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 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.

+2 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!!!

+4 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 Aug 3 2013, 10:09pm replied:

Comments like this are truly inspiring! Thankyou so much.

+4 votes   media: Official Business
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 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 Mar 29 2013, 5:21pm replied:

You really don't...

+6 votes   media: Day One
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 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
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:

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, 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 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, 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
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 Apr 24 2011, 6:15pm says:

Marvellous. You are credit to team.

+1 vote   media: Easter weekend revamp (day 2)
Archie_SnC
Archie_SnC Dec 29 2010, 10:07am replied:

The Black Mesa legal team would like me to point out that I have never played F.E.A.R. and that I have, in fact, never heard of it.

+1 vote   media: WIP Central Admin Office Complex
Archie_SnC
Archie_SnC Dec 28 2010, 1:18am replied:

Compiles in around 5 minutes, RAD taking the longest because I had to use +sparse

+1 vote   media: WIP Central Offices
Archie_SnC
Archie_SnC Dec 23 2010, 4:36pm says:

Hells yes!

+3 votes   article: Mod released!
Archie_SnC
Archie_SnC Nov 26 2010, 6:04pm says:

Wow, thanks for the unimaginably positive result, folks! I'm really happy to be working on this project with Urby - he has an incredible narrative vision.
I also found it quite funny that you are complimenting the lighting, because it is literally just a placeholder light_environment :3
I might just keep it like this, then!

+1 vote   media: WIP Central Offices
Archie_SnC
Archie_SnC Oct 11 2010, 2:18am says:

Looks great. Only thing that would make it even better would be an Aston Martin parked out the front.

+2 votes   media: Casino In-game [Entrance]
Archie_SnC
Archie_SnC Aug 7 2010, 1:31pm says:

dickables.

+2 votes   member: Urby
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