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 246)
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)
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 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 9 2012, 1:25am replied:

Thanks! Everything except the chair covers is new :)

+1 vote     media: Cendark WIPs (May)
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 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 Apr 10 2012, 3:34pm replied:

Thanks! I made them using a grid in photoshop so that they'd line up with my vertices correctly. Really happy with how they turned out.

+2 votes     media: Easter Weekend Media - 5 Screenshots from Archie!
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 Jan 13 2012, 2:04pm replied:

me too!

+4 votes     mod: The Core
Archie_SnC
Archie_SnC Jan 13 2012, 2:03pm replied:

doubtful

+5 votes     member: Archie_SnC
Archie_SnC
Archie_SnC Jan 1 2012, 1:10pm replied:

They're not brick. It's panelling. I've never seen bricks that look like that!
The location is based on this real-world location where I used to work:
Hunter.weebitmagic.com

+1 vote     media: Central Admin Building - Final
Archie_SnC
Archie_SnC Dec 10 2011, 6:15pm replied:

Stone slabs

+1 vote     media: Cendark Teaser
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
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