Mapper, general coder/scripter & artist for the idTech 4 engine. Currently developing a single player campaign which you can watch in the mods section as S.T.A.R.1088...

Comment History  (0 - 30 of 117)
CED2011
CED2011 Dec 13 2014, 7:28pm says:

Oh my! That's some awesome work guys! ;)

+4 votes   media: Hivehand
CED2011
CED2011 Dec 12 2014, 8:38pm replied:

No, for what I understand that's a problem in the Doom 3 code and so far I really don't know of a solution. I'm not even sure it has been fixed at all.
Let me also clarify that it's not a problem of my mod or any other mod out there, it's a bug that just 'comes by default in Doom 3

+1 vote   mod: S.T.A.R. 1088
CED2011
CED2011 Dec 7 2014, 5:42pm replied:

The font I'm using is actually the Zero-hour one and it's a pretty known font. Xirod is a different version of this font (some of the symbols are different) and has been created by the same author.
Thanks for the comment, but for the moment I'm not really taking care of the fonts yet as there are bigger things to take care of first.

+1 vote   mod: S.T.A.R. 1088
CED2011
CED2011 Dec 1 2014, 5:04pm says:

You have my vote mate. Have a great one ;)

+2 votes   mod: Blade Yautja
CED2011
CED2011 Dec 1 2014, 2:13pm says:

Voted for this mod, All the best guys!

+4 votes   mod: Operation: Black Mesa
CED2011
CED2011 Dec 1 2014, 2:10pm says:

Looking great so far, hope to see much more from this mod.
Good luck!

+2 votes   article: [Announce] Source port migration and further development
CED2011
CED2011 Nov 14 2014, 8:34pm says:

This looks friggin amazing!! Tracking :)

+2 votes   mod: HESK: Hyugaren
CED2011
CED2011 Oct 27 2014, 1:38pm replied:

Thanks! Still in progress you know...

+2 votes   mod: S.T.A.R. 1088
CED2011
CED2011 Aug 6 2014, 11:16am replied:

Good news, it seems the creator of the Absolute HD mod released a ROE version that includes my features (The 1.5 version for vanilla Doom 3 rocks, have you tried it? It also has my weapon anims and some other stuff by me.) Hopefully now everything is working and packed up for the expansion. The lack of new weapon anims for ROE is pretty self explanatory, I haven't made them. If I recall correctly, someone posted they would work on the ROE animations, hopefully I'm not wrong and that'll some day happen. I did no work whatsoever to the SSG so that may be something from your end, are you using a new md5 mesh for it?

+1 vote   member: CED2011
CED2011
CED2011 Jul 30 2014, 4:30pm replied:

The assets pack was was not meant for ROE, as it handles things a bit differently. It was built and released exclusively for Doom 3, and it's currently no longer being worked on, I'm sorry about that. However I can offer support if you really need it. Given the fact animations are handled the same way, they should work with no problems. But when it comes to internal stuff (Hud, scripts etc) then we're in trouble. The camera to the ground thing may be related to the raw player's bobbing mechanism I added. You can try deleting the function located in the player script file. Weapon selection, then again is because it was not meant for ROE (it has new weapons you know).

+1 vote   member: CED2011
CED2011
CED2011 Jun 10 2014, 1:47pm says:

Nice to see updates! Good to see it's coming along :)

+4 votes   mod: False Dawn
CED2011
CED2011 Jun 10 2014, 10:26am says:

Hey guys check out this amazing album I've found a couple days ago. You won't regret it

Youtube.com

Rock on \m/

+3 votes   group: ModDB Metal appreciation society
CED2011
CED2011 Apr 23 2014, 9:18am replied:

Exactly! Some of the initial influence came from the second title, being it my favourite of the franchise.
Still have to play the third one though...

+1 vote   mod: S.T.A.R. 1088
CED2011
CED2011 Apr 23 2014, 2:09am says:

Who's in for some Quiet Riot \m/
A classic every metalhead should know
Youtube.com

+2 votes   group: ModDB Metal appreciation society
CED2011
CED2011 Apr 22 2014, 3:27pm replied:

Don't worry about it. The soldiers will be reworked, thanks for pointing that out.

+1 vote   media: Soldier
CED2011
CED2011 Apr 22 2014, 2:03am says:

I love it how you used the Doom 3 pentagram in your mod's image, you should take a look at that since Doom and Amnesia kind of don't fit. Just a word of advice... And yeah that pentagram does have a meaning in Doom and it's not your property.

0 votes   mod: Damned
CED2011
CED2011 Apr 20 2014, 8:23pm says:

What's up mate, thanks for your comments on my mod!
I guess I'm not the only one who's expectant for Total Recall, good luck :)

+2 votes   member: douglas_quaid
CED2011
CED2011 Apr 20 2014, 2:37pm replied:

Thanks, it looks even cooler as the blade gets all dirty (you get it) ;)

+2 votes   media: Execution
CED2011
CED2011 Apr 20 2014, 2:35pm replied:

Thanks everyone.
Yes, the camo is a placeholder.
There are currently 6 camouflage patterns that can be assigned at will, Digital being one of them, but in the future it'll most likely reduce to 3.

+1 vote   media: Soldier
CED2011
CED2011 Apr 20 2014, 10:43am replied:

No, actually the one and only influence for this project came from the DS saga, however I'm building this under my own point of view. Thanks for passing by :)

+1 vote   mod: S.T.A.R. 1088
CED2011
CED2011 Apr 11 2014, 11:15am replied:

It's always necessary to find a balance between what can be shown and what can't. In this particular case, progress does not precisely mean mapping progress, which I would say is the most significant. I haven't shown any new map sections yet. There are, but they haven't gone through polishing, and I personally do not like to upload unpolished scenes, at least taking into account what I mean by "polished". It takes time, I will be updating again, so actual map progress won't lack.
However, progress can also extend to other non-mapping fields. The amount of coding done so far is pretty difficult to describe with words. I wouldn't like to write a list of all the single new features, as that would be redundant and simply unnecessary. The weapon models, the animations, the scripts, even the User Interfaces, they all count as progress, but then again remember about the small diference between "internal" and "public".
Leaving this aside, thanks for checking this out, there will be more content being uploaded here on and off.
Thank you :)

+1 vote   article: S.T.A.R. 1088 - The Store Network, The code & The weapons
CED2011
CED2011 Apr 11 2014, 11:04am replied:

It's still being considered, the fact of a standalone release. At the moment, there are several drawbacks to think about directly releasing a standalone game. It is not a NO, but it's nothing I can make promises about.
Currently, this is being built as a Doom 3 child.
Thank you for the comment and your interest, please know this is a topic that's present and that's highly being considered.

+1 vote   article: S.T.A.R. 1088 - The Store Network, The code & The weapons
CED2011
CED2011 Apr 11 2014, 10:53am says:

Hmm, I've seen this mod a few months ago now but never really gave it a try. I recently came upon it once again and downloaded the file.
In my honest opinion, I think this needs a lot of work.
I walked through a quite long empty box map to finally reach a point where two zombies spawned and I couldn't even kill one of them, the map was over.
I also cannot comprehend why you start in a nightmare, wasn't the plot about a pipe worker who was just doing that, working, when the incident happened? Was he left unconscious? I wonder where will it be that you wake up.
All in all, I'd recommend you not to rush it, take your time. I personally do not recommend you to release single unmeaningful maps like this. And make sure that you follow the plot, otherwise it all makes no sense!
I know it's been two years since this alpha release, if you're still working on this mod, I'm expectant to see how it's looking as of now.

+1 vote   mod: The Pipeworker
CED2011
CED2011 Mar 30 2014, 6:28pm says:

This is looking bestial so far mate.
Keep it up! ;)

+2 votes   mod: Blade Yautja
CED2011
CED2011 Mar 28 2014, 6:50pm replied:

Thanks a lot for letting us know.
I was wondering about the status of the site but all I knew about it was the DOS attack that took place. I wasn't even sure the site was going to be up and running anytime soon or any other details regarding data.
Now it's clear, let's hope for the best.
Regards and thank you.

+1 vote   group: ID Tech 4 Modders
CED2011
CED2011 Mar 26 2014, 11:31am says:

Check out this album! There's so much magic there!
Every single song is full of mystical melodies, with Daniel Heiman on the vocals. This album is a must-have for every power/epic/melodic metal fan out there.
Enjoy friends \m/

Youtube.com

+1 vote   group: ModDB Metal appreciation society
CED2011
CED2011 Mar 24 2014, 3:14am replied:

Thank you very much for your kind words!!

+1 vote   mod: S.T.A.R. 1088
CED2011
CED2011 Mar 23 2014, 2:46pm replied:

Life isn't very forgiving. Time's sometimes scarce. I'm doing all I can to handle this on my own, it's a difficult task and hopefully you can appreciate the hard work that's being done here.
Thanks for your comment man :)

+4 votes   article: S.T.A.R. 1088 - The Store Network, The code & The weapons
CED2011
CED2011 Mar 23 2014, 2:43pm replied:

Thanks for the comment! :)

+2 votes   article: S.T.A.R. 1088 - The Store Network, The code & The weapons
CED2011
CED2011 Mar 23 2014, 9:01am replied:

Does this really look like Crysis? Wow :)

+1 vote   media: S.T.A.R 1088 mainmenu - V.2
CED2011
CED2011 Apr 16 2013, 12:31pm replied:

Hmm... I personally think the weapon sounds are loud and powerful enough. In fact, they are recordings of live firearms. The handgun sound comes from a .45 Colt 1911, the shotgun comes from a 12 gauge mossberg shotgun, and finally the smg uses the sound a 5.56 Austrian Steyr Aug
They were processed and refined to adapt them into the game world.
If you do not want to aim, you're not obliged to do so, you can indeed unbind the button from the mainmenu and you're done. :)
However I encourage players to aim because that way they can gain an accuracy bonus and they could save more ammunition instead of spraying over the place.
For running, I'm afraid there's no way round to it.
I do like oldschool games, they're great fun, but sometimes I think sticking to them may be unfitting for the type of project I'm looking for. That is actually because of the game balance I'm after.

+1 vote   article: S.T.A.R. 1088 - Menu UI, (New) Animations & Concept art
CED2011
CED2011 Mar 13 2013, 2:29pm says:

Thanks, I'm still working on this area.
The monitors and lighting may also suffer modifications.

+1 vote   media: 1088 Media Mar013
CED2011
CED2011 Dec 30 2012, 12:08am replied:

Yes, the door is "Dead Space-ish", as I said a thousand times that game was all an inspiration for me and somehow for the project itself. The idea of opening doors with interfaces was actually original, and since I never played a Doom 3 mod with such functionallity, I thought of including it in my own project, I see nothing wrong with it.
The textures are not stollen, don't see a reason why you say that, they are community-made.
Besides I'm glad you're liking the outcome so far.

+2 votes   article: New media + Mainmenu updated
CED2011
CED2011 Dec 3 2012, 10:53am replied:

If I'm correct that picture is not from F.E.A.R, you can tell because the corridor doesn't even look the same. The concept however is fear-ish, (tiles falling from the wall, just like in that corridor from the game where the ghost moved towards you)

+1 vote   media: Q.U.A.D - Wallpaper #1
CED2011
CED2011 Nov 22 2012, 4:18pm says:

Looks fantastic!

+2 votes   media: Black Mesa: Uplink ingame screenshot
Level
Avatar
Avatar
Offline Since
Dec 19, 2014
Country
Argentina Argentina
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.1
Members
5
Games
11
Mods
35
Articles
22
Polls
1
Media
26
Downloads
7
Groups
15