A level designer of 10 years, first with maps for the Goldsource engine before moving to Source in 2007. Decent texture artist and voice actor, too. Co-founder of Scotch and Coffee Studios. I'm Archie, I'm Scottish, I'm 22 and I'm probably drunk.

Comment History  (0 - 30 of 299)
Archie_SnC
Archie_SnC Mar 5 2015, 11:45am replied:

I don't know what I like more - your avatar or the Hitchhiker's reference in your username!

+2 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:34am replied:

What do you 'plan' to do with our answer?

+2 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:33am replied:

And reveal our bleary-eyed 4am-mapping-binge entity names? Ha, an interesting thought. :)

+3 votes   article: The Core Q&A 3
Archie_SnC
Archie_SnC Mar 5 2015, 10:32am replied:

You've got about a week to ask! Sorry, I should have set a definite date.
You can ask multiple questions, but we might not answer all of them depending on time :)

+3 votes   article: The Core Q&A 3
Archie_SnC
Archie_SnC Mar 5 2015, 10:31am replied:

Asking twice doesn't increase your chances of winning the shirt ;)

+3 votes   article: The Core Q&A 3
Archie_SnC
Archie_SnC Mar 5 2015, 10:10am replied:

to be honest with my track record for usernames, I may end up using "YOOOOooooou" for all of those as well!

+3 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:10am replied:

Me and Urby differ on this quite a lot :) How about you?

+2 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:06am replied:

How many would you like to see? :)

+2 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:05am replied:

This was answered in a previous video. I wonder if our answers will have changed now that we've made so much more :)

+2 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:05am replied:

This is a really good talking point, I know Urby and myself have both learned LOADS working on this, so I'm looking forward to hearing his answer.

+2 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:04am replied:

Log in and try again! Guest questions won't be answered. (Sorry!)

+6 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:03am replied:

Fantastic question!

+4 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:03am replied:

I love that you backhanded both of us with this one :D

+5 votes   media: Core Q&A 3 Promo
Archie_SnC
Archie_SnC Mar 5 2015, 10:02am replied:

Yikes, this is a bit open ended! We might end up spending an hour on this one :)

+6 votes   article: The Core Q&A 3
Archie_SnC
Archie_SnC Mar 5 2015, 10:01am replied:

Great question, thanks!

+3 votes   article: The Core Q&A 3
Archie_SnC
Archie_SnC Mar 2 2015, 11:33am replied:

Just tidying up the comments to avoid confusion. There has never been any doubt about releasing the .wads. What we're still discussing is whether to release our original PSDs.

+4 votes   mod: The Core
Archie_SnC
Archie_SnC Mar 1 2015, 4:18pm says:

Just casually walking around with a syringe. Classic Urby.

+4 votes   media: A fresh start... (WIP)
Archie_SnC
Archie_SnC Feb 12 2015, 5:45am replied:

We went for BIG maps ;)

+2 votes   mod: The Core
Archie_SnC
Archie_SnC Feb 9 2015, 8:54am replied:

There are thirty maps. If you spend an average of seven minutes per map (I'd estimate between 5 and 10 is realistic) you're looking at three and a half hours. Speed runners will probably be able to more than half that, and those who like to smell the roses will probably be looking at closer to five hours (10 minutes per map)

+5 votes   mod: The Core
Archie_SnC
Archie_SnC Jan 26 2015, 10:44am replied:

yeah, I hear he's pretty strapped for cash.

+3 votes   mod: The Core
Archie_SnC
Archie_SnC Jan 26 2015, 9:44am replied:

It's 2015, you daft bastard

+2 votes   media: Central Complex Media (Outdated)
Archie_SnC
Archie_SnC Jan 22 2015, 5:02pm replied:

It definitely does not.

+3 votes   mod: The Core
Archie_SnC
Archie_SnC Jan 15 2015, 7:51pm says:

Definitely needs a little more detailing, but this already looks like loads of fun! I'd suggest adding some height variation to your cliffs so they don't have that straight edge on the top and then adding some more details like the grunt in the crate. A great method for giving a map more zest is to give each area a 'story'. Just in the sense that you can look at the area and see exactly what has happened. Maybe some grunts were ambushed whilst they were having a barbecue or maybe a security guard was trying to escape on a quad bike when a headcrab made him swerve and hit a cliff. Little stories that give the map atmosphere will really add context to what is already a great looking map.

Well done!

+2 votes   media: Gina's Adventures
Archie_SnC
Archie_SnC Jan 15 2015, 7:47pm says:

Great to see this still in development, I can't wait to play it! Good luck with the remake :)

+6 votes   mod: Gina's Adventures
Archie_SnC
Archie_SnC Jan 14 2015, 12:19pm replied:

Urby has only flexed once and it was by accident.

+8 votes   mod: The Core
Archie_SnC
Archie_SnC Jan 13 2015, 7:03pm replied:

Black Mesa is a civilian facility, not military.

The real reasoning behind the lighting here, though, is that as a huge fan of theming, colour theory and creating atmosphere, I wanted this whole area to represent the shift in time of day from the previous chapter. The tones are much less harsh, and mirror those used in the skybox. This is a technique I use to various degrees throughout the mod.

+4 votes   media: Progress
Archie_SnC
Archie_SnC Jan 13 2015, 6:57pm replied:

He did indeed! We're both huge fans of his, so it was super exciting to get him involved!

+5 votes   mod: The Core
Archie_SnC
Archie_SnC Jan 13 2015, 9:56am replied:

wisdom.

+3 votes   media: Progress
Archie_SnC
Archie_SnC Jan 12 2015, 9:23pm replied:

"Black Mesa is an equal opportunities employer. Staff will not be discriminated against for gender, race, sexual orientation or lightbulb colour preference."
It's written in the employee contract, dude. My hands are tied.

+7 votes   media: Progress
Archie_SnC
Archie_SnC Jan 12 2015, 3:02pm says:

Whilst work is underway to finesse gameplay, audio and code - all of which are quite difficult to show via screenshots - we're also still diligently tuning areas already shown. Here's some progress on one of my later maps.

+11 votes   media: Progress
Archie_SnC
Archie_SnC Oct 1 2014, 6:56am replied:

Thanks! They're taken from real lens images

+3 votes   media: The Empire Strikes Back
Archie_SnC
Archie_SnC Apr 25 2014, 5:24pm says:

I love Apache arenas! Maybe consider making the water translucent and change the tone of the lighting to match the skybox a bit more. It's a very greeny/yellowy light currently, whereas the sky is quite blue and orange.
Looking forward to seeing more

+3 votes   media: Gina's Adventures
Archie_SnC
Archie_SnC Nov 24 2013, 9:43pm replied:

'horrible and terrible' is urby's middle name.

Urby 'Horrible and Terrible' Urbleston

+12 votes   media: Entering the lair... WIP
Archie_SnC
Archie_SnC Oct 5 2013, 10:44am replied:

Thanks!
This map takes about twelve minutes to compile currently.

+6 votes   media: Hold On Tight (WIP)
Archie_SnC
Archie_SnC Sep 22 2013, 8:30pm replied:

(just for clarity for those who don't know; de_twhl2011 was a previous map of my own. I'm not stealing someone else's design or anything - just recycling my own for a better purpose)

+2 votes   media: Dusk Settles (Early WIP)
Archie_SnC
Archie_SnC Sep 22 2013, 8:29pm replied:

I have no idea what you mean, Joebama! ;D
Media.moddb.com

+2 votes   media: Dusk Settles (Early WIP)
Archie_SnC
Archie_SnC Aug 17 2013, 8:07pm replied:

Consider upgrading to the ad-free version for only $49.95!

+5 votes   media: The Core App
Archie_SnC
Archie_SnC Aug 3 2013, 10:06pm replied:

I can't say what it is, but I can confirm there are no links to Holocausts or museums catering to them.

+3 votes   media: Official Business
Archie_SnC
Archie_SnC Jul 15 2013, 1:14pm replied:

Thanks!

+2 votes   media: Summer Update (WIP)
Archie_SnC
Archie_SnC Jul 13 2013, 8:48am replied:

Could not agree more. There are plenty of little secrets to reward exploration.

+6 votes   media: Summer Update (WIP)
Archie_SnC
Archie_SnC May 7 2013, 4:28am replied:

Because I ran out of blue paint

+15 votes   media: Clockwork Orange (WIP)
Archie_SnC
Archie_SnC Mar 28 2013, 10:35am replied:

Added a metal panel strip running between the lights embedded in the ceiling. Cheers!

+1 vote   media: Bent Metal (WIP)
Archie_SnC
Archie_SnC Jan 25 2013, 1:04am replied:

What are you doing here in 2012??? What am I doing here in 2013?
Yes, this area does not exist anymore.

+3 votes   media: Central Complex Media (Outdated)
Archie_SnC
Archie_SnC Jan 22 2013, 8:46am replied:

The consoles and towers do all have uniquely animating textures - I think it's only from a shot as far away as this that you get that sense of repetitiveness, but I'll work on it some more. Cheers for the comment!

+1 vote   media: Evolution of a Map - The Lab Hub (video)
Archie_SnC
Archie_SnC Jan 13 2013, 10:58pm replied:

Good feedback! I'll add some bits and bobs, thanks

+3 votes   media: Lab Hub - WIP
Archie_SnC
Archie_SnC Jan 4 2013, 9:21am replied:

Thanks for continually leaving positive comments on our media updates, it's great to see the same people coming back again and again because we like to be as involved with the community as possible!

+4 votes   media: WIP - Lab Hub
Archie_SnC
Archie_SnC Oct 19 2012, 1:51pm replied:

Every time I test. I usually build the map up a little bit first to make sure the main structure is going to work at all before recording (so in this case I made the raised office and the main warehouse shape) before removing it all and starting again, this time recording each iteration. Thanks for the comment!

+3 votes   media: Evolution of a Map - The Warehouse
Archie_SnC
Archie_SnC Oct 12 2012, 2:34pm replied:

Thanks so much! We now have a roughly 90% custom texture ratio. Initially we were using loads of HL textures as well, but they just start to look out of place next to our double-res replacements.

+5 votes   media: WIP Exterior & Warehouse
Archie_SnC
Archie_SnC Oct 12 2012, 2:31pm replied:

Probably not. HL's defaults have a certain amount of charm :)

+6 votes   media: WIP Exterior & Warehouse
Archie_SnC
Archie_SnC Aug 20 2012, 11:13am replied:

Yeah, I'm not entirely sold on them. I was thinking about changing them to safety-lights on the handrails. I do want to communicate more of a post-disaster theme than I've had in this map until recently, and the red lights were a big part of that, but I agree that they look fairly odd. It's less obvious when you're at player-height, but I'll definitely be doing further experiments. Thanks for the feedback!

+4 votes   media: The 'these compiles took ages' Update
Archie_SnC
Archie_SnC Aug 10 2012, 8:41am replied:

Completely agree, and as I just said this area has already changed significantly. Keep in mind this screenshot is from the map's first ever compile.

+2 votes   media: August 2012 Media Update - Part 2
Archie_SnC
Archie_SnC Aug 10 2012, 8:39am replied:

Who knows? Perhaps that machine was pushed over pre-disaster because it swallowed Barney's dollar.
Perhaps vortigaunts hate bright green colours.
Perhaps I just like using vending machines as light sources. :3

+3 votes   media: August 2012 Media Update - Part 2
Archie_SnC
Archie_SnC Aug 10 2012, 8:11am replied:

heyyyyy.... :(

+6 votes   article: The Core - August Update
Archie_SnC
Archie_SnC Aug 9 2012, 10:12pm replied:

Ha, I hope you're wrong about nothing to improve! This area has already changed significantly! Don't worry, I tried to maintain the atmosphere!
Thanks for the comment

+2 votes   media: August 2012 Media Update - Part 2
Archie_SnC
Archie_SnC Aug 9 2012, 7:45pm says:

Incidentally, this is the last time you saw this area:
Moddb.com

+3 votes   media: August 2012 Media Update - Part 2
Archie_SnC
Archie_SnC Jun 29 2012, 6:28pm replied:

Indeed. It's only being used for in-game promotional material. High res versions of the famous Black Mesa rotating billboards, etc.

+1 vote   media: It's not the destination...
Archie_SnC
Archie_SnC May 30 2012, 6:56pm says:

I suggest viewing the original image to get a better sense of the scale, by the way. It's a HQ 1920 x 1080 screenshot.

+5 votes   media: Cendark3 - A final look
Archie_SnC
Archie_SnC May 15 2012, 1:27pm says:

Please hurry up and get a job at DiCE and give me access to all the BF3 DLC betas.

You are talent.

+6 votes   media: Low-poly SCAR-L with attachments
Archie_SnC
Archie_SnC May 13 2012, 1:24pm replied:

Bzzzzop.

+3 votes   media: Cendark April WIPs
Archie_SnC
Archie_SnC May 13 2012, 10:04am replied:

Thanks a lot for the comment, and yeah it's a really nice way to show visible progress - I'll be doing it from earlier in the development process of my future maps.

Goldsource is awful, haha! All the time I'm mapping all I can think is "this would be so much easier in Source".

Thanks again for the comment!

+5 votes   media: Cendark 3 Evolution
Archie_SnC
Archie_SnC May 8 2012, 9:38pm replied:

The whole tram ride, while insanely illogical when you actually spend time examining it is always going to be my favourite moment in gaming. That antidote to cutscenes set up the tone, scale and atmosphere of the game so spectacularly. It's been really fun putting a slightly more modern twist on some of these locations.

+5 votes   media: Cendark WIPs (May)
Archie_SnC
Archie_SnC May 8 2012, 9:06pm replied:

Heh, the clue is in the chapter title: Cendark :)

+2 votes   media: Cendark WIPs (May)
Archie_SnC
Archie_SnC Mar 20 2012, 8:32am says:

Best scar I've ever seen, and I've seen many. I cut people.

+2 votes   media: SCAR-L High-resolution mesh
Archie_SnC
Archie_SnC Nov 6 2011, 8:34pm says:

******* exceptional.

+3 votes   media: Zeuss Electroprojection Rifle High-resolution mesh
Archie_SnC
Archie_SnC Oct 19 2011, 9:19am says:

Disgustingly good. Seriously, what the hell man?

+1 vote   media: AK-47 High-resolution mesh
Archie_SnC
Archie_SnC Jun 27 2011, 4:44pm replied:

You've played Half-Life, right?

+2 votes   media: Central Admin Building Media Release 3.6
Archie_SnC
Archie_SnC Jun 20 2011, 4:53pm replied:

the chick on the right looks a bit like that lassie from Girls Aloud, too.

+5 votes   media: Central Admin Building Media Release 3.5
Archie_SnC
Archie_SnC Jun 18 2011, 12:26pm says:

the trigger looks a bit weird, like it's pressed against the guard.

+1 vote   media: High Poly - Luger Pistol
Archie_SnC
Archie_SnC Jun 18 2011, 12:25pm says:

this is astonishing. You rule, dude

+2 votes   media: High Poly - Webley MK IV
Archie_SnC
Archie_SnC Mar 22 2011, 1:37pm replied:

Those pillars aren't supports, they're purely aesthetic.

+2 votes   media: Central Admin Building Media Release 2
Archie_SnC
Archie_SnC Nov 21 2010, 8:52am says:

much, MUCH better than the first time I saw this.

+1 vote   media: 6 months earlier... (Removed)
Archie_SnC
Archie_SnC Nov 4 2010, 2:11pm says:

stunning, son. Seriously.

+1 vote   media: L4D Survival Map - Wetwork
Archie_SnC
Archie_SnC Nov 4 2010, 1:56pm says:

I love this doctor

+3 votes   member: -Livewire-
Archie_SnC
Archie_SnC Oct 18 2010, 2:29pm says:

Old. Heard about Argentum.Inc 2 years ago.

+1 vote   article: About the mod.
Archie_SnC
Archie_SnC Aug 15 2010, 11:11pm says:

Hm. Doesn't look great on the black background. Recommend opening the original in a new window.

+1 vote   media: Dispersion Labs
Archie_SnC
Archie_SnC Aug 15 2010, 6:17pm says:

This is my favourite developer team of all time.

After a hard day's work on my expansive dickable vineyards, nothing pleases me more than to sit down and play a game made by Bloodbathâ„¢ Software.

Nothing except peppermint dickables, that is.

+12 votes   group: Bloodbath Softworks
Archie_SnC
Archie_SnC Aug 8 2010, 9:48pm says:

My ex-girlfriend had one of these in her top drawer.

+3 votes   media: A1 floater
Archie_SnC
Archie_SnC Aug 7 2010, 2:02pm says:

This man = legend

+1 vote   member: TheGeneralConcept
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