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  (90 - 120 of 267)
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 Aug 10 2014, 11:50am replied:

never played it

+1 vote   media: Summer Update (WIP)
Archie_SnC
Archie_SnC Jun 11 2014, 6:33pm replied:

You are literally too kind!

+5 votes   media: A thank you to our 1,000 followers!
Archie_SnC
Archie_SnC Dec 13 2013, 2:09am replied:

Haha! I appreciate the sentiment, but keep in mind that we have fifteen years' worth of technology and software advancement to smooth out our rough edges!

+13 votes   article: OFFICIAL TRAILER RELEASE
Archie_SnC
Archie_SnC Sep 14 2013, 9:07am replied:

You most certainly do.

+4 votes   media: Dormitories
Archie_SnC
Archie_SnC Aug 3 2013, 10:08pm replied:

When you see the pre-disaster version I think you may change your opinion. Most of the lights are actually off in this screenie & there's also considerable structural damage and a lot of fire!

+2 votes   media: Official Business
Archie_SnC
Archie_SnC Jun 27 2013, 10:21am replied:

We have many new variants of heads and bodies to add variety, but I see no benefit from adding rank insignias to a private security force. At no point in Half-Life's canon (afaik) is there ever any mention of security personnel having rank beyond "security guard" and "security supervisor". We've already taken it a slight step further by having an elite batch of security guards dressed in black uniforms for particularly high security areas around the central Black Mesa compound.

+2 votes   media: Lead Character Wallpapers
Archie_SnC
Archie_SnC Mar 20 2013, 4:25pm replied:

It's not, but cheers for the benefit of the doubt! :P

Have fixed, thanks for keeping me right, Cro-man!

+2 votes   media: Cendark WIPs
Archie_SnC
Archie_SnC Mar 16 2013, 1:53pm says:

I don't understand the point of this project. This appears to be the exact same map as the original, just with less suited textures. Half-Life: Source already exists. Black Mesa: Source already exists - what is the unique selling point of this 'mod'? The engine update and beautification bases have already been covered.

+7 votes   media: HLS 1.5 Background
Archie_SnC
Archie_SnC Jan 22 2013, 8:48am replied:

The lower area is made up of glass-surrounded labs. The upper area is more computational and office-like. It'd take quite a dramatic restructuring to add glass to the upper area and I don't think it needs it. It'd also add a lot of entities that I can't really afford. Goldsource is very limited.
Thanks for the feedback!

+1 vote   media: Evolution of a Map - The Lab Hub (video)
Archie_SnC
Archie_SnC Jan 4 2013, 9:22am replied:

Ha, yes, I think every bit of media I've released has been after an all-nighter. You know me so well.

+2 votes   media: WIP - Lab Hub
Archie_SnC
Archie_SnC Oct 13 2012, 7:53pm replied:

Yes. Check out previous screenshots!

+2 votes   media: WIP Exterior & Warehouse
Archie_SnC
Archie_SnC Aug 10 2012, 7:02pm replied:

Any specific examples? We flat-paint our textures then use photos to detail them.

+2 votes   article: The Core - August Update
Archie_SnC
Archie_SnC May 13 2012, 1:23pm replied:

Much appreciated, Dragos.

+2 votes   media: Cendark WIPs (May)
Archie_SnC
Archie_SnC Apr 27 2012, 3:34pm replied:

Heeyyyyyy :(

+2 votes   media: Cendark April Update WIPs
Archie_SnC
Archie_SnC Apr 18 2012, 1:10pm says:

Why would you put this online? And on ModDB of all places? You're so odd.

+2 votes   article: A conversation with Archie
Archie_SnC
Archie_SnC Jun 21 2011, 8:31am replied:

Good feedback. Adding it.

+1 vote   media: Central Admin Building Media Release 3.5
Archie_SnC
Archie_SnC Jun 20 2011, 12:16pm replied:

The blood is very fresh, (Spoiler: VERY fresh) so it wouldn't have dried yet - still being very bright red.

What's wrong with the pipe?

And the floor is red. The trim is laminated wood.

+3 votes   media: Central Admin Building Media Release 3
Archie_SnC
Archie_SnC Jun 20 2011, 2:17am replied:

The one on the far right is enjoying it.

+1 vote   media: Mid-Summer Mini Media Release (Outdated)
Archie_SnC
Archie_SnC Jan 29 2011, 9:04pm replied:

Yeah, this is still using Spirit of Half-Life, which is essentially vanilla HL1 with more control over entities.

+2 votes   media: Central Admin Building Media Release 1
Archie_SnC
Archie_SnC Jan 22 2011, 9:23am replied:

You're using the right words, just not in the right place. It is impossible for a texture to be "low-poly" as low-poly means low-polygon and textures are 2D images. And within half-life frames?
It still uses the original Half-Life engine, if that's what you mean, and does require HL1 to play.

The texture has since been replaced. Cheers for commenting!

+1 vote   media: Central Admin Building Media Release 1
Archie_SnC
Archie_SnC Jan 4 2011, 7:31am says:

Urby guesses correctly.

+1 vote   media: WIP Central Admin Office Complex 2
Archie_SnC
Archie_SnC Aug 24 2010, 6:41pm says:

Smashing review, old chap.

I seem to be holding a lot of spaghetti.

+1 vote   article: Reissues Review (TWHL MOTM)
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 Aug 2 2013, 9:31pm replied:

Planning to? ****, like, two years ago?

+3 votes   mod: The Core
Archie_SnC
Archie_SnC Jul 18 2013, 11:24am replied:

Yeah I keep telling him to proof-read before posting. :P

+3 votes   media: Briefing room over the years
Archie_SnC
Archie_SnC Jul 18 2013, 8:03am says:

It's work like this that makes me damn proud to be a part of this mod. Great stuff, urby.

+2 votes   media: Briefing room over the years
Archie_SnC
Archie_SnC Jul 15 2013, 1:14pm replied:

Nah, just a sprite. But a sexy one, I promise!

+2 votes   media: Summer Update (WIP)
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 Jul 10 2013, 8:13pm replied:

Fear not, we have no delusions that a Goldsource mod equates to any form of fame ;D

+2 votes   mod: The Core
Archie_SnC
Archie_SnC Jun 27 2013, 10:22am replied:

Over 9000 volts and over 45,000 particles in After Effects.

+3 votes   media: Lead Character Wallpapers
Archie_SnC
Archie_SnC Jun 27 2013, 10:05am replied:

About three years' worth.

+4 votes   mod: The Core
Archie_SnC
Archie_SnC Jun 2 2013, 8:31pm replied:

Had to google halo marine, but yeah I can see the similarity. I assure you that Halo was not the first game to have the idea of a physical HUD, though :P
Also, these are holographic, not glass /pedantic Archie

+2 votes   media: Lead Character Wallpapers
Archie_SnC
Archie_SnC May 20 2013, 2:40pm replied:

I think we have to share a sauna before we can be called friends in steam

+8 votes   member: Archie_SnC
Archie_SnC
Archie_SnC May 10 2013, 5:19am says:

I think you need to tone down the orange in this area

+5 votes   media: The Lobby
Archie_SnC
Archie_SnC May 8 2013, 3:43pm replied:

Massive amount of orange? I don't see it...

+2 votes   media: Clockwork Orange (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 May 6 2013, 6:40pm replied:

No particles, it's a sprite. I'm also not entirely sure how I could put more work into it or even how you could tell that I need to. It's really impossible to judge properly without seeing it animated.

+4 votes   media: Industry & Insecurity, WIP
Archie_SnC
Archie_SnC May 5 2013, 1:17pm replied:

You're my new favourite ModDBer <3

+2 votes   media: Evolution of a Map - The Lab Hub (video)
Archie_SnC
Archie_SnC Apr 20 2013, 11:20am replied:

When you play it upon release!

+2 votes   media: Central Complex WIP
Archie_SnC
Archie_SnC Apr 11 2013, 9:32am replied:

Sure will be!

+4 votes   mod: The Core
Archie_SnC
Archie_SnC Apr 6 2013, 7:55am replied:

Great guy award goes to masquedios! Thanks a lot, mate!

+3 votes   mod: The Core
Archie_SnC
Archie_SnC Mar 29 2013, 5:21pm replied:

You really don't...

+6 votes   media: Day One
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 Mar 28 2013, 10:34am replied:

It's metal. Rock wouldn't suit this lab environment.

+2 votes   media: Bent Metal (WIP)
Archie_SnC
Archie_SnC Feb 6 2013, 10:21am replied:

After The Core? No. It's a horrible engine to work with these days.

+1 vote   member: Archie_SnC
Archie_SnC
Archie_SnC Feb 2 2013, 7:36am replied:

read "requirements" at the top of the page under the story.

+3 votes   mod: The Core
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.

+2 votes   media: Central Complex Media (Outdated)
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 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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