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Comment History  (0 - 30 of 643)
CMDKeen Oct 4 2014, 5:13pm says:

It's amazing to see the various parts of random generation intertwine and form a lively whole like this. The way everything blends together feels much better than even in DF :)

Why do crossbows share their skill with bows instead of guns, though? Both crossbows and gunpowder weapons are pretty much point and click in usage and fast to learn, while bows are unique and take years to use effectively. Is there any special reason for this?

+1 vote   article: Religions and cities and currencies
CMDKeen Sep 5 2014, 5:41pm says:

That actually isn't that bad! Especially Sean's voice, considering you had to voice a young female dragon yourself. It's not release worthy, of course, but it's far better placeholder material than you could find elsewhere.

SinKing has a good point that big blocks of text in the tutorial are pretty boring. They are fine in the rest of the game where you can find interesting information on the game world and the plot, but in the tutorial, players want to start playing already instead of having to read several paragraphs. If you can, show and don't tell. If you can't, make the text short. Very short. A couple sentences at most. Also, several short hints are better than one larger block of text.

The new phone is a really interesting addition, but I could see it become annoying after having to deal with it for some time. Including some key shortcuts may be a good idea here.

+1 vote   article: Tutorial Map and other Goodies
CMDKeen Jul 17 2014, 3:03pm replied:

Whoa, didn't expect to get it right! I only thought of player rotation because of that giant "4SALE4 sign turned 90 degrees.

+1 vote   media: Krazy
CMDKeen Jul 17 2014, 3:47am says:

Those are some strange angles in the picture. Let me guess: 6 DOF player rotation and ship rotation?

+2 votes   media: Krazy
CMDKeen May 17 2014, 8:04am replied:

Yeah, it's more convenient to have the video here, but if the problems persist, there may not be much of a choice. Maybe try contacting the staff about it?

+1 vote   media: World Editor Preview
CMDKeen May 16 2014, 2:48pm replied:

Aw, that's a shame. Is there any probglem with Youtube, apart from it not being a ModDB video?

+1 vote   media: World Editor Preview
CMDKeen May 16 2014, 1:24pm says:

I just watched the whole video again. You can't stop me! =p

+1 vote   media: World Editor Preview
CMDKeen May 14 2014, 3:43am replied:

Eh, I'm still not convinced the video compression isn't hiding the details. The realistic normal maps are very subtle, and even in 720p the compression artifacts are noticeable.

+1 vote   article: World Editor Preview Video
CMDKeen May 13 2014, 9:28am replied:

Perhaps it's the combination of the subtlety of the effects in combination with the video compression that makes it so hard to see? I watched it in 720p fullscreen and it definitely helped, though it still seemed somewhat flat and unnatural. Perhaps can only really be seen when playing with the engine...

By the way, what about displacement mapping? (like in except less pronounced) It seems it would help with materials that have lots of height variation, especially at grazing angles, like or

+1 vote   article: World Editor Preview Video
CMDKeen May 12 2014, 3:53am says:

Really great editor, the ability to customize pretty much anything and see how will it look in the game looks really handy. The only thing I'm missing is not seeing a preview of the object you are trying to place.

Does the engine support normal, displacement and specular maps? The city is looking great, but livening it up a bit with these techniques would go a far way to making it look comparable to modern games.

Also, seeing the Shield Liger in the city really changes one's perception of scale. I knew it was big, but not that big!

+2 votes   article: World Editor Preview Video
CMDKeen Apr 25 2014, 5:53pm replied:

Every single time I think I can't possibly become more amazed by an engine, I get proved wrong. Really, this would be hard to believe if I didn't see the proof right before my eyes.

+1 vote   article: Beam me up Scotty!
CMDKeen Apr 25 2014, 10:22am says:

This is beyond amazing. Just yesterday I was wrestling with ribbon trails in NeoAxis and wished there was an easy way to do it, but all the possibilities Dragengine gives are unbelievable. I really can't wait to put my hands on it!

By the way, does the damage readout screen in the Liger actually correspond to how much you shot it up, or is it just a texture?

+1 vote   article: Beam me up Scotty!
CMDKeen Apr 2 2014, 3:20pm replied:

Maybe I am. Hard to tell. xD

+1 vote   article: This update goes under the skin
CMDKeen Apr 1 2014, 2:54pm replied:

That moment when you accidentally push the minus button instead of the other one..

Things are looking great, both the zoids and the new scattering techniques. You are right to call this superior to AAA engines in some ways. It's a miracle you haven't been assimilated into one of the companies making engines, but a very happy miracle for the indie community. :D

+2 votes   article: This update goes under the skin
CMDKeen Mar 29 2014, 9:23am says:

Somewhat misleading. 4000 times almost nothing is still very little and withstanding two pounds of dynamite is still not much significance for an object with so little momentum. Also, it may be the best solid insulator known, but the best insulator is still vacuum, because it entirely stops conduction and convection.

+1 vote   media: Dump Mk3
CMDKeen Mar 29 2014, 9:13am replied:

I highly doubt many people know that Tyrannosaurus was closer in time to the 21st century that to Stegosaurus.

+1 vote   media: Dump Mk4
CMDKeen Feb 7 2014, 10:36am replied:

My goodness, I have seen you do many amazing things, but this one took me completely by surprise again! If there is any game with the right to be called a voxel game, it's Scrumbleship. The amount of detail is simply mindblowing.

What do you expect the performance hit of the shadows to be once you are done? Will there be a way to downgrade shadows for slower computers?

+3 votes   media: Softshadows
CMDKeen Dec 3 2013, 4:16pm replied:

Sounds: I finally noticed the shield sound, it was much easier now that I was actually looking for it. Previously I just considered it to be some weird noise.. It would certainly be helpful in the bullets didn't play a sound every time they are destroyed but just when they hit a shieldless ship. As of now, one can hear random detonations when there are two AI ships battling nearby and some of the bullets they shoot disappears next to the player ship, and it feels somewhat strange.

Sun damage: Well, at least seeing it does damage is certainly an improvement. Are you using the collision system to check for damage currently, by the way? It seems the damage is done as soon as the ship touches the faint corona around the sun. Maybe checking the distance to the nearest sun would work better in this case?

From a gameplay standpoint, luring the enemy ships to come closer to the sun to get themselves destroyed is very fun, although quite hard. Making the damage more gradual and at longer ranged would make it more risky but also more rewarding, especially if some kinds of dropped cargo could withstand the radiation/temperature near the sun.

Bullet speed: Perhaps making the missile quickly slow down to its maximum speed would help? Ideally, the missiles would have inertia just like ships do, but that would make it much harder to write the targetting code. Although there's an example of it done here:

I definitely am enjoying the game, yeah. I keep coming back for the newtonian combat and because of how unforgiving the game can be if you are not careful - often when two AI ships are battling, I get my face full of stray plasma bolts and am out of shields and at half hull integrity in moments. Same when the AI ships spawn right next to my ship. Giving the game more depth would be wonderful!

+2 votes   article: PewPew Alpha 4
CMDKeen Nov 30 2013, 5:12pm replied:

There's a few more remarks I have, too:

- The explosion and bullet hit sounds are quite loud compared to the other noises, as is the chaingun sound. It would also be great to have separate sounds for when shields and the hull are hit, it was an indispensable audio cue in Tyrian and I think it would work just as well in PewPew.

- The sun damage is done fairly weirdly, doing nothing until you almost fly into the sun in which moment you are vapourized in less than a second. The damage should be done more gradually in a much larger area, with more damage done closer to the sun. Ideally, the sun would only raise temperature of the ship and that would do the actual damage.

- The speed of the ship is not added to the speed of the bullets shot, which makes aiming rather unnatural in fast ships as the bullets travel barely faster than the player does. Would be nice to see that fixed.

I have had a great time playing the game so far, so giving back some feeback is the least I can do! ;)

Edit: Huh. I'm sorry, I had to split my comment in two parts as the it was longer than 2000 characters and forgot to post the second part..

+2 votes   article: PewPew Alpha 4
CMDKeen Nov 30 2013, 12:38pm replied:

It would make sense to abandon the graphics as there's only a limited amount you can use until you run out. Still, it would be amazing if you could get your own graphics in a similar style.

- The crashes give just the generic Windows error that the game encountered a problem and needs to close. I'm still running WinXP if that helps.

- Ah, that sounds like a good way to balance high mass. Perhaps in addition to diminishing turning rate and acceleration, high mass could reduce max speed to a degree? The acceleration penalty is nearly enough as it is to provide a proper disadvantage, as it's only really noticeable when you unload everything but the thrusters and shields from your ship.

- That would be great. I noticed the ship can go backwards, but trying to go backwards to slow down does not increase the rate of slowing down at all. Is the rear motion used to slow down the ship already? If so, that's pretty awesome.

- The missile mechanics are much deeper than I have expected, and playing around with heat mechanics affecting the is a lot of fun already. Perhaps a flare dispenser could also be included that would deploy an object with the temperature of several thousand degrees to lure any heatseaking missiles away? Of course, it's "ammunition" would be limited and you could make it so that a missile impact would destroy the flare so that one flare wouldn't save you against a missile swarm. That said, it strikes me as slightly strange that a plasma cannon heats less than a chaingun.

- UI programming can be a real pain, so I understand why you don't want to do now. There's a host of more important features to be implemented sooner anyway.

+2 votes   article: PewPew Alpha 4
CMDKeen Nov 29 2013, 4:01pm says:

I must admit, it was the Tyrian graphics that have drawn me to even try the game. I'm glad they did, as it's a pretty fun game, even if it's still just an early alpha. I really like games with newtonian physics, and you have already managed to make the combat fun too! Do you plan to keep the art direction similar to Tyrian?

Bug reports: Found 4 different things making the game crash: Opening the map, opening the inventory, trying to click any of the thrusters and trying to fly a ship without shields. The map thing is especially annoying, as it keeps me from seeing more than one system.

- The Fang- uh, I mean Banshee, is extremely overpowered if you install cannons in all three weapon slots. Being able to trade missiles for guns or the other way around is a nice gameplay feature, so perhaps the rate of fire of all guns should be slowed slightly if there is more than one gun installed?

- I find the "space friction" to be pretty annoying, as it forces me to hold space all the time just to go where I want. Which is not bad in a game with varied terrain and such, but this is space, after all.. Maybe allow us to toggle "inertial dampening" so that we can float in space if we want to?

- Missiles shouldn't be locking on your own spaceship, even if they are heatseaking. Or well, not right after you launch it - if an enemy flies by you and you are much hotter than it, fine, let the missle change the target, but having it turn around just to kill you when you are there alone is just silly.

- Drag and drop in planet buy screens? Much more intuitive than having to double click, even if it's slower.

+3 votes   article: PewPew Alpha 4
CMDKeen Oct 1 2013, 4:43pm says:

I wonder if this is going to make ramming a viable strategy? It would be amazing to see people actually build and use ramming ships, or boarding ships specifically designed to open a hole into the enemy hull and send some boarders through.

+2 votes   article: New “Crash Test” alpha footage released & Early Access date announced
CMDKeen Sep 22 2013, 4:31pm says:

Wow. Does this mean players will be able to edit meshes ingame?

+2 votes   media: Mesh Builder
CMDKeen Sep 10 2013, 11:49pm says:

My goodness, this looks wonderful. First Scrumbleship gets much improved graphics, and now being able paint directly on our ships? Looks like my favourite space ship developers are on a roll tonight! :D

Does this mean this will eventually be like a Photoshop-like image editor? (well, less advanced but in a similar spirit)

+2 votes   media: Image Painting
CMDKeen Sep 10 2013, 4:47pm says:

That's a wonderful improvement to the graphic side of the game! Definitely makes a huge difference, larger ships should now be a pleasure to look at.

I wonder if a FourCache for even more distant blocks would be worth the effort?

+3 votes   media: EightCache
CMDKeen Aug 26 2013, 2:33pm says:

I just wonder why did they place the ring of the solar panels around the edge of the shroud. Although looking at the copper scaffolding connecting them with the engines, I guess the panels are supposed to work in reverse and radiate out energy instead of absorbing it. For a moment, I thought somebody wanted to capture part of the energy of the massive rocket exhaust, though. Would be fun if it was actually possible, even though it would likely be very, very ineffective.

+1 vote   media: Pubonuqo, the great eye.
CMDKeen Jul 27 2013, 3:23am replied:

Oh god, I'm replaying Unreal right now and you just reminded me that soon I'm about to be running around with a searchlight shooting glowy enemies.

Definitely right about the feeling of this level, too. Doom 3 was mostly dim, but The Darkening level of Unreal was pitch black, like this.

CMDKeen May 8 2013, 11:41am replied:

Especially since it seems to rely on gravity or other force to pull things down. What happens if when an upwards force starts acting on the lab? All the chemicals would get spilled :D

+1 vote   media: Psyrek's Lab
CMDKeen May 1 2013, 6:11am says:

I loved that ship.

Too bad they took the Entrepneur MKIII from the game Flatspace 2, it was the best pirate ship ever - twin turrets and lots of cargo space on a fighter-sized ship, that allowed me to kick some serious *** in the first game.

+1 vote   media: Gladius MKII WIP
CMDKeen Apr 28 2013, 6:29pm replied:

I would love to see players actually design and build irrigation systems themselves. After all, hydroponics can serve as an infinite food source, so it would make sense if they were something requiring a little effor to build and maintain.

Also, a shameless plug here, but I would love to see the whipple hulls added to the game. It would finally allow us to build more practical ships.

+1 vote   media: Plants
CMDKeen Mar 12 2013, 12:28am replied:

I still have to make slope and corner versions of the thick whipple blocks. Then there are the bumps and curves, but I'm not looking forward to creating these..

+1 vote   media: Commander Keen's Whipple Hulls
CMDKeen Feb 27 2013, 12:52pm says:

Quite nice! Does this also mean we will be able to walk inside our ships?

+2 votes   media: Room preview
CMDKeen Feb 25 2013, 4:17am replied:

That sounds good, I was a bit afraid this thing was a single mesh we would have to build around. 35 parts is a lot more than I thought this would have and should give the game a lot more variety. Good point about the similarity to Minecrafts-in-space too :D

+2 votes   media: New Editor Concept
CMDKeen Feb 23 2013, 5:08pm says:

Interesting. Is this one whole mesh, or actually built from several smaller meshes?

+2 votes   media: New Editor Concept
CMDKeen Feb 21 2013, 4:34pm says:

Oh my god that's a gigantic one..

+1 vote   media: Brutal
CMDKeen Jan 22 2013, 8:33am says:

Hmm, deja vu :D

+1 vote   media: Patzlinger's The Beast
CMDKeen Jan 9 2013, 2:39pm replied:

True! That didn't even occur to me. Well, I believe a spacesuit is the best escape pod, but people will likely disagree with me. With its gunsweapons and agility of the best fighters it could be a good luxury pod for wealthy captains. The shuttle and tug ideas are also great!

+2 votes   media: Commander Keen's Kobalos
CMDKeen Jan 7 2013, 6:39pm replied:

When all shielding you from the vacuum of space is a sheet of aluminium, you wish people wrote on at least metre thick blocks :P

Either way, I personally consider the design to be a failure. A single hit practically anywhere can be enough to disable the whole ship, it's going to be tough to fly and especially dock since it must dock sideways and the weak firepower meants it will be just a pest to anything bigger than a corvette. The only advantages it has are being extremely cheap to buy and use.

Now thinking about it, this is the kind of ship that the stereotypical evil empires use - weak, but cheap and easily used in hordes.

+1 vote   media: Commander Keen's Kobalos
CMDKeen Dec 23 2012, 2:39am says:

Interesting looking bug!

+5 votes   media: nVIDIA render bug
CMDKeen Dec 8 2012, 3:05pm replied:

Mount points seem like the ideal solution gameplay wise. Coming from my experience with games that used it, it's easy to grasp and use, still presents a lot of variation (especially if a lot of different components are needed for a weapon to work), limiting their amount can be used to balance the components and add challenge to weapon designs. It even makes sense - modular weapon parts would probably come with a few factory-made attachment points on them.

+2 votes   media: Weapon Concepts
CMDKeen Dec 8 2012, 10:59am says:

Oh my, I love that style! Utilitarian yet has its style, exactly how most real weapons tend to turn out.

+1 vote   media: Weapon Concepts
CMDKeen Dec 1 2012, 7:04pm says:

Space fog? :D

+2 votes   media: Star Systems
CMDKeen Dec 1 2012, 7:04pm replied:

That sounds amazing! Can't wait for the release! :D

+2 votes   media: Game Progress - Advanced Targeting
CMDKeen Nov 30 2012, 5:27pm says:

What kind of advantage do you plan to give this material? Laser reflectivity?

+2 votes   media: Game Progress - Special Metals
CMDKeen Nov 30 2012, 5:27pm says:

Looks useful! I can foresee there will be a lot of information spaceships will need, and different ships will need different kind of info. An ability to customize the HUD for each ship would be very helpful.

+1 vote   media: Game Progress - Advanced Targeting
CMDKeen Nov 28 2012, 2:16pm replied:

That's indeed what I wanted to say. I blame sleep deficits :p

+2 votes   article: StarFire Concept: Star System Generation
CMDKeen Nov 25 2012, 10:21am says:

Clever system, I like it. Modular, wich means it allows tons of variety in the game - exactly what sandboxes like StarFire need.

Would be cool to see binary planet systems in the game.

+2 votes   article: StarFire Concept: Star System Generation
CMDKeen Nov 17 2012, 5:34pm says:

Looks interesting! The diameter is especially funny.

+2 votes   media: Working on Star System Generation
CMDKeen Nov 12 2012, 4:50pm says:

Evolution of the space turtle factory, I see. It looks big - how large it actually is?

+2 votes   media: Astral MKII WIP
CMDKeen Nov 12 2012, 4:48pm replied:

Don't worry about that, to me it had happened so many times I have lost count already ;)

You are a punny one, aren't you. But yes, I am excited. The game has kind of a lego feel in the editor, but the cockpit view definitely fixes that!

+1 vote   media: Simulation is working! ... kind of
CMDKeen Nov 12 2012, 7:55am says:


0 votes   media: Simulation is working! ... kind of
CMDKeen Nov 6 2012, 5:09pm says:

Great to hear. Don't worry, we will all be waiting ;)

+2 votes   article: Reworking the whole thing
CMDKeen Nov 3 2012, 3:18am says:

Digital camo in space? :p

+3 votes   media: Like a baws
CMDKeen Nov 1 2012, 4:12pm says:

Pandora II is a patrol destroyer derived from the original Pandora (image: ). It's a rugged, reliable design developed for long patrol trips, guard missions and hunting down smaller enemy vessels.

+2 votes   media: CKS Pandora II, by Commander Keen
CMDKeen Oct 29 2012, 3:49pm says:

The Medusa is a carrier-borne torpedo bomber (on this image it is loaded with eight NS-1KCh kinetic torpedoes). It's quite heavy for a ship of its size, but still quite fast due to a large array of engines on its back.

+3 votes   media: CKS Medusa, by Commander Keen
CMDKeen Oct 8 2012, 2:50pm replied:

The hornet-striping is actually gold-obsidian, but it was a good guess. I thought the black was basalt before taking a look ;)

The Hornet is a cargo ship, but a very dangerously looking one. I would certainly consider any attacks twice.

+2 votes   media: Allot's Hornet
CMDKeen Oct 6 2012, 1:48pm says:

I really enjoy these tracks, some of the best soundtrack I have ever heard in a game, indie or not.

+2 votes   media: StarFire OST - state of awareness
CMDKeen Sep 30 2012, 3:54pm says:

This looks very promising, I am already tracking the progress for some time. However the genre of block building space sims is starting to get really overused, with Blockade Runner and Scrumbleship being the main players. Have you considered a more novel goal, such as a space based tactics game, or a sim with an emphasis on teamwork?

+3 votes   game: StarFire
CMDKeen Sep 27 2012, 5:43pm says:

I really like the frost effect, it looks great!

+2 votes   article: Prototyping the Frost Tower
CMDKeen Sep 24 2012, 8:17am replied:

If you bought the game, you can go to, go to the forum and click the 'Share ships' button. That will show you the list of all ships uploaded by the community.

+2 votes   media: Pillar class Patrol Corvette
CMDKeen Sep 15 2012, 10:11am says:

ZeroKnight is a cruel god.

+1 vote   media: Heat Damage 2
CMDKeen Sep 14 2012, 10:29am says:

Poor Cobra! What did the frigate do to deserve such a terrible fate?

+1 vote   media: Heat Damage 1
CMDKeen Sep 12 2012, 4:39pm replied:

Especially if built on the same chassis.

+1 vote   media: Ukrainian BMP-55
CMDKeen Sep 9 2012, 2:58pm replied:

Woah, just made the maths and it seems this hauler is extremely well built. It's relatively cheap, light and very, very fast. It also has a lot of point defense and is pretty well armored. The only weakness I could see is the vulnerable main fuel tank.

+2 votes   media: Buffalo MK III Tanker Hauler
CMDKeen Sep 9 2012, 2:48pm replied:

Awesome! Thanks!

+1 vote   media: Buffalo MK III Tanker Hauler
CMDKeen Sep 9 2012, 5:44am says:

I like this one, looks like a formidable military tanker. I'll add it to the statistics if you post it on the forums.

+2 votes   media: Buffalo MK III Tanker Hauler
CMDKeen Aug 25 2012, 5:44pm replied:

I had to save space to afford a large fuel tank and a spacious cockpit so I simply put the wiring into the walls. Worked out great in the end.

+1 vote   media: Goose Yacht Deluxe R1
CMDKeen Aug 20 2012, 6:05pm says:

Well, so much for Minotaur being able to endure more fire than other ships. Back to the drawing board!

+1 vote   media: ScrumbleShip Trailer
CMDKeen Aug 15 2012, 4:18pm replied:

Oh, dammit, can't wait for the bleeding edge :D

It will be fun when our ships start melting at the engines because we forget the cooling.

+3 votes   media: Heat damage
CMDKeen Jul 29 2012, 1:14pm replied:

Are those green lights?

+1 vote   media: ZeroKnight's space station
CMDKeen Jul 18 2012, 5:39am replied:


+4 votes   media: He's screwed
CMDKeen Jul 13 2012, 10:30am replied:

Yes, I noticed, and it means I can finally replace lasers and lead with a much more reliable and simper systems in Project Dracula. Fission reactor will help too.

Though the explosion will probably have much lesser radius in vacuum and a medium plate of lead should be enough to protect yourself against poisoning at any distance.

Now only if there was a way to make the game fullbright or somehow disable the new lighting system. I can't see what I am building!

+1 vote   media: Fission Reactor
CMDKeen Jul 13 2012, 7:13am replied:

There we go, Space Chernobyl!

+2 votes   media: Fission Reactor
CMDKeen Jul 6 2012, 4:38pm says:

Looks great! The background also looks very good, I especially like the floating island.

+3 votes   media: Warship
CMDKeen Jul 3 2012, 10:13am replied:

They should definitely be able to be shot through, otherwise they would be quite pointless for actual defense.

+2 votes   media: Barricades
CMDKeen Jul 2 2012, 10:39am says:

Can you shoot through them?

+2 votes   media: Barricades
CMDKeen May 26 2012, 6:04pm replied:

There is too much awesome concentrated in this post for a proper reply.

I love how you refuse to simplify the game even in the aspects where it's not too important to core gameplay. You should change the subtitle from "The most realistic space sim" to "The Dwarf Fortress of space sims".

+2 votes   media: Factory
CMDKeen May 21 2012, 12:23pm replied:

That wasn't aimed at the reference :D I know it's about the sleeping Gazebo wich ate Eric after he woke it up, but I didn't know it before uncle Google told me.

+2 votes   media: Space Gazebo
CMDKeen May 21 2012, 2:12am replied:

Gazebo. The first thing that came to my mind was Dwarf Fortress and a mentally impaired dwarf (google Syrupleaf if you want to know).

The gauge looks great. If combined with some warning alarm when low on oxygen I can already imagine the despair when you repair your gigantic ship and suddenly realise you are low on air and fuel and a hundred of blocks from the nearest airlock. Then the flashlight flickers out because apparently you are short on energy too.

Wouldn't it be easier to just draw a new crosshair texture than rotating it :D?

+1 vote   media: Space Gazebo
CMDKeen May 13 2012, 1:48pm replied:

Happy mother's day! .. wait, that wasn't right. Let me try again: Happy birthday!

The pipe corners look awesome. I hope there will be something similar for wires as well.

The gauge looks great too. I myself prefer minimalistic interface, but this fits very well with the game's style.

+1 vote   media: Working on it!
CMDKeen Apr 30 2012, 11:51am replied:

Battery banks and fusion engines seem to be the thing to put on spaceships these days.

The stairs are great, though trying to walk up 1 meter high steps could do some trouble. Good thing you can fly in space.

+1 vote   media: Scarab
CMDKeen Apr 30 2012, 12:08am says:

Awesome, I didn't expect to see this anymore! Somehow I can't believe you survived this.

+2 votes   media: Picture Insane Mode in Through 2.0
CMDKeen Apr 28 2012, 7:40am replied:

Oh don't worry, they are in the most armored part of the hull :D

+1 vote   media: Pandora Engine Room
CMDKeen Apr 27 2012, 4:50pm replied:

I told you these are just stand-ins for the 3x3 fusion generators you announced earlier. Though placing four of them on the ship probably wasn't that good idea...

And I would like to thank to the anonymous donator too. Every pence given to Dirkson is well spent.

+1 vote   media: Pandora Engine Room
CMDKeen Apr 22 2012, 5:00pm replied:

Funny thing, I was just thinking about the Kzinti Lesson. I think I will just dub the engines Pandora's Box.

I have to disappoint you though, keeping with the spirit of the ship, most of those are just backups for when someone decides she is too nice not to be blown up.

+1 vote   media: Pandora Rockets
CMDKeen Apr 19 2012, 2:59am replied:

In this shot it looks a lot smaller than it actually is, but it's still nothing when compared to the ram if I can say.

She has a lot of armor and weapons at the front and big maneuvering thrusters at the back - perfect against your railguns. Come get some! :D

+1 vote   media: InsolentKiller
CMDKeen Apr 17 2012, 3:07pm replied:

Pretty sure it's a Daedalus class from Stargate. I like the look of the ship, how big is it?

+2 votes   media: Lulloser's Ship
CMDKeen Mar 23 2012, 5:40pm replied:

ISS style doors, then? Pretty cool.

+1 vote   media: BaubleHopperDoor
CMDKeen Mar 23 2012, 11:51am replied:

Uhh... Aren't the humans actually two blocks tall?

Some way to embed the wires into blocks would be nice, too.

+1 vote   media: BaubleHopperDoor
CMDKeen Mar 22 2012, 2:20pm replied:

Well, it's not your game that displays everything in ASCII. Even though it would be awesome to have DF style failure spirals.

+1 vote   media: BaubleHopper
CMDKeen Mar 22 2012, 11:41am replied:

Urist "CommanderKeen" McSpacemarine lases at the S. S. Baublehopper with his +Ruby Laser+, melting the plastic and melting the tungsten!

S. S. BaubleHopper, asteroid tug, has been struck down.

This sounds really, really awesome. Now I'm looking forward to it more than ever.

+2 votes   media: BaubleHopper
CMDKeen Mar 13 2012, 6:31pm replied:

I started my own project in C++, figured it would not be much worse in performance than C. Powder Toy was just an inspiration.

As for the heat and pressure, I made them spread each frame to all eight adjacent blocks. Stupid decision, now that I think of it.

Thanks for your response, it will help greatly.

+1 vote   media: Richard the Heat Engine
CMDKeen Feb 28 2012, 4:35pm replied:

Wow, the game is way deeper than it initially looks. Maybe I will see it myself if I ever get past the goddamned wolf quest.

The 7-0 ability hotkeys are not very handy with the WASD layout and it is only worse that you have to select the skill before using it through rightclick. I think it would be better to have the hotkeys at VBNM where you can press it by the thumb of the left hand and pressing the key should also use the ability immediately, not just select it.

+2 votes   article: Remnants test version
CMDKeen Feb 26 2012, 4:27pm replied:

Well, I haven't yet gone past level 2, so I can't really say anything about high level stuff..

Wow, you certainly have a lot of plans for the game, but then again, if you have made so much and called it an alpha, I believe you will actually be able to finish all this.

How do you read scrolls? Neither E or T works on them. Of the two times killed the wolves in the "Find mister Stupid in the forest" I couldn't finish it because I could not read the scroll after searching the corpses.

Sorry, not much time left. Will post again tommorow.

+2 votes   article: Remnants test version
CMDKeen Feb 26 2012, 2:50pm replied:

Fullscreen is F4, (still remember it from the days I made things in GM myself) but it is a pain to look at because the resolution stays the same.

I read the readme, wich helped me to know all the controls before the tutorial. Still took me some time to get through the tutorial (4 adventurers had to die before I did it)

The game does remind me of roguelikes, wolves are brutal :)

I will play the game more and think about the controls and post here later, if you don't mind. I don't want to make any hasty decision on them.

I was surprised how polished the game is, most alphas are just barebones but this game is not that far from being finished.

Also, what do you mean by Diablo style controls? I have never played it.

+2 votes   article: Remnants test version
CMDKeen Feb 26 2012, 1:34pm says:

My impressions:

- Nice looking menu, great music
- The lack of resolution and fullscreen is not good
- The tutorial is a bit lacking, should be more descriptive
- Combat is very confusing and frustrating. I can't see how far can I reach, but it seems my enemies have longer reach. It could use way more visual and sound info, like the trails sword swings have in cartoons, etc.
- Controls are rather clunky
- The game seems to be of the challenging variety, wich I like

Most the times I died (wich happened very often) were either due to being confused as to what's happening and due to bad controls.

It's a fun game, though, and if the combat is improved I could see myself having many great times with it.

+2 votes   article: Remnants test version
CMDKeen Feb 18 2012, 4:36am says:

For one I would really like to see Shturmoviks in the game :D

+1 vote   media: New gui background.
CMDKeen Feb 15 2012, 4:41pm says:

Sevenor maps are by far the best ones I have seen on NeoAxis. Great job there.

+3 votes   media: Monnoken Fields
CMDKeen Feb 2 2012, 6:15pm says:

Certainly more recognizable. You are one of the few who actually care about the playerbase it seems, even if there isn't any yet :D

+2 votes   media: Changed how item stats are displayed
CMDKeen Jan 31 2012, 12:37pm says:

Looks awesome. Looking forward for this, I really do. Any estimate when it could be done?

+1 vote   media: First Look
CMDKeen Jan 22 2012, 11:45pm says:

Glad to see Sevenor still alive!

+4 votes   media: Onyxion
CMDKeen Jan 16 2012, 4:33pm says:

I wonder what do the icons mean?

+1 vote   media: New item stats
CMDKeen Jan 8 2012, 7:49am says:

I find it funny your Moon landscape is water-eroded.

+1 vote   media: Lunar Flight Screenshots
CMDKeen Jan 2 2012, 2:21pm says:

You know, there's a reason for the 'engines' category on top of the page.

0 votes   game: Apochalypes Engine
CMDKeen Dec 31 2011, 4:30am replied:

Woah, looks like I have a lot to learn, then. Any advice? :D

+1 vote   media: Richard the Heat Engine
CMDKeen Dec 30 2011, 6:32am replied:

Ha, in the past I tried to make something similar to your Richard, a spaceship combat game based on the Powder Toy. It has complete movement, temperature and force/pressure system, but starts lagging at about 1 million points. That's not enough. I could halve the resolution, but that makes all intricate designs too big to be practical.

+1 vote   media: Richard the Heat Engine
CMDKeen Nov 29 2011, 4:05pm replied:

Well, I don't live in an English speaking country, but I have never seen the flashlight labeled torch yet. Sorry for the grammar nazism.

Do you need to have a flashlight in the inventory to be able to build more of them?

+1 vote   media: The inventory grows...
CMDKeen Nov 28 2011, 10:13am says:

I'm pretty sure that the "Torch" should be named "Flashlight".

By the way, how does the crafting work? Do you need to have an item in the inventory to be able to build more of it?

-1 votes   media: The inventory grows...
CMDKeen Nov 2 2011, 1:31pm replied:

Well, it does not to me when I imagine original Doom textures on it. Played it today and had some baaad experience with those...

+1 vote   media: Cacodemon Mesh Completed
CMDKeen Oct 23 2011, 1:34pm replied:

The plan is to have a single 'realistic sized' galaxy, meaning it will be too big to explore in any reasonable amount of time (like Minecraft worlds).

+12 votes   media: Galaxy
CMDKeen Oct 14 2011, 11:15am replied:

Crickets would be there if the grass was a little taller, but it's very short currently...

Also wonder if sound will travel instanteously or it will take time for it to reach you, ala Operation Flashpoint.

+1 vote   media: Basic Environment Sounds
CMDKeen Oct 6 2011, 2:03am replied:

You learn the insides of the game you like.

+4 votes   poll: How do you pick the game to mod?
CMDKeen Sep 29 2011, 2:35am replied:

If everyone uses it the wrong way, the original meaning will change. It has already happened, it is now used as an antonym to the "indie" label.

+2 votes   poll: Game becomes AAA or truly AAA when
CMDKeen Sep 27 2011, 12:11am replied:

And it increases lift, so the author of this image did it right. A massive plane like this would have lot's of stability coming from the body and tail lift (especially when the tail is doubled).

BTW: Do I see a gunner at the tail?

+1 vote   media: XC-247
CMDKeen Sep 18 2011, 3:27pm says:

I'm surprised no one really noticed this yet, it looks awesome and I'm definitely looking forward for some more progress!

+4 votes   game: Cannon Brawl
CMDKeen Sep 18 2011, 12:06pm replied:

Ribbon trail is just the correct technical term for it, though a standard trail can be assigned multiple chains (allowing to change color/width of different parts of the trail), max chain elements variable (how many polygons are put into the trail) and a bool if it disappears instantly after it's parent is destroyed. There may be more, but I can't really remember any right now.

+1 vote   article: Particle System Improvements
CMDKeen Sep 18 2011, 10:58am replied:

Here is an example from IL-2 Sturmovik:

There are three types of ribbontrails in that picture.

+2 votes   article: Particle System Improvements
CMDKeen Sep 18 2011, 8:34am replied:

Well, I have never considered beams and ribbontrails in general to be particles, even when they are attached to them..

But you hit exactly the blind spot I forgot to write about. Ribbon trails.

+1 vote   article: Particle System Improvements
CMDKeen Sep 18 2011, 2:36am says:

Wow. I have played (and modded) a lot of games, but your particles are certainly the most advanced I have ever seen. I can already see the thousands of combinations in my mind. Great job there.

Your Charizard's animations also look pretty great. Especially at the sloped surface, it looked pretty natural (until he stuck his tail into the ground, that is). I really like how modular you are making it, one could make any FPS, RPG or even a mech game out of it, and with all those systems it will look very natural.

I dare to say you are making an indie counterpart to CryEngine here.

+1 vote   article: Particle System Improvements
CMDKeen Sep 16 2011, 11:33am replied:

Tiberium! :D

+18 votes   media: Suddenly
CMDKeen Sep 3 2011, 4:51pm replied:

Looks just like 1.7 generation with added vines. Somehow I really doubt nice swamps will ever be implemented by Notch.. Shame, I really want to see something similar to what I live in.

+9 votes   media: Swamp Biome.
CMDKeen Aug 21 2011, 6:24pm says:

This is one hell of a great game, shame it didn't get attention..

+3 votes   game: Bandits: Phoenix Rising
CMDKeen Aug 14 2011, 8:44pm replied:

Haha, not anymore!

+1 vote   game: StarTrade
CMDKeen Aug 5 2011, 2:55am replied:

Bit too heavy for that.

+1 vote   article: Survivors of Ragnarök - "Meet the Team" Kabraxis
CMDKeen Jul 29 2011, 4:37am replied:

Same here. It's more than ten years the game came out, and I still play it and still like it as much as when I bought it.

Shame Codemasters had retained the name rights and released two **** games under the Operation Flashpoint name.

+7 votes   game: ARMA: Cold War Assault
CMDKeen Jul 17 2011, 11:14am replied:

Yes, you should, because it does look awesome.

+4 votes   media: Fortress city
CMDKeen Jul 16 2011, 6:37am says:

Awesome xD

+10 votes   media: What the...
CMDKeen Jul 16 2011, 6:33am replied:

Be glad your country at least has tanks. Our goverment has just sold all most of our T-72s, leaving 30 T-72M4CZ (modernised) to be sold in 2020. After that, no tanks. And they did the same with all our Hinds. Russians use the Hinds even now, but our goverment had to sell them.

+1 vote   media: Guess What is the name of it!
CMDKeen Jul 1 2011, 12:50am replied:

My thoughts as well.

-1 votes   media: GDI Tank in trouble
CMDKeen Jun 29 2011, 11:57pm says:

Pompeii are looking pretty awesome.

+1 vote   article: Double D Pompeii and Secrets
CMDKeen Jun 12 2011, 11:14pm replied:

And it's awesome :D

+1 vote   media: Total Annihilation
CMDKeen Jun 7 2011, 10:47pm replied:

Yeah, it's just an opinion. The base looks pretty good, but I really don't like the head. Let's hope it will get better in the end, like with wolves..

+1 vote   media: Pistons
CMDKeen Jun 7 2011, 4:29pm replied:

Honestly, I don't think so...

+1 vote   media: Pistons
CMDKeen Jun 7 2011, 8:59am says:

Hmm... I think the touchups needed will be rather big...

+2 votes   media: MCV (Mobile Construction Vehicle) Real Model
CMDKeen May 27 2011, 3:47pm replied:

Yeah, his voice was my favorite part of MW4 :D

+3 votes   media: MechWarrior: Living Legends 0.5.0 Video
CMDKeen May 22 2011, 2:14pm replied:

Nah, the filipino flag looks like ours, we had it earlier :D

+2 votes   media: The Czech Flag
CMDKeen May 19 2011, 4:38pm replied:

Are you saying the red mech will be even bigger? The blue one is already as high as the screen in your pics!

+1 vote   article: Gunstacker Configured for Action
CMDKeen May 19 2011, 4:33pm says:

For a while I thought it's open beta :(

+1 vote   media: beta testing
CMDKeen May 17 2011, 6:27am says:

Shouldn't the blue biomech be a bit.. smaller?

+1 vote   article: Gunstacker Configured for Action
CMDKeen May 16 2011, 5:41pm says:

Oh my god, looks beautiful!

+2 votes   media: Runeshit Environment
CMDKeen May 16 2011, 1:05pm says:

Looks pretty great!

+1 vote   article: Town population tests
CMDKeen May 10 2011, 5:09pm replied:

Well, I had a look on Sanko. Usually I have whole loads of ideas, but I can't find anything to improve here! Good job!

+1 vote   article: Designing the main menu. Start simple, go hardcore.
CMDKeen May 10 2011, 12:50pm replied:

It is... NOT.

-2 votes   article: New Overgrowth a130 video devlog
CMDKeen May 10 2011, 9:23am says:

Hey, how come I didn't say how great this game looks!? To fix it: Sanko Lineage looks great! :D

Also, glad to finally find someone who takes care with little details like menu. You know, big ideas define the game, but little details make the game great.

+1 vote   article: Designing the main menu. Start simple, go hardcore.
CMDKeen May 6 2011, 10:09am says:

Not similar to Super Crate Box, not at all.

0 votes   game: SuperBoxBoy
CMDKeen Apr 17 2011, 12:53pm says:

Pretty cool theme.

+1 vote   media: Johnny Outlaw Theme
CMDKeen Apr 12 2011, 6:04pm replied:

Yes, though they are both quite old models.

+1 vote   media: Duel
CMDKeen Apr 12 2011, 5:47pm says:

Wow, looks pretty awesome!

+2 votes   media: Main menu background wallpaper
CMDKeen Apr 12 2011, 5:44pm replied:


Got attacked by skeleton cavalry today. Died :(

+6 votes   media: Mojang's Wallpaper
CMDKeen Apr 2 2011, 6:18pm says:

Always great to see nice new features.

+1 vote   media: Elevator (Relative Movement Attachment)
CMDKeen Mar 26 2011, 4:12am replied:

NAxis and Unity aren't made for a single game, in fact they are the only engines I'm comparing Dragen with. I don't like Unity, don't know what's so wrong about it, it's just a feeling, but I don't like it. NAxis is great only in theory, in reality it's just ****. Waiting for Dragen is the best choice in this situation.

+1 vote   article: Drag[en]gine Features Overview
CMDKeen Mar 25 2011, 8:09pm replied:

So, Dragen is shorter time in development, yet more complete than a commercial engine with several people in the team. You don't work as slowly as you think.

If the module selection was fixed, they would be pretty pointless, wouldn't they? It's just that including them in "Dragengine Features" thread makes it look like an official component. Obviously, you don't have much choice on Linux, but that's what it looks like.

+1 vote   article: Drag[en]gine Features Overview
CMDKeen Mar 25 2011, 11:10am says:

Wow, at this point Dragen is much more feature-complete than NAxis (!)

How long is it in development?

Also, I love how you chose OpenGL and Bullet as official modules.

+1 vote   article: Drag[en]gine Features Overview
CMDKeen Mar 22 2011, 9:51am replied:

Exactly. This is probably the only texture pack that looks like original textures, yet it brings something new = I like it. The first texture pack I like!

Makes Minecraft look like toy world.

+2 votes   download: The Pixelized World - Texture Pack By Bloc97
CMDKeen Mar 21 2011, 10:29am replied:

They cut off his head as a trophy! HOW DARE YOU NOTCH!!!

+9 votes   media: Mojang Office-Rennovations
CMDKeen Mar 13 2011, 3:05pm says:

Love this one.

+1 vote   media: Three Paths (Sevenor classes trailer)
CMDKeen Mar 10 2011, 12:11pm replied:

The vehicle is shaped like a box for good reason - minimising hydrodynamic resistance while still having lift. This, in combination with additional mechanisms and water jet propulsion, gives it exceptional speed in water where other IFVs can move barely few kph (if they float at all).

Also, it's very hard to fit thicker armor to IFVs - the compartment for carried soldiers takes huge amounts of space. Fitting sloped or composite armor to it either makes it very bulky, or requires making the passenger space smaller.

Tandem charge RPG7s are capable of knocking out Abramses from sides, where they have depleted uranium armor. Do you really think that just adding sloped composite armor would help much?

+2 votes   media: U.S. Marine Corps EFV
CMDKeen Mar 9 2011, 3:38pm says:

Looks great, downloading now. Looking for StarTrade also, looks interesting. Thanks for sharing them here.

+2 votes   game: Nullpunkt / Point Zero
CMDKeen Mar 9 2011, 3:31pm replied:

So do I. The only game in the last few years with such spirit is Minecraft. The dev has to be a genius, he managed to make a great game AND successfully sell it to mainstream.

+3 votes   game: Battlefield 1942: The Road to Rome
CMDKeen Mar 9 2011, 3:11pm says:

Clicked this article by mistake, but the first sentence already tied my attention and after reading the article, I have to say I love your approach. Kids are feeling like real men when they jump around, spray and pray in MW2, then go to Minecraft and **** their pants when they see a creeper.

Tracking. Good luck with the game!

+3 votes   article: Separating the Men from the Boys
CMDKeen Mar 9 2011, 1:05am says:

Good job, Keens! ;)

+3 votes   article: Miner Wars 2081 - 1,000,000 EURO INVESTMENT
CMDKeen Mar 8 2011, 3:36pm replied:

What? There's absolutely nothing wrong with them!

+2 votes   media: WEBSTER
CMDKeen Feb 25 2011, 1:32pm says:

I didn't read the description at first and so my reaction was like this:

"Let's see what's new here, old enemies, Stingers.. they have nicer smoke now - WTF LASERS!?!"

Great idea to add them.

+1 vote   media: Screenshot
CMDKeen Feb 15 2011, 2:11am says:

The trollface next to it makes it complete.

+1 vote   media: Unknown sign
CMDKeen Feb 4 2011, 8:11am says:

Note: This is really, reeeally old. I have improved a lot in the meantime.

+1 vote   media: Assault Knights maps
CMDKeen Feb 2 2011, 10:24am replied:

Exactly the same here.

+1 vote   media: Uprgrading Hardware
CMDKeen Jan 28 2011, 11:05am replied:

Nerf the nerf gun! It's overpowered!

+15 votes   media: Mojang staff
CMDKeen Jan 27 2011, 5:37pm says:

Was it done by hand? It looks pretty good.

+1 vote   media: Map1
CMDKeen Jan 27 2011, 10:51am says:

That had to be a terrible crash, did any of the inhabitants survive?

+1 vote   media: Sunken ISS
CMDKeen Jan 25 2011, 2:56pm replied:

Nah, it's named like this because it's built on the Allegro platform.

+3 votes   game: Alex the Allegator
CMDKeen Jan 21 2011, 2:07pm says:

Looks great. How was it created?

+1 vote   media: Environment Testing
CMDKeen Jan 6 2011, 3:05pm says:

So MD is starting to get updates again? Interesting...

+1 vote   download: Manic Digger, Manual.
CMDKeen Dec 26 2010, 4:37pm replied:

Considering Outerra is an engine, not a game, they can be totally uninterested ;).

+1 vote   media: Outerra Year 2010 Retrospective
CMDKeen Dec 20 2010, 1:51am replied:

I did it too, even after reading your post. I have even heard him, and still...

+1 vote   media: Scarecraft
CMDKeen Dec 12 2010, 4:07am says:

Pozdravy z Česka, Adame :)

+2 votes   game: CUBE-X
CMDKeen Nov 29 2010, 5:12pm replied:

I just watched Airplane! (called "Fasten your seatbelts, please!" in Czech) today, before I even knew he died. What a coincidence.

+3 votes   article: …and don’t call me Shirley!
CMDKeen Nov 26 2010, 1:17am replied:

Please DON'T do that. It looks great as it is.

+2 votes   game: Liquid Cubed
CMDKeen Nov 24 2010, 4:47pm says:

I love it. It looks like Minecraft in 2D for some sense, and that's a good thing.

+6 votes   media: Dwarf Fortress
CMDKeen Nov 22 2010, 10:11am says:

Nice photos, both humans and Skoros.

By the way, in Czech, the word skoro means almost, so you have got Almostman team here ;)

+1 vote   media: Skoroman Team
CMDKeen Nov 8 2010, 10:06am says:

It's a bug, but consider it a feature. Bridge the gap!

+3 votes   media: The Flat Wall Land
CMDKeen Nov 5 2010, 11:28am replied:

I love how there is no snow :D

0 votes   media: Crazy Biomes
CMDKeen Nov 4 2010, 4:46pm replied:

Yeah, I have seen it two times before the update, but now I see it every few minutes. The most annoying thing on the bug is that even if you "fix" it, it happens again when you reload the chunk.

+1 vote   media: Anoying glitch...
CMDKeen Oct 25 2010, 4:52pm replied:

Yeah. Big and blocky, like everything in Minecraft.

+1 vote   media: Wooden house with lava
CMDKeen Oct 25 2010, 10:55am replied:

That checklist hasn't been updated in weeks.

With creative use of different blocks, signs and pressure plates, you can create almost any furniture you would want.

+1 vote   media: Wooden house with lava
CMDKeen Oct 24 2010, 1:14pm replied:

This time, I'm prepared. Meet my friend, Diamond Pickaxe!

+1 vote   media: Bunker
CMDKeen Oct 21 2010, 3:55pm replied:

same here :P

+2 votes   media: Oh the irony
CMDKeen Oct 18 2010, 4:04pm replied:

I would say it needs to be TNT'd and remade, but whatever (and yes, I'm aware obby can't be destroyed be exploded).

+1 vote   media: Bunker
CMDKeen Oct 5 2010, 12:42pm replied:

Or place a torch here or destroy a block above it. Or just wait. If you leave it intact, the bug will happen again whenever you will unload and load the chunk again.

+2 votes   media: bug?
CMDKeen Sep 10 2010, 12:02pm replied:

I have started about 30 personal projects that aren't finished because I suddenly lost all my motivation. Usually I do several weeks of work in one, and then I leave the project for a year or two, to return to it again.

I still have most of those projects on my HD, just don't have the motivation to continue them.

+2 votes   poll: With your project, are you self motivated from start to finish?
CMDKeen Aug 28 2010, 2:53am says:

See the previous picture for the fate of this tank.

+1 vote   media: CMSF M1A1 Abrams
CMDKeen Aug 25 2010, 2:01pm replied:

me 9!

+1 vote   media: Gattling tank
CMDKeen Aug 25 2010, 1:58pm says:

Titankic? (Titanic + Tank)

+1 vote   media: New pics of underwater prototype
CMDKeen Aug 25 2010, 1:47pm replied:

Modern Warfare 2! D:

+1 vote   media: M104 wolverine
CMDKeen Aug 25 2010, 1:20pm says:

Looks like oversized SCUD.

+1 vote   media: SS-25
CMDKeen Aug 25 2010, 12:51pm replied:

Nope, it's Osprey.

+1 vote   media: Focke-Achgelis FA 223 Drache
CMDKeen Aug 15 2010, 7:57pm says:

Hey, this is not the M1 version, it does not have radar or any missiles.

+1 vote   media: Zsu-23 AA truck
CMDKeen Aug 15 2010, 7:49pm replied:

More like Abrams (chassis) + Shilka (turret) + Bradley (gun)

+2 votes   media: WTF?dur
CMDKeen Aug 10 2010, 9:56am replied:

M2 is nearly 100 years old..

+1 vote   media: M8 ARMORED CAR
CMDKeen Jul 26 2010, 3:57pm says:

What map is this? Great Divide?

+1 vote   media: AK Map pics
CMDKeen Jul 20 2010, 4:10pm says:

Snow! Snow! SNOOOOOOOOOW! Finally something different than just grass and rocks!

+1 vote   media: Snow in the morning light
CMDKeen Jun 26 2010, 5:38pm says:

Great looking airfield. I especially like those hangars.

+1 vote   media: Cab view
CMDKeen Jun 26 2010, 5:37pm replied:

Can't agree more.

+1 vote   media: Hangar
CMDKeen Jun 21 2010, 2:34pm says:

Uglier than it's predecessors, but better.

0 votes   media: BMP3
CMDKeen Jun 21 2010, 2:30pm replied:

Czech R. or Slovakia, I still treat it as Czechoslovakia.

+1 vote   media: TATRAPAN
CMDKeen Jun 21 2010, 2:28pm replied:

It's weight will be more useful than the machinegun.

+1 vote   media: TATRAPAN
CMDKeen Jun 20 2010, 4:36pm replied:

You probably confused it with T-72M4.

+1 vote   media: T72 M1 Moderna
CMDKeen Jun 17 2010, 4:30pm replied:

Three quarters of sequels are way worser than the original. HL2 is a nice FPS and I would like it if it would be in a different universe. But HL1 has better gameplay, and mainly better STORY. The same aplies for many other games as well.

The last one quarter (good sequels) are titles that try to complement the original, not to replace it. Good examples of these are Doom 2 or System Shock 2.

Many modern games (especially sequels) are mostly just about graphics and physics. But these are not what oldschool players need, they need GAMEPLAY and STORY. And that's the reason why we have ModDB :D

+1 vote   poll: My all time favorite game is a sequel
CMDKeen Jun 15 2010, 3:27pm says:

Assault Knights (another NeoAxis game) has added IR vision wich looks exactly the same as this heatvision. Is this a trend or something?

+1 vote   media: Interceptor Shield Thermal Imaging
CMDKeen Jun 13 2010, 4:31pm says:

Finally some updates! Is this an antimissile system?

+1 vote   media: THAAD System
CMDKeen Jun 11 2010, 1:43pm replied:

And that's only an Uziel. Imagine an Atlas standing here.

+2 votes   media: SA Mirage
CMDKeen Jun 6 2010, 3:37pm replied:

Yep, all vehicles (including Mechs) do that.

+1 vote   media: Media Release - Inner Sphere Uziel
CMDKeen May 13 2010, 1:36am replied:

It's a game. We don't need to burn player's eyes just to be realistic.

+8 votes   media: The Iraqi Base (WIP)
CMDKeen May 12 2010, 9:33am replied:

I doubt that vehicle supplier would be problem in today's world.

Also, the T-72 could be considered as a support tank, since it does have the same firepower for lower price and protection.

+1 vote   article: Xenonauts Sitrep #4 - Starting Vehicles
CMDKeen May 11 2010, 11:47am says:

Wonder if the launcher is made of paper...

+2 votes   media: Ordos AA Trooper
CMDKeen May 11 2010, 11:42am replied:

Oh, just noticed the game is from 1979. Great choice, then.

+1 vote   article: Xenonauts Sitrep #4 - Starting Vehicles
CMDKeen May 11 2010, 11:35am says:

This game is looking good, but it's vehicle choice seems somewhat illogical - either the Hunter should be replaced by a Stryker/BTR-90, or better the T-80 should be moved to support tank class and it's "moving bunker" should be held by a Challenger 2 or fully upgraded Abrams tank. T-80 is don't have the best armor protection and it's firepower (but mainly electronical systems) are quite behind western tanks (counting Israel as western country).

+1 vote   article: Xenonauts Sitrep #4 - Starting Vehicles
CMDKeen May 10 2010, 8:43am says:

Yay for Bushwackers!

+1 vote   media: Screen5
CMDKeen May 10 2010, 8:27am says:

Love the MW2-like stream of missiles.

+1 vote   media: Older Shot of Madcat Duel
CMDKeen May 6 2010, 9:46am says:

The only thing to hate on this game is how the demo is limited - instead of stopping the game after a few missions, you can only play for 30 minutes and that's really not enough time to decide if this game is worthy to buy...

+4 votes   game: Alien Dominion: The Acronian Encounter
CMDKeen Apr 10 2010, 3:58pm replied:

Great! The Battleship designation confused me. Looking forward to more boats!

+1 vote   media: Navy
CMDKeen Apr 10 2010, 3:57pm says:

I apologise if my critics felt like insults, I just wanted show you something that could be improved, overall your game looks good and I will probably play it. For now, I am tracking CT.

+1 vote   member: Sanada_Ujio
CMDKeen Apr 7 2010, 4:35pm says:

Hey, its a battleship, it could have more armament than a single twin cannon.

+1 vote   media: Navy
CMDKeen Apr 7 2010, 4:34pm says:

Looks more like a sea ship than a space ship.

+1 vote   media: Oda Class Cruiser - Flagship
CMDKeen Apr 7 2010, 4:33pm says:

The siege artillery looks like a radar, and the Uma will probably shatter after first shot, its too weak.

+1 vote   media: Tanks
CMDKeen Apr 7 2010, 4:31pm says:

They look too angular for planes.

+1 vote   media: Aircraft
CMDKeen Jan 23 2010, 1:25pm says:

Remind me of Dune II intro.

+2 votes   media: level 5 tanks and support
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