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  (150 - 180 of 260)
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.

+4 votes     media: WIP Exterior & Warehouse
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, 2:31pm replied:

Probably not. HL's defaults have a certain amount of charm :)

+6 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 Aug 21 2012, 8:38am replied:

compliment ACCEPTED

+4 votes     media: The 'these compiles took ages' Update
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 11 2012, 12:58pm replied:

Oh lawd...

+3 votes     article: The Core - August Update
Archie_SnC
Archie_SnC Aug 11 2012, 12:58pm replied:

No. We have a team of dedicated playtesters - it won't be public.

+2 votes     article: The Core - August Update
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 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 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 Jul 3 2012, 7:23am replied:

Sorry, wasn't intending to be condescending, you just genuinely made me chuckle! :)

+3 votes     mod: The Core
Archie_SnC
Archie_SnC Jul 3 2012, 1:34am replied:

Ha! You've accidentally been very funny there. Give this man's comment some upvotes!

"Vanilla" is a term meaning un-modified or standard, coming from vanilla ice cream being the sort of standard, plain flavour (yet somehow still being the best - go to hell mint choc chip). 'Vanilla Half-Life' means the engine is un-modded.

Spirit of Half-Life, which we use pretty much solely for the "Move With" field it adds to entities can be found with a quick search right here on ModDB.

+3 votes     mod: The Core
Archie_SnC
Archie_SnC Jul 2 2012, 11:01am replied:

Nope. Standard baked RAD with -extra and -bounce 3

+3 votes     media: Cendark3 - A final look
Archie_SnC
Archie_SnC Jul 2 2012, 11:00am replied:

Using Spirit for more versatility with the entities, but the engine itself is vanilla. We never saw the point of using any of the major engine mods, because we might as well just use Source.

+3 votes     mod: The Core
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 Jun 19 2012, 7:11pm replied:

Is it? ****, I would have thought somebody would have informed me.

/Dev

+8 votes     mod: The Core
Archie_SnC
Archie_SnC Jun 1 2012, 5:10am says:

Great comment, 23-down. Appreciate the detailed feedback!

A. Inverse square law. The intensity of light or other linear waves radiating from a point source (energy per unit of area perpendicular to the source) is inversely proportional to the square of the distance from the source; so an object (of the same size) twice as far away, receives only one-quarter the energy (in the same time period). A room that big would need much, much more powerful lights to illuminate it more evenly, and I made the deliberate decision to keep all maps in this Cendark chapter moody and dark, with contrasting points of colour.

B. Right enough, but as you said the player will never actually see this angle in-game. The lights just provide a red highlight in the periphery.

Thanks so much for all the comments, people!

+1 vote     media: Cendark3 - A final look
Archie_SnC
Archie_SnC Jun 1 2012, 5:05am replied:

I can confirm there are already new enemies and weapons.

+2 votes     mod: The Core
Archie_SnC
Archie_SnC May 30 2012, 7:00pm says:

What a waste of your time.

+4 votes     mod: Son of MCPOKER
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.

+4 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 14 2012, 3:32pm replied:

It's nice and easy - just set up the virtual cameras in Hammer and record for a few mins from each angle with each compile. The timing comes down to the edit.
Thanks for the comment!

+2 votes     media: Cendark 3 Evolution
Archie_SnC
Archie_SnC May 13 2012, 1:24pm replied:

Bzzzzop.

+3 votes     media: Cendark April WIPs
Archie_SnC
Archie_SnC May 13 2012, 1:23pm replied:

Much appreciated, Dragos.

+2 votes     media: Cendark WIPs (May)
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)
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