A level designer of 11 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 23 and I'm probably drunk.

Comment History  (30 - 60 of 311)
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 :)

+7 votes   news: The Core Q&A 3
Archie_SnC
Archie_SnC Mar 5 2015, 10:01am replied:

Great question, thanks!

+3 votes   news: 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+2 votes   media: Central Complex Media (Outdated)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 :)

+8 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.

+8 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 Dec 31 2014, 1:24pm replied:

Steam uses a variety of currencies, plus it accepts Paypal as a payment method, allowing the easy conversion from -any- currency. We will not be testing The Core on any platform except Steam Half-Life, therefore other versions are susceptible to glitches and crashes.

+4 votes   mod: The Core
Archie_SnC
Archie_SnC Dec 29 2014, 2:17pm replied:

Certainly not in a stable state, if at all.
Half-Life is currently cheaper than a loaf of bread. Why not buy it?
Store.steampowered.com

+6 votes   mod: The Core
Archie_SnC
Archie_SnC Oct 1 2014, 7:00am replied:

I find woks inspire most of what I do on a day to day basis

+3 votes   media: The Empire Strikes Back
Archie_SnC
Archie_SnC Oct 1 2014, 6:58am replied:

I will fight to the death to defend purple light in the goldsource engine ;)
This area of the facility is largely without power and has been used as a base of operations for the scientists and security personnell who are combatting the military. Due to the intense cold of night, I think it would be quite reasonable for these desperate people to use oil drum fires for warmth.

+3 votes   media: The Empire Strikes Back
Archie_SnC
Archie_SnC Oct 1 2014, 6:57am replied:

Thanks!
We work almost entirely to a 0.50 texture scale, so probably only around 5% of the textures we use are from Half-Life. We've made the rest, as we decided early on not to use other peoples' wad files. We have well over a thousand completely new textures.

+5 votes   media: The Empire Strikes Back
Archie_SnC
Archie_SnC Oct 1 2014, 6:56am replied:

Thanks! They're taken from real lens images

+4 votes   media: The Empire Strikes Back
Archie_SnC
Archie_SnC Sep 30 2014, 3:07pm replied:

I use my Panasonic GH3

+1 vote   media: The Core Q&A 2
Archie_SnC
Archie_SnC Sep 27 2014, 4:57pm replied:

Trust me, nobody struggles with the reality of how long this has taken more than the devs. o_o
Thanks so much for such an inspiring comment

+6 votes   mod: The Core
Archie_SnC
Archie_SnC Sep 6 2014, 6:17pm replied:

Between 4% and 96%

+5 votes   mod: The Core
Archie_SnC
Archie_SnC Aug 10 2014, 11:50am replied:

never played it

+1 vote   media: Summer Update (WIP)
Archie_SnC
Archie_SnC Jul 19 2014, 10:14am replied:

Definitely not public. We will most likely be using twhl.info and/or planetphillip to get testers and detailed feedback. The mod will not release to the public until it's completely finished by our standards.

+2 votes   mod: The Core
Archie_SnC
Archie_SnC Jul 12 2014, 4:58pm says:

Every so often Urby does something that makes me remember how much he schools me when it comes to mapping. This is one of those times.

It feels so lived in and atmospheric. 10/10, would bang

+4 votes   media: Diversion (WIP)
Archie_SnC
Archie_SnC Jun 17 2014, 5:46am replied:

I'm quite sure I have no idea what you're talking about.
Accursedfarms.com
Please ignore the link.

+6 votes   mod: The Core
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