth this one on my page :(

There will be an updated post soon!

+1 vote   article: Massive Redesign
agent00kevin
agent00kevin Apr 29 2011, 1:51am says:

Oh and nice touch with the grape faygo

+1 vote   media: 2211 Lookbook
agent00kevin
agent00kevin Feb 10 2011, 4:15pm says:

I thought Portal took place long before HL2 events...?

Edit: Ok I guess it was uncertain when they took place, and GlaDos gave some hints that it was simultaneous with the portal storms.

+2 votes   mod: CWTH
agent00kevin
agent00kevin Sep 28 2010, 11:46pm says:

Wow. Beautiful mapping and those textures really make it pop. This is the type of thing I aspire to create. This is Pro-quality looking stuff here. Tracking.

+2 votes   mod: Titan: XCIX
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
agent00kevin
agent00kevin Dec 18 2012, 9:49am replied:

I agree; I had no idea changing my OS would do it. It may have happened when I copied the old Hard Drive to the new one; I dont know. Nothing else seems corrupted though.

Im actually excited to rebuild :) I spent last night pulling chunks of the old maps out and putting them into 'new' maps, cleaning up the brushes and optimizing a lot better than before. I was surprised at just how sloppy and wasteful it was once I started digging into things.

Things will indeed go much quicker now, especially since a lot of my time was spent making models and textures. I dont have to do all that now, though obviously there will still be some new models and textures to do.

Im really hoping to get some new screens of the rebuild up by Jan 1 2013. I go on vacation at the end of this week, so its a pretty good chance that it will happen!

+2 votes   article: Dec 2012 Update
agent00kevin
agent00kevin Dec 17 2012, 11:05pm says:

How are the tools? Are they just like Far Cry 2's?

+1 vote   mod: Into Dust
agent00kevin
agent00kevin Oct 14 2012, 12:28pm says:

I think its important to develop a character you can relate to or at very least feel empathy for. If you played a faceless, nameless character, then it detracts from the experience.

For instance, a ship's cook thrust into the middle of a war can make the things he does pretty epic, being he is not a trained military commando. In my own Mod, the forst couple maps develop the character whose perspective you are playing from. It turns the game/mod into a sort of interactive story IMO.

+1 vote   article: Rant 1 - Game Overviews
agent00kevin
agent00kevin Jul 30 2012, 11:45pm replied:

Actually I did not know this until I checked the update on G-String, then scrolled through the comments and saw someone posted you were back.

I are happys nao. I check your site about once per week and post now and then. Good to see its back :D

+2 votes   group: PlanetPhillip.Com
agent00kevin
agent00kevin Jul 9 2012, 10:10pm says:

Hi Philip.

Im disappointed your website closed its doors. I always looked forward to checking out the new content and Mods. Your site was a great service to the community, and for that, I thank you.

+3 votes   group: PlanetPhillip.Com
agent00kevin
agent00kevin Jun 28 2012, 8:38pm replied:

Thanks for posting!

I think 4 hours is not bad IF I stick to the design in the Lab maps. Re-use of space without making the player bactrack all the time, and lots of little things to occupy the player along the way. Im trying to pack a lot of content into each level, making the player want to or need to visit every room and do something in it to finish a level. Whether that be fight a boss, just find something, or figure out a puzzle. For instance, one of the Lab levels isnt very large at all, but it took me 20 minutes to complete it - and thats knowing where everything is and what to do once I get there. So, Im hoping for 30 minutes for players who are playing it for the first time. Im going for something like that with every level :)

As one of the few who finished and released a good, original Mod, I greatly respect your opinions and advice.

+1 vote   article: June 2012 Update
agent00kevin
agent00kevin Jun 17 2012, 5:15pm replied:

Thats it! Though I wouldnt be as cheap as to use the open door/instantly get attacked trick more than a couple times. I dont think thats very fair, especially since I was considering disabling the autosave/save where you want function...much like the old school FPS games where you had to make it though the whole level alive to beat it and save. I dont know how well recieved it would be, but its somethjing Ive been considering.

+1 vote   media: Small Mapping Update
agent00kevin
agent00kevin May 22 2012, 8:55pm replied:

Lots of glass in them, but metal framed with the typical NovaCor geometric shapes. Ive been getting into making glass dors lately in areas not sealed off by areaportals...kinda makes things less clausterphibic and open feeling.

+1 vote   media: Small Mapping Update
agent00kevin
agent00kevin May 21 2012, 11:13pm replied:

Thanks. Im trying to not 'wear out' certain areas, but summertime is cutting into my modding time. The main issue with showing progress is that is so spread out, each map gets little done but the overall progress is much greater.

+2 votes   media: Small Mapping Update
agent00kevin
agent00kevin Apr 26 2012, 3:43pm replied:

I can understand that. There is a lot I have done that has never been posted though...I typically post newly designed areas for feedback and possible changes to be made before continuing on with it. TheSniperFan, Spy-maps, and Kost4r are all very good at spotting wierd details that I missed and I greatly appreciate their advice and help with these things. This way, I can fix the issues before continuing on to build the rest.

Also, a lot of times I post new textures and models because its all I really have to show. I do want to keep interest in the Mod going with a sort of regular update deal, and weeks where I dont accomplish much (real life always comes first) I end up showing just about everything Ive done.

I suppose I shouldnt woory too much about keeping interest; it seems like videos and news posts with lots of content generate the most interest anyway. Screenshots pretty much keep those already tracking the Mod updated and assured I am still plodding along.

+2 votes   media: Tech
agent00kevin
agent00kevin Apr 26 2012, 12:48am says:

Great to hear things are in GO mode!

+4 votes   article: Production Stages
agent00kevin
agent00kevin Apr 25 2012, 8:24pm replied:

The Source SDK model viewer adds its own odd reflections; theres nothing I can do about it. Its not there in-game though :)Its reflective, but not rusty brown.

+1 vote   media: New Server Models
agent00kevin
agent00kevin Apr 24 2012, 4:23pm replied:

Irish Spring is my favorite! I like the stuff with the 'micro beads' in it since I work outside all day. (most days) Stuff really scrubs you clean.

I still think total sobriety is a major factor. I used to be a lot more creative in my younger days, but I also did things then that I dont do now. And since I might as well be wearing a pair of mittens when drinking and trying to use a keyboard, I dont do that anymore either.

+2 votes   media: New Glass
agent00kevin
agent00kevin Apr 22 2012, 11:18am replied:

Yes, I keep all the old models around for later editing and possible use. I also have tons of textures that were cut from the Mod, but may still see use in the future. I have a few folders I stick all the extra stuff in for possible reworking and later use :)

+1 vote   media: NCTF Update
agent00kevin
agent00kevin Apr 6 2012, 3:16pm replied:

I have no idea...off and on for about a month or so now. I have to make all new models for these maps now so I keep experimenting with different ones...its hard to come up with something that fits and something that I like in there.

+3 votes   media: NCTF Update
agent00kevin
agent00kevin Apr 5 2012, 11:38pm says:

Thats nice, but doesnt it take up a huge amount of entdata in Hammer? I found that physics objects really start eating up the entdata when you add lots of them...I had to revert a lot of my models to static props after discovering that.

+1 vote   media: Teaser
agent00kevin
agent00kevin Apr 5 2012, 11:36pm replied:

You dont neccesarily need an animator. I successfully recompiled the Citizens on fastzombie animations...all but the running animation. It would be better to have an animator do it, but not impossible to do it without one.

+1 vote   media: Projected texture
agent00kevin
agent00kevin Apr 2 2012, 11:19am replied:

There will be more of them...and they are completely flat. Its the technolgy of the future!

+1 vote   media: WIP Lab images
agent00kevin
agent00kevin Mar 29 2012, 6:22pm replied:

Its a sweet weapon though!

+1 vote   article: " The Closure "
agent00kevin
agent00kevin Mar 23 2012, 2:39pm says:

I agree with the subcontracting thing. You could esily establish a theme or aesthetic you want to stick to.

I have two team members besides me. One of them, the weapons modeller, seems to enjoy working on a contracted type of position. I produce a design for a weapon, he makes it, and get credit. We have little communication and our exchanges are short and to the point. I like this arrangement.

The other team mamber is more involved and wants to branch out and do all sorts of things for the Mod outside of his specialty. While thats a good thing, it can also detract from the quality of work produced and focus on what I really need. So far, it has been an asset to the Mod. However, at time he has ideas that dont fit my theme and wants to add features that werent in the original plan. Thats also a good and bad thing. While I welcome new features, I dont want to alter my original vision to include parts of anothers vision and start taking the Mod in a new direction.

Overall, I'd have to say I like the subcontracting approach better. I am free to make my Mod the way I wanted to without having discussions about what we shouldnt do and why frequently. I dont have the worry about a team member suddenly wanting to pull his work from the Mod because I dont want to do X thing with the project. I dont have to worry about a mismash of ideas trying to become a cohesive project.

Sometimes the new ideas are better and improve upon the Mod, and that can be done with a subcontracor as well. The subcontractor understands it is MY project and isnt put off by my unwillingness to compromise, whereas a 'team mamber' feels like he or she has more say and decision in where the Mod goes.

+1 vote   article: ModDB is a savage land...
agent00kevin
agent00kevin Mar 7 2012, 4:01pm replied:

I know the textures are off; they arent seamless yet...the whole thing is a brush meant to give me an idea of what the model will look like when its complete. The model itself will obviously have more detail, but not tons of it.

I dont know if its the screens or Moddb, but its a little darker in game. Kinda quiet looking and calm - until things start happening that is :D

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Mar 4 2012, 1:29pm says:

There are some new console models and a large screen in the lower right. I am working on a scheme for the screens and control panels now; both of which will be animated skins when complete.

Ive removed the light strips in the floor and toned down the brightness some to give a more 'quiet and calm' sense to the map. The red texture on the railings is placeholder, just as much of the gray tiles are.

All of these screens are extremely unfinished atm; lighting, textures, models are all still being fine tuned. There are empty walls where equipment will be, lack of wiring/piping, etc...I am well aware of all of this :)

+1 vote   media: WIP Engineering
agent00kevin
agent00kevin Feb 26 2012, 10:25am replied:

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

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

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

+1 vote   media: pulse rifle
agent00kevin
agent00kevin Jan 18 2012, 10:26pm says:

* WIP as well, far from done :P

+2 votes   media: Mapping Screens
agent00kevin
agent00kevin Jan 14 2012, 10:28am replied:

Violent Spicy Diarrhea. Not Pleasant.

+1 vote   media: Screenshot
agent00kevin
agent00kevin Jan 4 2012, 12:18am replied:

LMAO..you are now famous!

+2 votes   media: Weapons in-game
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 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 6 2011, 2:46am replied:

Some will be openable but these are made of metal and can take a beating. All of the cardboard boxes are breakable though, and some of the barrels are flammable/explosive while others are just physics oobjects :)

+3 votes   media: New Crates
agent00kevin
agent00kevin Dec 5 2011, 8:41pm says:

I dont see a problem with the normalmap, but the red decal doesnt look right there. Its bridging the tiles and looks kinda fake. Looks nice other than that :)

0 votes   media: Hospital (my first job in source)
agent00kevin
agent00kevin Dec 5 2011, 2:52am says:

Blasted Canyon from Red Faction!

+1 vote   media: GameDev's Map
agent00kevin
agent00kevin Nov 30 2011, 7:59am replied:

Yep, until EvilWevil gets some animations done. Magnum PI has also offered to do weapons, so if Id ever get the concept art dont Id have new wepons.

So yes, outside of NPC and weapon modelling/animating, I do everything. Including modelling props and physics props :)

+1 vote   media: Updated Pulse Rifle, new models
agent00kevin
agent00kevin Nov 28 2011, 11:38pm says:

LOL I have that for my Avatar on Steam but its 'United Federation of Pwnage'

+1 vote   download: Battlewars: Gold Edition Hotfix (v.1.1)
agent00kevin
agent00kevin Nov 28 2011, 3:33am replied:

I can appreciate the connection of the HUD and the character, but that doesnt mean everyone else will or that they will like it. As a Modder myself, I respect your decisions and fully understand you have a reason for doing what you do. With that said, if the intent is to remind players who they are playing in the game, there may be a better way to do so than with the HUD. Handwritten messages, even a diary she may keep during these events would be a great way to do it. (after all, what teenage girl doesnt keep a diary or write notes? haha) Tecchie and Sci Fi arent exatly the same either, and I wouldnt call any of them 'generic'. (that actually has an insulting tone to it) Theres a reason they are used in certain Mods: because they fit the theme.

Im not picking on your work, its been all praise so far from me up until this point. Its just such a stark contrast to what Ive seen insofar that it seems vastly out of place. Like the guy said, its your project. However, you might find its good to take some advice from your player base sometimes. In the end, a HUD wont stop me from playing your Mod. Ill just change the font myself if I dont like it that much. Not exactly a hard thing to do :P

+1 vote   media: Hoverdrone
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.

+8 votes   media: Hoverdrone
agent00kevin
agent00kevin Nov 16 2011, 8:53pm says:

Yes! Towards the end of ME2 I was getting bored with the combat. Still an awesome game though.

+1 vote   media: Mass Effect 3
agent00kevin
agent00kevin Nov 14 2011, 2:14pm says:

Holy WOW thats beautiful! I could only dream of such outdoor environments...at least for now!

+2 votes   media: New Fog test and just map
agent00kevin
agent00kevin Nov 14 2011, 10:56am says:

This phone s for Inquietude, not my own Mod btw :)

+1 vote   media: Cell Phone
agent00kevin
agent00kevin Nov 12 2011, 1:59am says:

luf the jorge busche texture!

+1 vote   media: Kim Jungle
agent00kevin
agent00kevin Nov 7 2011, 1:45pm replied:

The other side of the arxch would reflect into the wall. Just as if you were walking down a hall in real life with a stainless steel strip down the middle, light would reflect from every source and even other reflections. I could do some serious control of reflections by building custom cubemaps, but thats not something I plan to do for a Mod. If I were building an Indie title that would be for sale, I would put the effort in. Aside from that, theres not a whole lot I can do to control the reflections. I can adjust the intensity for each texture, but that would apply to every place that particular texture is used.

While theyre not quite prerfect yet, this is close to as far as I am going to go with it.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 7 2011, 9:30am replied:

Yes it is, but not finished yet. It will be darker red and have reflectivity to it. That is, assuming I dont find a replacement for the OICW.

+1 vote   media: Texture Art Progress
agent00kevin
agent00kevin Nov 1 2011, 4:47pm says:

As stated in the original release.

+2 votes   download: NovaCor_Wallpapers.rar
agent00kevin
agent00kevin Oct 24 2011, 10:15am says:

'you try making a mod' is never a good argument anyway. Most of us cant make full fledged commercial titles, but we know when one sucks. (not to say this sucks) I once criticized a Far Cry 2 map while the creator was in the server. His reply was 'what maps have YOU made?' I responded 'Fallout.' (one of the most beautiful and popular maps at the time) Even if I had never made a map, it would not change the fact that it sucked. Most of us cant make movies, but we still know when one has bad acting, dialogue or directing. Now...on to this Mod. The mapping needs work, but that is always how it is with Modders who are new to the scene. It just takes time to produce something really cool. Dont let it discourage you.

+2 votes   mod: The End Of Time
agent00kevin
agent00kevin Oct 18 2011, 10:45pm replied:

Theres a little alcove across from the kitchen with a desk and pc all set up :)Not very setup will be the same, some will have a dining room set there instead though. The floor os carpet, its probably the angle. The lines are less pronounced when youre running around in it.

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 18 2011, 7:38pm replied:

I spent all day on this today, and completed 2 corridors and 2 living quarters as far as construction. I also modelled all of the furniture and created the textures today as well, otherwise more construction would have been done.

Each area is a little different; the Lab maps take a little longer because theres a lot of vertex editing and the models are a little tougher to make. The tech areas are easy to build but very difficult to develop models for, and it has many more animated textures which take more time to make. The spaceport pictured is an extension of the Labwork maps, so it also has all the vertex editing but the models are a little easier.

In short, I guess it depends on what Im working on. Its all drawn out on graph paper and sketch pads first, but things dont always work in the engine as good as they look on paper :)

+1 vote   media: Employee Quarters
agent00kevin
agent00kevin Oct 16 2011, 10:30pm replied:

None taken at all :) Ive had a lot of inspiration from all the past games Ive played, and its bound to come out in this project. Ive even drawn a lot of comparasin to System Shock, one that Ive never played, which is a huge compliment to me. If I am remiding players of past games theyve played, I feel like Im on the right track!

+1 vote   media: Tech_02 WIP Screens
agent00kevin
agent00kevin Oct 11 2011, 10:35pm says:

As a matter of fact, it was an afterthought. I used to use my tv as a monitor and ran with 1920x1080. Ive switched to a smaller monitor (dual monitors actually) and kinda left it out. I figured if there was demand, I could throw one in that res up too :)

+1 vote   article: NovaCor Wallpaper
agent00kevin
agent00kevin Oct 10 2011, 8:41pm says:

Its....beautiful...!

+1 vote   media: Chemical Clouds
agent00kevin
agent00kevin Oct 3 2011, 1:20am says:

It certainly does look nice so far :)

+3 votes   mod: Domus
agent00kevin
agent00kevin Sep 7 2011, 12:10am says:

Hl2 textures in non Hl2 mods: use sparingly if at all. Theyve been used in countless maps and mods already. I would definitely avoid the graffitti decals too...The same graffitti artists do not magically hop from universe to universe =P As for this screen....we need a better view of the club. Right now it looks too small and bland. Im not even sure what Im looking at here.

+1 vote   media: Club (near completion)
agent00kevin
agent00kevin Sep 3 2011, 9:04pm says:

Thats really cool of you to help advertise other Mods! When I first came here with my project, there were a lot of 'modding elitists' who seemed to try to drive away new people, as if this were some kind of competition. Its nice to see the opposite of that, Modders helping Modders. We all share a common interest, and there is no competition.

+3 votes   article: While You Wait...
agent00kevin
agent00kevin Aug 31 2011, 12:37pm says:

The bodies are the enemies in this room. I thought it might be easier to take screens if I killed them first =P As for using HL2 character models, I already have. All the Novacor employee models are HL2 citizens with new faces and skins. Its just the enemy models I need, and I can use the ones I have I just prefer something made specifically for this Mod. It seems most modders here are very helpful when approached about using their assest.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 23 2011, 9:31am says:

I didnt notice that! The red light is emitting from the consoles but in the screen it looks like its coming from the ceiling lights. I will dim the consoles down a little so it doesnt look like that. And yes, this room is a WIP. I have been considering making it a 2 level room for a better battle to take place, and changing the stations to be round instead of a bid square block elevated above the floor.

+2 votes   media: Labwork_2 map progress
agent00kevin
agent00kevin Aug 9 2011, 12:11pm says:

This is one of the Mods I am truly looking forward to. I track a few, but probably wont play them. This one, I will definitely be trying out. (when I can pull away from my own Mod that is)

+3 votes   media: XCIX
agent00kevin
agent00kevin Aug 8 2011, 12:07am says:

Oh - and I am aware the models 'pop' through the grate. I am under the impression I need to add a $translucency vale to the .vmt, or it may just be because I compiles on fast VVIS and VRAD for these screens.

+1 vote   media: UberNerdGames
agent00kevin
agent00kevin Aug 4 2011, 12:04am says:

Story needs serious work...the whole birth thing...umm...wow. Id probably just go ahead and cut that out. Now, aside from that, a Mod based on Alyx's adventures prior to meeting Gordon, that would be good.

+5 votes   mod: Alyx
agent00kevin
agent00kevin Aug 1 2011, 7:52pm says:

Nice mapping, but please no HL2 Zombies in another game's universe!

+1 vote   media: Headcrabless Zombies
agent00kevin
agent00kevin Jul 27 2011, 1:48am replied:

Dont worry, Ill add a seat for the models that show up outside of the jail :P (jail toilets are also strangely low to the ground and actually made of a very cold metal...something not even HL2 had right)

+2 votes   media: UberNerdGames
agent00kevin
agent00kevin Jul 27 2011, 12:31am replied:

I should have mentioned the toilet is a model for the Prison maps...Jail toilets dont have seats and are indeed quite uncomfortable.

+2 votes   media: UberNerdGames
agent00kevin
agent00kevin Jul 25 2011, 12:40am says:

Just make sure to bring plenty of weapons when you pack your stuff.

As a matter of fact, bring only weapons. You wont need anything else.

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 25 2011, 12:37am replied:

Hmmm they are actually big enough to fit a baby Xeno in.

Good luck getting him away from Mama Xenomorph though...

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 24 2011, 8:10pm says:

(thats 'marked', not maked)

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 24 2011, 1:47pm replied:

I was thinking a brighter white with lots of round lights in a row instead of a solid strip. I think it would lend to the 'industrial' nature of the maps better :)

+1 vote   media: The Brig
agent00kevin
agent00kevin Jul 24 2011, 1:41pm says:

Yes, you can. Ill touch it up soon :)

+1 vote   media: More Tech Screens
agent00kevin
agent00kevin Jul 12 2011, 12:36am says:

So very sexy

+1 vote   media: Caves
agent00kevin
agent00kevin Jul 10 2011, 4:10am replied:

Honesty, I got a lot of inspiration from Deus Ex. No ideas...just inspiration. There was something about the atmosphere of that game that I want to try to recreate in my own flavor.

+1 vote   media: More Screens!
agent00kevin
agent00kevin Jun 9 2011, 7:28am replied:

Oh - and the 'Doormen' (keymasters? :P) are never ever necessary to continue. They just give access to bonus areas. In fact, you could cmpletely ignore every recruitable NPC and finish the game.

+1 vote   article: New Features!
agent00kevin
agent00kevin Jun 6 2011, 10:18pm says:

Again, a few new models populate the room. New incubators, terminals, and a new storage crate type model.

+1 vote   media: 6-6-2011
agent00kevin
agent00kevin May 30 2011, 10:44pm replied:

Close enough :) I do construction inspections and testing for a living. I read bluepints and all that good stuff.

As for the tales, they are intentionally elongated, but they do look a bit odd. Perhaps after I add some clipboards, papers and other items spread out it will look better.

+2 votes   media: new models, puzzle
agent00kevin
agent00kevin May 30 2011, 8:34pm says:

Now this one is good. It looks meaner, more functional and more effective.

The others, sufficient but not different enough IMHO.

+1 vote   media: New Weapon Skins
agent00kevin
agent00kevin May 30 2011, 8:30pm replied:

That the goal :) I want quality puzzles that dont get repetitive, which will be no east task without the gravity gun. (not included in this mod) I think in the end its a good choice because it will force me to use different styles of puzzles as opposed to 'use gravity gun, solve puzzle'. While that was absolutely GREAT back in 2005, it doesnt keep its charm for 6 years :P

+1 vote   media: new models, puzzle
agent00kevin
agent00kevin May 26 2011, 10:08am replied:

You can push them but they are meant for cover mainly. When you do push them, its kinda slow. (Most of them are tipped over) There will be small amounts of debris like boxes and stuff around them, but I cant overdo it - there are limits in the engine to just how much stuff you can cram into a single map and I dont want too many loading points to break up the flow. Bullets can indeed go through the emply spots, which was very important to me. I used to be annoyed by games that had places you should be able to shoot through but couldnt due to the invisible bullteproof wall :)

+1 vote   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 3:49am replied:

Really, it is no different than playing HL2 then playing any other First Person Shooter game. If this were a HL2 mod, then absolutely I would leave the old HUD, but this is a total conversion Mod. When its finished it wont have anything from HL2 in it; its essentially a completely different game :)

+3 votes   media: Models, Mapping
agent00kevin
agent00kevin May 23 2011, 2:32am replied:

Probably not in this area, but probably so in later maps. I had strip lights on the ceiling but they lit the corridors oddly so I cut them out of the Lab Decks. Engineering decks (which will be completely revamped in the future) will most likely have them though.

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 12 2011, 10:08pm replied:

I kinda wanted it to 'slice' through space with the back being a little bulkier and for cargo. It doesnt look quite as flat in-game; its parially the view I chose to show it. This model is supposed to be able to enter the atmosphere of the Planets NovaCor 'tends' to, so I didnt want it to be too bulky and look like it would break apart.

+1 vote   media: Updated Models
agent00kevin
agent00kevin May 11 2011, 2:54am says:

And looking at it now, I am thinking I will add some inlaid can lights on the tops, so the workspace below is illuminated.

+1 vote   media: Updated Models
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, 2:02am says:

All made from a blank canvas - I idnt even use photos to make them. I started in Paint, moved to Paint.NET and then finished them up in GIMP. A bit of a complicated process, but Photoshop 'aint free :P

+2 votes   media: One last shot of one particular color scheme
agent00kevin
agent00kevin May 5 2011, 2:00am replied:

Sadly, it was wasted time. I am going for total conversion Mod now, so there wot be any of the reskinned HL2 props included, tough I will probably upload all the reskins for others to use.

+2 votes   media: Few props/skins for ya!
agent00kevin
agent00kevin May 5 2011, 1:54am says:

Im going to leave a lot of these old screens up, so we can see the changes the Mod has gone through - just dont think anythng back here is current :P

+2 votes   media: Lab Work
agent00kevin
agent00kevin May 3 2011, 1:07pm says:

after years of peace, Master Chief has gotten badly out of shape.

+1 vote   media: IPA Commando Concept Art
agent00kevin
agent00kevin Apr 29 2011, 8:27pm says:

Xfire makes very crispy videos too :)

+1 vote   article: Saw Legacy: Source - un-active update
agent00kevin
agent00kevin Apr 28 2011, 12:50am says:

Thank you very much :) That means a lot. It is possible I will redo the HUD; I havent done any coding yet and to do a new HUD I have to code the new panels in. I wont promise it, but its definitely not out of the question.

Im going to PM you :P

+1 vote   article: Massive Redesign
agent00kevin
agent00kevin Apr 27 2011, 4:46pm replied:

very good points! I will definitely do that, and add some medicine bottles too.

+1 vote   media: Massive Lighting Overhaul
agent00kevin
agent00kevin Apr 27 2011, 2:20pm replied:

Agreed. I need a new texture - that dark one is a rock texture I mae months ago and is a placeholder until I have that sudden inspiration of what to do there. I also do have a couple custom burn decals to apply; they are just not there yet. I actually almost didnt post this yet, because of all that, but I wanted to show I was working on adding some extra details/destruction :)

I'll definitely put some more time into this area!

+1 vote   media: Massive Redesign Update
agent00kevin
agent00kevin Apr 25 2011, 6:27pm says:

It takes a while to generate hundreds of trackers...at least when you start off with not much to show.

No worries - some Mods go for months without an update then boom, theres something big. Most trackers wont think the Mod is dead over just one week . I actually make it a point to only release an update once per week or two weeks. Otherwise I feel like Im spamming my trackers with updates of every tiny thing. A lot of them dont like that :P

+1 vote   article: I'm not dead yet
agent00kevin
agent00kevin Apr 25 2011, 1:18am says:

Agreed. Hammer screens are almost as bad as fullbright screens. Only whn showing props is it acceptable :P

+1 vote   media: A little preview
agent00kevin
agent00kevin Apr 22 2011, 11:18pm replied:

I have considered releasing a Demo, though it wouldnt be until close to release if I did. Im not too sure about it yet, its just one of those things I havent decided on yet. I have been considering it since I started the Mod though :)

+1 vote   article: Promo Video
agent00kevin
agent00kevin Apr 18 2011, 11:20pm says:

Looking pretty decent for initial posting. I think I will track and see how things go :)

+2 votes   mod: Ground Zero
agent00kevin
agent00kevin Apr 5 2011, 3:54pm says:

why thank you :) I think I spent about two weeks tweaking it (only a few hours at a time though, after work) and I think finally now its close to where I want it.

+1 vote   media: Latest Labwork Screens
agent00kevin
agent00kevin Apr 1 2011, 11:02pm says:

I replied to your private message - but I will say here that the screens are repetetive because all of them are taken in just 3 corridors so far ( I said 2 in PM but its 3 oops) All of the lab will look like this, but none of the other maps will.

The roof is normalmapped, also using normalalphaenvmapmask for reflections - and that was a PITA to get just right! As for the gun - I am going to reskin it yet again but not a complete change. Most of it will be very similar to what I have done now.

+1 vote   media: More Lab Images
agent00kevin
agent00kevin Mar 25 2011, 10:19pm says:

If you are going to use textures like that, you should pixelate the gun and hands too so it all matches a theme.

+2 votes   media: The first image of basic_halls
agent00kevin
agent00kevin Mar 18 2011, 7:29pm says:

Yes, that will definitely be fixed in the future :)

+1 vote   article: "Labwork" Vid
agent00kevin
agent00kevin Mar 16 2011, 4:08pm says:

Lol, I could see that. Its more like 6 though; but when they are all some shade of white, I guess they blend together. Other levels are much more...colorful. The engineering area is a range of oranges, blacks, greys, reds, some yellow tossed in with blue, purple, red and of course white lights. The crew decks will be orange-red-gray with some touches of other color - all contrasting sharply to these screens of the lab areas. Its all part of the big plan to not have levels that blend together - each will be very distinct and memorable :)

+1 vote   media: More Lab Images
agent00kevin
agent00kevin Mar 11 2011, 11:38pm says:

WIP of an enemy model. He has Metropolice AI. I need to bring his headcover down a little, leaving less forehead visible.

+1 vote   media: Models, lighting work
agent00kevin
agent00kevin Mar 10 2011, 10:11pm says:

Its something, and it actually looks god in my Mod :) Its the only way unless you want to learn to code.

+1 vote   article: HUD Panel Customization - No Coding
agent00kevin
agent00kevin Mar 10 2011, 10:08pm says:

Displacements are tough to get right - you've done very well so far. Just a couple adjustments to the background and I'd call it good. (That and bump the pine on the right out so its not going through the wall)

+1 vote   media: Undoubtful Discovery
agent00kevin
agent00kevin Mar 8 2011, 3:31pm says:

Its still WIP BTW :)

+1 vote   media: Updated Battle Loop
agent00kevin
agent00kevin Mar 5 2011, 10:34pm says:

I rate this mod an eleventeen.

+3 votes   article: NEW NOOSE
agent00kevin
agent00kevin Mar 4 2011, 11:26pm says:

Hehe yes, there will be a few more things scattered about the corridors but not much - just a couple of boxes here and there, the occasional DataTab and a couple other lab-related objects :)I do want it to be fairly clean.

+1 vote   media: Lab Work
agent00kevin
agent00kevin Mar 3 2011, 2:06pm replied:

Yes, the lighting isnt finished. Only texture lights are in right now, but it will be pretty bright. There will be some areas where the power is out and the lights are blinking, but mostly, it will be bright to contrast the white of the labs with the blood stains that will be everywhere :)

+1 vote   media: Lab Work
agent00kevin
agent00kevin Mar 1 2011, 1:48pm says:

Oh yes :) This is where 'The Event' started - and was the messiest. This particular map is going to be heavier on the shooting than puzzles. You'll have to fight through the 'Decontamination Crew' - they kill everything that moves.

+1 vote   media: Lab Work
agent00kevin
agent00kevin Feb 28 2011, 9:58pm replied:

Thanks! I know you do very good work so when you say something good, I take it seriously! :)

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 17 2011, 4:36pm says:

Well, the mapping looks good so far. Hopefully this develops into something great :)

+2 votes   mod: Rebellion Distress
agent00kevin
agent00kevin Feb 14 2011, 4:17pm says:

Awesome list, especially #3. So true, yet still funny. Dear Lord (Jesus, Allah, Buddha, whoever you are) thats so true.

#5: Yes. Learning the limits and how to properly use the SDK killed my 1st mod, which was crap anyway. (learning curve)

#4: Yes again. cant say ive sat refreshing the page, but when I log on the next day after posting something I though was sure to invite new trackers and there are none, Im a little perturbed.

#3: I already hit on that one - no need to put the details out there.

#2: Thats one thing I've managed to avoid so far. I truly do need a coder to do exactly what I want, and thats why Im not doing exactly what I want. I am avoiding coding well so far yet still including features I wanted in, with some clever and creative Hammer tricks. That in itself has its limitations, but its working so far. Only problem is the entdata, I run it high on every map doing it this way. I figure eventually, after I have a LOT more done and polished, I may lure a coder in to help. If not, I'll dust off the C++ book and give myself headaches nightly until I either give up or learn to do what I want to do.

#1: Not so constructive criticizers just get ignored anymore. I know what they're up to, and Im not playing. If the poster gives his opinion and a way to improve in a halfway civil manner, Ill gladly take it to heart. I dont have a team either - I do it all myself, so the only person to blame for failure is myself.

If I could be any one thing; it would be a mapper. However, like I said - I have no team. I design, I map, I model, I make the textures. I just dont code, unless you count editing some of the simpler files and writing the VMTs from scratch.

+4 votes   article: An Open Window: PLD +15
agent00kevin
agent00kevin Feb 14 2011, 3:44pm says:

I dont know what all you do, but step in and start doing it yourself until you get more help. 1 year ago I knew nothing about real Modding, and now I have a project that I do 100% of the work on. No team, no help, its all me. It takes longer, thats for sure, but in the end you have YOUR Mod. YOUR way.

I wish the best for you and your Mod, and thats from someone who never even knew it existed until today.

+1 Tracker.

+1 vote   article: Taking a break but not dead in the least.
agent00kevin
agent00kevin Feb 10 2011, 10:23pm replied:

Yeah, each pipe and valve is a seperate model so I can place them in any direction I want, in any type of cluster, with or without the valve wheel. I actually need to go back and make this particular setup a one-piece model instead of 6 different pieces. I'll do that after I add more in, then make each set a model in iteslf instead of several pieces. Theres also several different skins for both, so you wont see the same silver pipes everywhere you go.

+1 vote   media: New Models, Mapping Progress
agent00kevin
agent00kevin Feb 10 2011, 10:05pm says:

Ok. Again, I was looking at the gun itself. I see how he holds it like an assault rifle, but when I see 'new weapon models' I dont think of how they hold it. I think of a new gun itself. This is a very nice change but sticks to the HL2 template like you want :) Brilliant.

+1 vote   media: New SMG1 and Pistol Models
agent00kevin
agent00kevin Feb 10 2011, 10:01pm says:

Ok...I was looking at the gun itself, which looks like a good reskin of the HL2 pistol. Its got the same sight and big block on the end. I can see how he holds it differently, with two hands and all.

+1 vote   media: New SMG1 and Pistol Models
agent00kevin
agent00kevin Feb 10 2011, 9:31am replied:

He's not a troll he's just blunt. It would be better if everyone who offered criticism would also suggest a way to improve, but a lot of 'em here dont.

I think what he says in not so many words is that from the screenshots, all of your larger areas are just big rectangles with some stuff thrown in. That will bore players after a while. I know big warehouses are usually just recatangles too, but as I said, it gets boring.

What Modders usually want to do is make each level stick in the player's mind after they are done, to make a mark. After a while, all of the big box rooms will just blend together and in the end they wont remember anything but box after box with hard battles in them.

I know your Mod is still in the early stages and we have yet to see a lot. The mapping doesnt neccesarily need to get better, it just needs to get different.

+1 vote   article: A Bid for Publicity
agent00kevin
agent00kevin Feb 8 2011, 1:44am says:

I wont use models that are obviously HL2, I will at least drastically reskin them. I'd prefer to have all new models, but I'd either have to learn to model humanoid characters or find someone willing to invest some time in the Mod. I will, however, promise you wont look at the models and instantly think 'oh thats Half Life 2 stuff'

Im not opposed to trying my hand at modelling NPCs and such, but it will drastically increase development time.

+1 vote   media: Promo Posters
agent00kevin
agent00kevin Feb 3 2011, 2:01am replied:

Normal maps are added. Cubemaps are using $normalmapenvmapmask which seems to do the job. There will still be many textures that arent shiny/bumpmapped as I work, but it will all be there in the end :)

+1 vote   media: Mapping progress
agent00kevin
agent00kevin Feb 1 2011, 10:20am replied:

oOoo good point. I'll definitely have to work on that one. Maybe make it a dart gun or something.

+1 vote   article: New Media
agent00kevin
agent00kevin Feb 1 2011, 12:30am says:

yes it is.

Its not the engine; its the users.

Source can be beautiful, but the user has to have a beautiful mind 1st!

+11 votes   media: January update
agent00kevin
agent00kevin Jan 30 2011, 5:54pm says:

I hear its a great game, though I've never played it. It made Game Informer's top 10 games of all time or creepiest games or something back in 2009 I think.

Possibly because Ive made an emphasis on a more 'geometric' squared and sharp look as opposed to the newer style, which favors a lot of roundness?

+1 vote   media: Mapping progress
agent00kevin
agent00kevin Jan 30 2011, 1:46am says:

I was wondering...I kinda felt it sounded a little too powerful for a handgun. Im experimenting with some different sounds, but its a slow process :)

+1 vote   media: WIP Pistol Sounds
agent00kevin
agent00kevin Jan 27 2011, 6:06pm says:

This gives me an idea for a later level to play. Player crash lands his EEP on the surface instead of its routine trajectory; treks across hostile, cold, snowy terrain to the ruins of the extinct (or is it?) civilization on the surface.

This is of course assuming you choose to sty and investigate rather than go home. (storyline/game ending branch point; one of many)

+2 votes   media: "The Athmosphere Machine" Promo Concept
agent00kevin
agent00kevin Jan 24 2011, 8:18pm says:

Im kinda going for that and kinda not - I havent added bumpmapping to many textures, but its coming in the future. I DO want an old-school flavor to the Mod though. As the description says, its not supposed to be realistsic by any means, but animated, almost like a cartoon.

If you're referring to the wall texture, its just a cube I hollowed out to put props in. That texture doesnt see much use in the Mod itself. (it was going to and I decided it was boring) As for prop textures: The datapad is a prototype (stated in the article) the door is fine (will be when the bumpmapping is done, and I fail to see how any more detail can possibly be added) and the barrels are very intentionally simple - to stand out as usable items. I may even make them glow.

+1 vote   article: Models Progress and some Concept 'Art'
agent00kevin
agent00kevin Jan 18 2011, 10:50am replied:

Exactly! I want the station to appear pretty pristine, but not perfect. There will be a few blood splatters, small pieces of equipment and debris left out etc. I like the destruction/run-down theme, but so many Mods go for that anymore.

There will be areas in later levels that are in disrepair though, but Im not giving away too much just yet :)

+1 vote   media: New Props/Detail
agent00kevin
agent00kevin Jan 15 2011, 1:06am says:

Honestly, Ive got a lot on my plate right now.

BUT - if you would like, I can revamp some standard HL2 textures for you - I already have quite a few, with some being used in one of my Mods. I've been iffy about uploading them because they are Valve's work originally, and Im not sure if its legal to upload the VTfs. I just add several color schemes to their originals.

Thats about all the help I can offer - though if I wasnt involved in two Mods of my own Id apply for mapping :) I like the idea and theme of this mod and I want to see it succeed!

+2 votes   article: 1-14-11
agent00kevin
agent00kevin Jan 9 2011, 5:12pm replied:

Why thank you - they're 100% made from scratch by me :) That means a LOT coming from you sir; Ive seen your work and its beautiful!

+1 vote   media: Some Decals, and SHINY SURFACES! Woohoo!
agent00kevin
agent00kevin Jan 9 2011, 9:31am says:

Why thanks! I miss FC2, but I checked in on the forums and I see they are still having the same troubles they had last year :( The game itself was really fun to play with a pretty good community, but the support Ubi gave it was horrible.

Anyway, theres around 80-100 more maps out there published under the various profiles thats these are under. I dont have them anymore, but searching by publisher should yield tons more maps of the same quality.

+1 vote   download: UNS Map Pack
agent00kevin
agent00kevin Jan 8 2011, 10:31am replied:

Ah, I see. Im surprised it never made it to the Ubi.com forums - or Moddb. It seems many FC2 players, mappers and Modders ignore this site, though IMHO, its one of the best choices to put your work out there.

+1 vote   download: New stuff
agent00kevin
agent00kevin Jan 6 2011, 4:10pm says:

It was Finos Editor Mod by LTD_Havock or possibly the Fortunes Pack Items by razorfinnish. I havent downloaded this one as I dont play FC2 anymore but Im guessing its the Finos Editor Mod since it doesnt specify Fortunes Pack items in the description.

I used to run 3 24/7 servers on FC2 (UNS Servers) and I used the Finos Mod. Very nice, tons of extra items to use, however, you'll need two copies of the game installed because online wont work the the modded version. Simply map in one copy, then play on the other.

+1 vote   download: New stuff
agent00kevin
agent00kevin Dec 30 2010, 12:43am says:

All of the textures in this screen have been revamped, except for the floor. I decided they were too bland with the redesigned doors :)

+1 vote   media: New Textures
agent00kevin
agent00kevin Dec 30 2010, 12:37am says:

Well, theres still a LOT of work to do. These screens are still all about the textures - I like to test them in constructed areas before I go too far.

(Also, I honestly dont know if thats sarcasm or not. It seems Moddb oozes with it at times.)

Fear not, this mod isnt all about corridors. There will be much cooler things to see in the future. But, without corridors, how would you get there?

+1 vote   media: updated textures
agent00kevin
agent00kevin Nov 11 2010, 9:02am replied:

Yep, its actually against the rules and can get your mod banned. We arent allowed to take models from other commercial games and use them in Mods that arent for that particular game. Also, Im sure there can be legal repurcussions for doing such things.

That said, it looks very nice!

+2 votes   media: Screenshot
agent00kevin
agent00kevin Nov 11 2010, 8:57am says:

And a street war it shall be! This is going to be one of the more intense maps of the mod.

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Nov 7 2010, 11:57pm says:

Thats what "Small amount of progress" instead of "Im done with this map" means in the title...

+1 vote   media: Small amount of progress
agent00kevin
agent00kevin Sep 28 2010, 8:25pm says:

Reminds me of Hive 8 from Duke Nukem Zero Hour, and Skedar: Attack Ship from perfect Dark all balled up into one :)

+2 votes   media: Prison
agent00kevin
agent00kevin Sep 7 2010, 11:32pm says:

Yes, Ive changed the floor textures recently. Im working on putting together an update for this week as I havent had one lately :)

+2 votes   media: HDR screens
agent00kevin
agent00kevin Sep 7 2010, 11:31pm says:

Lol yes, Ive fixed them :)

Ive also changed some of the textures, but I may put them back. The yellow and the worn metal floors are still in place but I made the metal walls concrete. Im still deciding which looks better, Im partial to the metal walls as they match the worn look on everything else.

+1 vote   media: HDR screens
agent00kevin
agent00kevin Aug 31 2010, 3:59pm says:

Hmmm thats a good idea. I havent been able to figure out what to do with the walls yet but that may just be the touch I need. Too many pipes and posters gets repetetive, but Ill definitely redo an area in I-beams and see how it looks. Thank you!

+1 vote   media: HDR screens
agent00kevin
agent00kevin Aug 27 2010, 12:56am says:

I agree with you on that one. This mod is a long way from done, so its not out of the question. Right now I need something as placeholders at very least to do the layout and AI scripting. Also, this ne will be a little rounder when its done. (but not much for now)

+1 vote   media: Updated Models - almost finished
agent00kevin
agent00kevin Aug 13 2010, 1:10am says:

Lol oops his node was facing the wrong way...

+1 vote   article: 8-12-2010 Big Update
agent00kevin
agent00kevin Aug 12 2010, 12:00am says:

Ive changed the wall textures and the textures on the dorrway walls have been changed up too. I saw that it was too monotone and decided to change it up a bit. Ive also changed it to larger pipes along the angle. Thanks for commenting on the machine and lending an experienced eye on the textures :). I did go with a metal for the walls but distinctly different and I went woth a concrete around the doorways.

+1 vote   media: 8-10-2010 Early Level Design
agent00kevin
agent00kevin Aug 10 2010, 10:17pm says:

Very nice screens so far, keep it up!

+1 vote   mod: Bloodlines Resurgence
agent00kevin
agent00kevin Aug 3 2010, 5:27pm says:

Ok Ive reworked the textures so it looks very different now

+1 vote   media: 7-28-2010 Update
agent00kevin
agent00kevin Jul 8 2010, 12:25am says:

If you dont want super cool customs its easy to make your own blend textures. Thats all I do for now and it works great, yo dont even have to make a thumbnail for it :)

Example:

"World Vertex Transition"
{
"$Base Texture" "nature/dirtfloor009c"
"$Base Texture2" "concrete/concretefloor037a"

}

Just fill in any textures you find in the quotes and off you go with your own custom blends. You can do some neat stuff with the right blends and displacemant painting :)

+1 vote   media: Job Ad
agent00kevin
agent00kevin Jul 6 2010, 11:39pm says:

Correction: The sniper has been romoved and replaced by a normal Combine armed aith th AR2

+1 vote   media: More Early Screens
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