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  (120 - 150 of 267)
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, 8:50am replied:

Cheers! :)

+1 vote     media: Evolution of a Map - The Lab Hub (video)
Archie_SnC
Archie_SnC Jan 22 2013, 8:50am replied:

Frustration at its limits makes us push the engine as hard as we can to punish it for being so limiting! :P Thanks for the comment

+2 votes     media: Evolution of a Map - The Lab Hub (video)
Archie_SnC
Archie_SnC Jan 22 2013, 8:49am replied:

That's lucky, I love making them! :D

+4 votes     media: Evolution of a Map - The Lab Hub (video)
Archie_SnC
Archie_SnC Jan 22 2013, 8:48am replied:

Thanks so much. Lovely comment! :)

+2 votes     media: Evolution of a Map - The Lab Hub (video)
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 22 2013, 8:46am replied:

Many thanks! :)

+3 votes     media: Evolution of a Map - The Lab Hub (video)
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 19 2013, 9:07pm replied:

He must have lied on his Black Mesa application form. Appropriate reprimanding action will be taken.

+4 votes     mod: The Core
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 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, 2:58pm replied:

It's a shadow :)

+2 votes     media: WIP - Lab Hub
Archie_SnC
Archie_SnC Jan 4 2013, 9:23am replied:

This comment gave me a big silly grin! :D "feels fresh and new but also familiar" is -exactly- what we've been going for in trying to give our own spin on the Black Mesa we all know and love.

+4 votes     media: WIP - Lab Hub
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 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 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 Dec 22 2012, 5:46pm replied:

we're using Vluzacn's compile tools, although they don't really affect the shadows much, they're more involved in the way the light bounces. The nice sharp shadows come from working with a 0.50 texture scale which is equivalent to lowering the lightmap scale in Source. Many thanks for the comment

+7 votes     mod: The Core
Archie_SnC
Archie_SnC Dec 19 2012, 9:14pm replied:

the geek in me feels obliged to let you know that this is in fact equivalent to a Source lightmap scale of 8. :)

+1 vote     media: WIP Exterior & Warehouse
Archie_SnC
Archie_SnC Dec 13 2012, 5:38am replied:

Catch me later, I'll buy you a beer!

+2 votes     mod: The Core
Archie_SnC
Archie_SnC Dec 13 2012, 5:38am replied:

The chance of this dying is 0% thanks to awesome people like yourself supporting us

+2 votes     mod: The Core
Archie_SnC
Archie_SnC Dec 13 2012, 5:37am replied:

We're surprised too, and hugely honoured! :) Thanks so much for the vote!

+2 votes     mod: The Core
Archie_SnC
Archie_SnC Dec 13 2012, 5:35am replied:

Have you played Half-Life? It's exactly like that, but completely different.

In seriousness, though, gameplay footage will be released when we're confident that it's at a level of quality matching or surpassing that of the media we have already posted. I'm sorry that this is an issue for you, but we don't want to prematurely release something. Hit the track mod button to be notified when gameplay videos are released and thanks for taking the time to comment! :)

+5 votes     mod: The Core
Archie_SnC
Archie_SnC Dec 11 2012, 4:21pm replied:

Very nice lighting thanks to your wonderful compile tools!

+3 votes     media: Black Mesa's corridors
Archie_SnC
Archie_SnC Dec 5 2012, 7:42pm replied:

Probably the nicest comment I've ever received about anything. Thankyou so much.

+8 votes     mod: The Core
Archie_SnC
Archie_SnC Dec 1 2012, 12:43pm replied:

Cheers, sir!

+3 votes     mod: The Core
Archie_SnC
Archie_SnC Dec 1 2012, 12:41pm replied:

You have my warmest thanks!

+5 votes     mod: The Core
Archie_SnC
Archie_SnC Nov 17 2012, 6:09pm replied:

This area doesn't even peak over 1000wpoly, actually! Urby is excellent at detailing without stretching the engine.

+3 votes     media: Central Dorms and Leisure Complex WIP
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 21 2012, 5:34am replied:

For some reason my lighting always seems to end up orange and blue when I'm mapping whilst drinking Irn Bru...
Thanks for the comment!

+2 votes     media: WIP Exterior & Warehouse
Archie_SnC
Archie_SnC Oct 21 2012, 5:33am replied:

Excellent detective work! You could also have noted that it's listed on ModDB has a Half-Life mod. ;)
Seriously though, thanks for the comment!

+2 votes     media: WIP Exterior & Warehouse
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