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 23 and I'm probably drunk.

Comment History  (120 - 150 of 302)
Archie_SnC
Archie_SnC Aug 8 2013, 9:33pm replied:

No.

+4 votes   mod: The Core
Archie_SnC
Archie_SnC Aug 5 2013, 9:50pm replied:

*worked. Past tense. It was destroyed.

+3 votes   media: Official Business
Archie_SnC
Archie_SnC Aug 4 2013, 11:02am replied:

It's a fair point, and one that I actually never really considered because the building it's based on where I used to work didn't actually have lights. ( Hunter.weebitmagic.com ).
I have however added spotlights on the ceiling although in reality they would have to be like 25,000 Watts to light that area.

+2 votes   media: Official Business
Archie_SnC
Archie_SnC Aug 3 2013, 10:12pm replied:

Many thanks

+2 votes   media: Official Business
Archie_SnC
Archie_SnC Aug 3 2013, 10:09pm replied:

Comments like this are truly inspiring! Thankyou so much.

+4 votes   media: Official Business
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 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, 10:21am 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 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

+9 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 Mar 5 2015, 10:03am replied:

Fantastic question!

+5 votes   media: Core Q&A 3 Promo
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 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, 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 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.

+4 votes   media: The Empire Strikes Back
Archie_SnC
Archie_SnC Mar 6 2014, 3:55pm replied:

Hi MrGnang, cheers for the comment! My day to day work involves a lot of After Effects use, and I have several Optical Flare plugins for it which were easy enough to convert to sprites for The Core. The one from this image, known as the 'Jay Jay' is available here for the very reasonable price of $125: Videocopilot.net

+3 votes   media: "Do your damn job..." [WIP]
Archie_SnC
Archie_SnC Jan 9 2014, 8:56am replied:

This is part of the Central Administration Building and this floor in particular caters to legal administration.

+13 votes   media: Legalities, legalities... [WIP]
Archie_SnC
Archie_SnC Dec 10 2013, 2:56pm replied:

AAAAANNNNNNDDDDDREEEEWWWWWS!!!

+5 votes   media: December 2013 WIP shots.
Archie_SnC
Archie_SnC Aug 17 2013, 8:08pm replied:

Seriously? That would have saved a BUTTLOAD of time

+5 votes   media: The Core App
Archie_SnC
Archie_SnC Jan 22 2013, 4:01pm says:

I have had sex with all your models.

+3 votes   media: Low-poly Steampunk Hammer Grenade
Archie_SnC
Archie_SnC Jan 22 2013, 8:46am replied:

Many thanks! :)

+3 votes   media: Evolution of a Map - The Lab Hub (video)
Archie_SnC
Archie_SnC Jan 13 2013, 11:00pm replied:

Thanks, but everything can be improved (with the possible exception of Alison Brie)

+3 votes   media: Lab Hub - WIP
Archie_SnC
Archie_SnC Jan 4 2013, 9:20am replied:

Thanks so much, I really appreciate the comment! I learned a lot of lighting theory in film school & in my day job. Lighting a scene in a game isn't all that different from lighting a scene for TV. You're still trying to highlight certain things, obscure others and create a mood in the room. It's also a lot of fun to simply whack a big spotlight behind a metal grate and just see what happens!

+6 votes   media: WIP - Lab Hub
Archie_SnC
Archie_SnC Oct 21 2012, 4:10pm replied:

Try either a different browser or check it out on Youtube, my good man!
Youtu.be

+2 votes   article: The Core - October Update
Archie_SnC
Archie_SnC Oct 12 2012, 2:32pm replied:

Many thanks! This area will undergo a lot of changes, though. You can already see the base of a transmitter tower, and you can expect some Black Mesa security jeeps and maybe more of an entrenched military presence.

+2 votes   media: WIP Exterior & Warehouse
Archie_SnC
Archie_SnC Oct 12 2012, 2:28pm replied:

If you can run the latest Steam version of HL using OpenGL or Direct3D then you can play this. However, we're not really restricting ourselves much with regard to wpolies, so framerate drops on very old computers may occur.

+2 votes   media: WIP Exterior & Warehouse
Archie_SnC
Archie_SnC Jul 4 2012, 5:04pm says:

Structurally a lot more realistic. Nice work!

+5 votes   media: Mission Improbable 2 - Underpass comparison
Archie_SnC
Archie_SnC May 13 2012, 1:22pm replied:

Nope, the textures themselves are all scaled to .50, but there's no detail textures. Cheers for the comment, as always!

+2 votes   media: Cendark WIPs (May)
Archie_SnC
Archie_SnC May 13 2012, 10:38am says:

Source is so much nicer to work with - you'll get all your enthusiasm back really quickly if you switch :)
Best of luck.

+3 votes   article: To Source or not to Source, that is the question
Archie_SnC
Archie_SnC May 9 2012, 1:25am replied:

Thanks! Everything except the chair covers is new :)

+1 vote   media: Cendark WIPs (May)
Archie_SnC
Archie_SnC Dec 1 2011, 11:58pm replied:

I like the toolbox idea, but I agree with TheSkunk in terms of the torch at the vent. The broadlight stand is supposed to immediately draw the player's attention to the set of double doors it's illuminating to make the way to go clear after a disorientating elevator shaft section. An illuminated vent would definitely distract from this.

It's clearer in the other screenshot I posted.

+1 vote   media: Cendark Teaser
Archie_SnC
Archie_SnC Nov 29 2011, 7:11pm replied:

you have some massive gravel where you come from

+2 votes   media: Cendark Teaser
Archie_SnC
Archie_SnC Nov 28 2011, 10:41pm replied:

Can you be more specific? What sort of detailing would look good here, d'ya think?

+1 vote   media: Cendark Teaser
Archie_SnC
Archie_SnC Jun 21 2011, 4:42pm replied:

You have no idea how tempted I am by this. Hah!

+3 votes   media: Central Admin Building Media Release 3.5
Archie_SnC
Archie_SnC Mar 19 2011, 5:54am replied:

Truth be told, I -hate- mapping for GS again, haha. Cheers for the comment, though :)

+2 votes   article: Central Admin Building Media Release 2
Archie_SnC
Archie_SnC Mar 16 2011, 9:56am says:

like like like

+1 vote   media: Low Poly - Upgraded Shotgun
Archie_SnC
Archie_SnC Jan 20 2011, 12:13pm replied:

Thanks :>

+1 vote   media: Central Admin Building Media Release 1
Archie_SnC
Archie_SnC Jan 19 2011, 5:44pm replied:

yeah, they're actual vanilla HL models. They'll be replaced with slightly higher-poly, more decently scaled ones at some point.

+1 vote   media: Central Admin Building Media Release 1
Archie_SnC
Archie_SnC Jan 19 2011, 5:04pm replied:

This is Urby's project. I'm just here to pick up his considerable slack. ;)

+2 votes   media: Central Admin Building Media Release 1
Archie_SnC
Archie_SnC Aug 22 2010, 4:31pm says:

Why is "Freeman" in inverted commas?

0 votes   mod: Overturn
Archie_SnC
Archie_SnC Aug 8 2010, 8:27pm replied:

It's not much bigger than the first ever Survival map Last Stand, actually. Uses the same amount of ammo, weapons and combustibles.

+1 vote   article: L4D Wetwork
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