Experienced in a lot of games, at playing games. Now is helping out with a friend's game.

Comment History  (120 - 150 of 546)
Dra6o0n Dec 16 2011, 9:53pm replied:

No, it's not a brand new engine, but the way Bethesda worded out their 'new game engine' is that it wasn't made from scratch.

You can take a old bike and fix it up, and sell it to someone saying It's good as new now.

This is why the game is still very very very buggy, because Bethesda didn't just rewind and re-programmed their engine, they also failed to debug it because Bethesda never EVER debug their stuff properly before selling it.

This is why major conflicting bugs occurs, because their engine has bugs, that attempting to program content of the game on it, causes more bugs. You must have a near perfect game engine, before you start working on the game itself, so bugs that occur, may not be from the game engine themselves.

It's like using a scratched CD to burn your game on it, and hope that it doesn't glitch... And then sell it to people.

+1 vote   article: Creation Kit Coming in January 2012
Dra6o0n May 7 2011, 1:21pm replied:

No I think it helps him scale unscalable places like tiny holes in the walls etc.

+2 votes   media: Hanging on a hook blade
Dra6o0n Mar 16 2011, 12:22am replied:

Cheaper than getting a studio for a high quality motion capture... The cost can rise higher than the thousands...

Also, you don't have to buy more Kinects, just borrow some from a friend since the device was sold a lot in the market.

+1 vote   article: New Overgrowth a122 video devlog
Dra6o0n Mar 15 2011, 3:16am says:

Try this, take TWO not one kinect, and put em on opposite sides of the room, then make it capture depth on both sides...

Now imagine if you can combine 4 of these, with one on each side, and sync them into a program.

With kinect alone, poses, emotes, and stationary moves can be used maybe...

Like sleeping characters, etc.

+3 votes   article: New Overgrowth a122 video devlog
Dra6o0n Jan 4 2011, 3:04pm replied:

The small weapons doesn't override the animations for the character, but it should be a main priority to have each weapon class to override animations to suit it's attack styles.

+1 vote   article: Overgrowth Alpha Video: more weapon implementation
Dra6o0n Jun 19 2010, 2:36am replied:

Have anyone found a way to bypass such limits in the entities? Maybe manage how they appear when players approaches certain entities.

Having it so entities "disappear" when nobody is around it, can balance it a bit, but there will be needs for a "reserved" entity list. And the complexity gets harsher!

+4 votes   media: oc_harvest Apples
Dra6o0n Jun 8 2010, 10:57pm replied:

They should give you a knife or something so you can knife the onos in the struggle, maybe really make it vulnerable while devouring a marine (being stabbed from the inside isn't good whilst your in a battle against marines).

+1 vote   article: Damage Types in NS2
Dra6o0n May 12 2010, 4:31pm replied:

Maybe allow players to use their back booster (if equipped) for some LFOs, so whilst your falling, you can boost toward the board that got knocked a few distance away.

+1 vote   media: Scud Bike In Game
Dra6o0n Mar 15 2010, 12:31am says:

Not even sure how the heck did this get on the updates tracker...

-1 votes   article: Modulated world for Modular Combat!
Dra6o0n Mar 14 2010, 3:39pm replied:

It's on steam, the free one that is.
It's not the new one btw, it's a older trackmania.

+2 votes   game: TrackMania
Dra6o0n Mar 11 2010, 7:05pm says:

When you create the interiors, can you add attics and hidden areas too?
Larger structures usually is more Tenchu styled and has hidden pathways in lots of places for ninjas to sneak into.

For example, proning and crawling under a house is possible with the japanese house.

Not sure how are you gonna implement a climbing system so ninjas can climb on ledges.

Some of these structures have tatami mats or straw mats on the interior floors, and ninjas can use them for many sneaky purposes, and some of them might have a hole or tunnel to hide in.

Also, Tatami mats can block shurikens and arrows.

+2 votes   media: General Hanako Castle Shots
Dra6o0n Mar 11 2010, 6:58pm says:

All you need is to have the character use the correct posture with the correct weapon and add in more animations, and you got yourself a basic sword combat system.

+1 vote   media: March Gameplay Footage
Dra6o0n Feb 13 2010, 7:43pm replied:

make a gameplay video to see how much force a close up shot can do...
Maybe play zombie blasting by blasting their body as far as possible off of a roof...

-1 votes   media: The Mortewood Plaza - Dual Sawn-off Shotguns!
Dra6o0n Nov 20 2009, 8:25am says:

Err... It looks like it's made in mspaint...

+4 votes   media: Milestone Update #2
Dra6o0n Sep 17 2009, 6:55am says:

Action rpgs have many variants but nowadays, these generations calls for new ideas and better action games than those in the past (diablo now seems like a semi-action game)...

+1 vote   article: Character Stats vs. Player Skill
Dra6o0n Aug 21 2009, 10:30am replied:

LOL... that means Naruto gets tranformation, along with Sasuke... But then no super version for Sakura...
It would be easier to balance if they made a Shippuden Addon, but that would take even more work... Since Sakura is more battle-ready in that version.

+1 vote   article: Friday Update #67
Dra6o0n Aug 21 2009, 10:20am replied:

They HAVE no SOUL... Its a video game...

Also, if they can have a clone army, that means the aliens are in the same position to have a army of aliens.

It's not about sending real civilians to take up the job of a marine, its about sending marines only. Does Natural Selection look like a RPG to you? Does it look like human civilization is at large to you?

They probably have to clone their own guys mainly because 'the human race have evolved' and they separate themselves from the older generations.

+2 votes   article: Infantry Portal Reveal
Dra6o0n Aug 11 2009, 2:55am says:

Note that Bill is holding a MP5? With a Scope?

+2 votes   article: More Left 4 Dead DLC Announced
Dra6o0n Aug 11 2009, 12:49am replied:

Camouflage would work great with ninja characters, especially for those who excels in using lighter armors to avoid producing sounds and assassinate their targets.

+3 votes   article: Armor Types in Overgrowth
Dra6o0n Jul 27 2009, 5:03pm says:

Err not very scary enough and it might be too dramatic and loud...

What these music need is more ambiance so it would sound natural.

You ARE in a zombie apocalypse, so it should be quiet, a bit too quiet...

+1 vote   media: Old School Preview #3
Dra6o0n Jul 25 2009, 12:30am says:

More character related wallpaper in the background can make it look more interesting, especially if you have a army against army kind of thing (archers, warriors, assassins, etc.)

+1 vote   article: Overgrowth wallpapers
Dra6o0n Jun 30 2009, 12:23pm says:

Resident Evil Outbreak had one where you have to set off a bomb to end to level but... A bomb case?

+1 vote   media: Bombcase_Render
Dra6o0n Jun 12 2009, 10:20pm says:

uh... try changing the top part of the brows to be shorter... maybe ask the team that does the hl1 naruto mod for modeling advice?

+1 vote   media: Ichigo Front
Dra6o0n Jun 11 2009, 11:42pm replied:

Wrong, that just makes it even more stupid...

A good mix of ideas, is:

The apc is carrying the survivor back to the safe zone, and all of a sudden a giant slab of concrete is seen flying at the front of the apc. The driver has no choice but to dodge the Concrete, but in doing so they rammed into some vehicles and lost control, and the APC nearly fell off of a half broken bridge (a hole in the middle of the bridge).

The survivors needs to get out quickly, and while doing so, the tank jumps at the APC. The survivors got off the APC in time but the driver weren't as lucky, as the APC toppled over from the tank climbing on it, causing both the tank and driver to die from the fall.

The bridge starts to collapse from the sudden collision of the tank and the APC, and the survivors moved on, unable to take the bridge back to the [city].

> This is where the survivor starts, on the broken bridge, it's road leads to where the main map is.

+1 vote   mod: Allegheny Asylum
Dra6o0n Jun 8 2009, 5:18pm replied:

Millions of gamers exist, but not all of them play L4D... So get the numbers right or it wouldn't and shouldn't count.

So you take x and minus that by the numbers of boycotting...

That's around a few hundred thousand players in total I think...

Also, people who buys games and don't play them often enough shouldn't really count as a gamer... Which probably cuts off like 20-40% of the gamers...

You also forgot that people have a habit of buying games that seems hyped up, bored, and stopped playing them too (in the case of L4D after the content dryed up, i switched to other games to play).

0 votes   group: L4D2 Boycott (NO-L4D2)
Dra6o0n Jun 5 2009, 12:12pm says:

Sooo... They are looking into sneaking the software into the black markets, hoping to make money off of it?

+1 vote   media: Cover
Dra6o0n Jun 5 2009, 2:49am says:

The AI must work a bit like the Monsters in Monster hunters, but set a bit so they are still smart enough to judge your actions (they are still animals).

Velociraptors may retreat if it's alone, but with a group of them they are confident enough to attack.

+2 votes   article: Update
Dra6o0n Jun 2 2009, 11:39pm says:

Yay... More monsters... Hopefully later on they can be adjusted so they aren't psychic and can't gang up on you from everywhere...

+4 votes   article: Modular Combat v1.74 Release!
Dra6o0n Apr 20 2009, 8:26pm says:

what about TA:Spring then?

+1 vote   game: TA3D
Dra6o0n Jan 25 2009, 12:31am replied:

Use this map for zombie mods?

+2 votes   article: Quarantine release!
Dra6o0n Nov 25 2008, 2:20pm says:

Since the nazi zombie mode is already there, the modders can expand on it a whole lot more.

+3 votes   download: Call of Duty: World at War SDK
Dra6o0n Oct 4 2008, 9:55am replied:

how about both?

+3 votes   article: Modular Combat v1.6 is coming
Dra6o0n Oct 4 2008, 12:21am says:

Hmm, If you think about it, the barnacle would be perfect in player Vs monsters, especially when the monsters can't shoot it at an angle (if there are walls on the ceiling). Do barnacle grab you if you touch them? Of course, the TF2 phasing thru players is one thing, but barnacles was scripted to grab anything that comes under it, including props.

+3 votes   article: Modular Combat v1.6 is coming
Dra6o0n Aug 9 2008, 3:24am replied:

It's a tactic against men lol... Leaves them open to stare while she disintegrate them...

+1 vote   media: Anime
Dra6o0n Mar 11 2010, 7:03pm says:

For cedar trees, the taller they are, the more branches would stick out... So make 3-4 variations of the cedar trees, each one representing a size group.

#1 = 20ft tree, normal tree branches and width.
#2 = 40ft tree, some branches sticking out in the middle.
#3 = 60ft tree, very narrow at the top, many many branches in the middle and lower base.
#4 = huge tree, lots of branches, the top covers a wide area.

Basically, with 4 variations of the trees, #2-4 can allow ninjas to jump on the branches sticking out.

+1 vote   media: Hanako Castle & Anokoku Village Alpha Screens
Dra6o0n Mar 10 2010, 11:38pm replied:

Nvm, its easier to create a "Simple" graphical mode instead while in editor to save resources, and then turn the graphic up to preview.

+1 vote   game: Overgrowth
Dra6o0n Mar 10 2010, 7:15pm replied:

Not overwriting, overriding.

+1 vote   game: Overgrowth
Dra6o0n Mar 10 2010, 7:09pm replied:

will the animating be even more simpler if you can modify the xml ingame somehow? Like creating a new animation and pasting it over the old one temporarily, as a mod?

The normal way has you going through text, but if you organize the animation list for the default commands, and allow newbies to use it ingame, it will automatically replace the selected animation when using it...

Would this be called Overloading or Overwriting (Programmer terms)?

Example: I made a new animation, I save it so it is a file, now i want to replace a walking animation with it.
Instead of going through the longer route, there can be a simple route of a drop down box for "default" animations--- For example, the animation for walking/running, and a overload button to overload your animation over it so it forces it to use the new animation while this "mod" is in effect.

For things like creating new commands and attaching animations to it, those would be entirely new things and will end up using the old fashion way of editing it.

+1 vote   game: Overgrowth
Dra6o0n Mar 10 2010, 7:07pm says:

What can be interesting, is a "Fast" mode button where graphical settings is turned down so you can focus on using the editor without the lag and frame rate being killed.

Testing the game will make the settings go back to normal.

0 votes   game: Overgrowth
Dra6o0n Mar 5 2010, 2:28pm replied:

No I meant ALL of those trees being HUGE... There needs to be some more mixture of trees so not all of them are huge, plus they need to add bamboo shoots, they are also tree-like plants.

Those trees overshoots the requirement of 40ft dangit...
It's like 200ft!

+1 vote   media: Hanako Castle & Anokoku Village Alpha Screens
Dra6o0n Mar 5 2010, 1:04am says:

The Humongous trees makes me think its not Japan anymore...


+1 vote   media: Hanako Castle & Anokoku Village Alpha Screens
Dra6o0n Mar 2 2010, 10:32pm says:

Ask modelers from the communities to contribute, it'll speed up the process faster and all you have to do is credit them for their work... They'd fit in as a third party contribution rather than a group member...

+1 vote   mod: STALKER: The Road to Pripyat
Dra6o0n Mar 2 2010, 10:29pm says:

It doesn't have to be a RTS style, it can take a bit of the top down shooter style if you want a large scale multiplayer shooter...

So its STALKER from top down with fog of war? You use keyboard to move, and mouse to aim, and sniper rifle allows you to aim better... LOL This might just work!

Makes me wonder if a side scroller can work if its dark and uses flash lights...

+1 vote   mod: STALKER: The Road to Pripyat
Dra6o0n Mar 2 2010, 3:55am says:

I'd like the new textures to be used in CoP because I'm getting a bit tired of the blurry medium-high leveled textures and such on my settings... I'd stuck having to use a lower resolution to play with higher textures...

+1 vote   mod: STALKER Complete 2009 (2012)
Dra6o0n Mar 2 2010, 3:50am says:

Porting textures, weather, and basic core system into CoP should be a snap since the engines are practically the same... And probably make the game more optimized too!

For some odd reason, I can only use either Static lighting or Enhanced Dynamic DX10... Using the other ones and restarting Stalker will crash the game... I'm suspecting some kind of problem with dx9 on the windows 7...

+1 vote   mod: STALKER Complete 2009 (2012)
Dra6o0n Feb 28 2010, 5:48pm says:

The zombies needs to be vulnerable to stumbling and getting back up...

Zombies should react differently to different attacks, like blunt heavy force should knock it over and it can get back up.

Piercing attacks aren't effective to stun or knock them down and that includes bullets...

So if they are tough enough, a shotgun could "knock" them off their feet but still alive because you didn't blow their brains out...

+1 vote   media: NMRiH Alpha Build Gameplay Video #2
Dra6o0n Feb 27 2010, 5:31pm says:

What about tiles? In Edo Japan, the roads inside these large places consists of rocks rather than dirt road... And having these rocky areas in alleyways and such as pathway allows for footsteps to be heard better.

+1 vote   media: Hanako Castle Pre-Polish Quick Flythrough
Dra6o0n Feb 27 2010, 5:29pm replied:

Isn't it better for the worker alien to release a smog for it to run away or plan a attack? Smogs are basically smoke screen...

+1 vote   article: Friday Update - Lerk Reveal
Dra6o0n Feb 24 2010, 11:58pm replied:

To explain this post, I meant that there are game breaking functions where your able to leap far distances and cut the work needed if you know how to abuse the controls... In multiplayer, if all they do is summon on you, all you need to do is know how to get around and gather items and free your allies. -_-

+1 vote   article: The Haunted wins Epic's Make Something Unreal Contest
Dra6o0n Feb 24 2010, 11:55pm replied:

If they go professional and made it half RE5 and Intense Action, they could pull it off if they balance the animation and movements, etc.

They basically have to deal with a huge expectation from people, not in the modding community anymore, but with the worldwide community...

+1 vote   article: The Haunted wins Epic's Make Something Unreal Contest
Dra6o0n Feb 24 2010, 11:52pm replied:

Err, is that a joke?
A professional release would include a ton of rework, like not letting the player move around the map 3x as fast using the run jump ability over and over again... A professional release would include better, smoother, fluid animation that actually connects to make the game feel more professional.

To go professional means you must strive over a certain line of expertise in your profession.

+1 vote   article: The Haunted wins Epic's Make Something Unreal Contest
Dra6o0n Feb 24 2010, 11:49pm says:

Well this is surprising for a mod that didn't have a super great animation, but probably pitched in the other elements to balance that out...

Did anyone know that you can repeatingly jump to move around faster than running?

+2 votes   article: The Haunted wins Epic's Make Something Unreal Contest
Dra6o0n Feb 21 2010, 9:45pm says:

The real ambiance would be set up throughout the environment then, because you can't have one track with sounds in a area that might not make sense, like electrical sounds when there's nothing but pipes, glass, and metal in the area...

You'd wanna create many different generic ambiances for different areas, and have them activate at random when a player comes near, to sync with a main ambiance.

+1 vote   article: Friday Update - Build 137 and Sound Montages
Dra6o0n Feb 20 2010, 1:30pm says:

That... Looks like java...

+1 vote   article: Initial Animation and Scripting [HD Video]
Dra6o0n Feb 7 2010, 9:28pm says:

I could be interesting if you could take the shove aspect from l4d, add in huge hordes of zombies that can cut you off from navigating, and then you'd find shoving zombies a bit useful to get away.

+1 vote   media: The Mortewood Plaza - Combat Shotgun
Dra6o0n Feb 1 2010, 3:58pm says:

I think the spark engine doubles as a great fps horror genre too, because it has a lot of potential with lighting and whatnot.

+1 vote   article: Prop Artist Bill and Spark Editor Update (Build 135)
Dra6o0n Jan 31 2010, 1:56pm says:

to make it more simpler, allow the health bar size to be adjusted by the player, since low resolution monitors will have it bad lol...

+1 vote   media: The Mortewood Plaza - Health System
Dra6o0n Jan 24 2010, 9:50pm says:

Maybe I should've pre-ordered NS2 over Overgrowth... Oh well...

+1 vote   article: Spark SDK (Build 133) Released
Dra6o0n Jan 23 2010, 12:48pm says:

I suggest that if you want to take it further, try using IDE's to put it all together and organize it.

+2 votes   game: dead
Dra6o0n Jan 23 2010, 2:24am replied:

For HL2 Coop mods a bit like this, try Obsidian Conflict. Too bad that one isn't updated much, but is still a decent mod if it has enough content to last a few months...

+1 vote   article: Sven Co-op 11th Anniversary Update, Video
Dra6o0n Jan 18 2010, 7:38pm replied:

A swamp would be neat, having tricky muddy swamp waters to slow you down.

Possibly something like quick sand, but in reality quick sand doesn't really exist, you can get out of a "quicksand" pretty fast in real life.

+1 vote   article: Terrain updates
Dra6o0n Jun 9 2012, 10:43am says:

At least you got development going...

+1 vote   article: News and Updates About Various Games
Dra6o0n Jun 10 2010, 6:28pm replied:

Really? Drag and drop, so no "enter properties and change values" at all?

+1 vote   game: Supersoldat
Dra6o0n Mar 27 2010, 2:51am says:

Crysis had some kind of command line when playing with physics, that increased the fps by x3.

I wonder if there's a way to make big physics occur without huge fps loss...

+1 vote   media: Physics Editor Preview For Overgrowth
Dra6o0n Dec 18 2009, 7:59am replied:

I liked the combat system, for it's old school methods of pulling off moves... Until the better action mmorpgs came and took that away.

Now I want something along the lines of C9, but gunz will never be the same.

+3 votes   game: GunZ: The Duel
Dra6o0n Dec 17 2009, 11:09pm replied:

If they made a game that wowed people, then people won't be as likely to pirate it. CD-keys for online play has been more successful than DRMs than you'd think.

If the Online aspect was developed good enough to wow the community, then even less people would bother pirating since it disallows them access to a well made online component with a online community...

For example, If Littlebigplanet went PC and Online for example, it would wow many people, and if LBP has a awesome online feature with cd keys, people would more likely buy it anyways because it's such a great game.

+5 votes   article: Introducing Desura
Dra6o0n Dec 5 2009, 9:56pm says:

Yellow gas... Mustard/Nerve Gas Weapon?

+2 votes   media: Scorpion: escort mission
Dra6o0n Dec 5 2009, 9:50pm replied:

If you wait, more contents will be made available...

People hype over combat arms too much...

Over time, a ton of mmofps will be out, and they will be awesome!
Currently most of em are still in betas or only in S. Korea...

+2 votes   game: Alliance of Valiant Arms
Dra6o0n Nov 27 2009, 11:51pm replied:

I still prefer the narutimate series though for it's fighting style...

+1 vote   article: Milestone Update #3
Dra6o0n Nov 18 2009, 12:37am replied:

Also, they can add a optimization method where things very very far away won't be rendered to save resources, but may ruin some aspect of it when it comes to Depth of Field...

Maybe a illusion of rendering can work, having it so the game quickly renders what the player sees and semi-renders the things around him (or in this case, unrendering parts of it to save resources).

+1 vote   article: Xtreme plant optimization
Dra6o0n Nov 18 2009, 12:35am replied:

6 triangles seems a little when you use 1 piece, but since we're talking about hundreds or thousands of plants, we could guess in this formula:
( [Sets of Triangles] * [Number of sets] ) * [Number of plants]

If a plant has an average of 5~30 different sets to form a plant according to it's size, consider the smallest plant using around 5~7 sets of triangles:

5 * 6 = 30 * 100 or 1000 plants... You'd have around 300 to 3000 Triangles or poly JUST for the small plants...

The best idea is to mix 1 triangle with 2 triangle to create a illusion without them all using 3 or greater triangles each...

That means each plants needs to be customized...

+1 vote   article: Xtreme plant optimization
Dra6o0n Oct 30 2009, 12:58am says:

In overgrowth, I think lore is a bit important so you'd need to tell the story while they are playing it. Otherwise you'd make a separate section that documents the lore in overgrowth, and parts are unlocked as you progress through the game, etc.

+4 votes   article: Open development vs. spoiling the story
Dra6o0n Oct 10 2009, 2:28pm replied:

They said they will be using a orange box sdk since l4d sdk does not have a released source code yet.

+1 vote   article: Rigger wanted - Eye candy offered!
Dra6o0n Sep 22 2009, 10:30pm replied:

Why do people care about being the first to post anyways? It's not like some big shot company's gonna give you a thousand dollars for it...

In Fact... I think it might do more harm than good?

+19 votes   media: The Mortewood Plaza - Harley Progress 1
Dra6o0n Sep 20 2009, 4:10pm replied:

Yesh, it is advertising.... But who cares?

+1 vote   article: Eleminis - Cute and Addictive Game released for iPhone
Dra6o0n Jul 1 2009, 9:17pm replied:

I believe that anyone who owns a source game can get the sdk base and the orange box sdk base i think...

I got 2 accounts on steam, one with HL2EP1 and the other with OB and other games i currently use.

+1 vote   article: Modular Combat: One Year Ago #1
Dra6o0n Jun 12 2009, 10:18pm says:

If you don't want the character models to look odd, try outlining, as it makes the characters and animations look tons of better...

Reason be is that some parts of the body seems dulled or greyed out, or lacking certain details.

+1 vote   media: Ichigo 3/4
Dra6o0n Jun 8 2009, 1:55pm replied:

Valve does not give us that many freebies... The reason games are cheap is because Valve doesn't have to pay for packaging, marketing, etc. for those games...

Valves are still making a big buck for each sales because they are racking in like 50-90% of the profit for each sold...

So no. Valve is not in any financial trouble...

As for saying that valve is spoiling us. That exact same part has no meaning since valve also sells things ridiculously expensive too...

The reason they make games cheaper as a event is that THEY are CONFIDENT they will make a ton of money... So stop using the "spoiling" as a excuse... Idiots...

+2 votes   article: L4D2 Boycott Group emails Valve with their demands
Dra6o0n Jun 5 2009, 1:21am replied:

Why did they gave us a half baked sdk? So then we can only map for L4D and not mod it. That way, we don't take away their customer's attention with the community's work.

They probably might not even release the sdk (completely) till L4D2 comes out as a way of pinning us players and modders down...

-1 votes   article: L4D Community on the rise
Dra6o0n Jun 2 2009, 12:56am says:

Does those purple seaweed kill you too?

+1 vote   media: Updated Levels
Dra6o0n May 26 2009, 12:38am replied:

Then all you need to do is disable that part from functioning? But it might mess up gameplay since alot of the actions seems to be linked to body as a whole...

+1 vote   article: Creating the Overgrowth physics engine
Dra6o0n May 23 2009, 4:04am says:

"Only the -> turret <- only will be able to move the turrets"


+3 votes   media: Turrets
Dra6o0n Apr 24 2009, 12:15am replied:

Try to "really" understand what you are getting into...
I tried mapping myself and I quit after a few days of making "scrap" maps...
I probably wouldn't go far in modding, even if I am very good at coming up with fresh ideas on a variety of things.

I prefer tweaking a game, over total modifications (Though I used to make a few basic UMS starcraft maps, and that's what got me into customization).

+1 vote   mod: Zombies: Source
Dra6o0n Jan 30 2009, 8:35pm says:

This can be interesting if you could even remake the 1st metal gear game by using his young mask in MGS4 as a template for the head.

+2 votes   mod: Metal Gear Crysis
Dra6o0n Sep 29 2008, 6:58pm says:

At least post news of whats going on with the site on moddb...

+1 vote   member: masterfreek64
Dra6o0n Sep 29 2008, 6:57pm says:

What happened to the site? Not likely you would reply and its kind of hard to find news around the internet.

+1 vote   member: Teh_Stalker
Dra6o0n Jul 29 2008, 11:30pm replied:

I didn't mean game difficulty, i meant modding difficulty...

+1 vote   mod: Wolfenstein: Source
Dra6o0n Jul 29 2008, 9:55pm says:

I don't think it is that hard compared to total conversion mods... All you do is change player and character models... But some enemies in Wolf3d may not match the ai like in half life 2.

+1 vote   mod: Wolfenstein: Source
Dra6o0n Jul 29 2008, 6:50pm replied:

You need some sort of wall riding technique with jumping off, but with no friction, Can you even jump?

+1 vote   article: Perfect Stride Continuum: Coming very soon!
Dra6o0n Jul 27 2008, 2:23am replied:

Why not a mutator with infinite ammo on a bouncy weaponry like the bio gun? You'd be shooting slow, bouncing Globs of death all over the place and everyone would focus on dodging them. Imagine Lava/magma that bounces in outer space with no gravity.

+1 vote   mod: Bouncy Rockets Mutator
Dra6o0n Jul 27 2008, 1:57am says:

Lol... I remember seeing another Machinima about the Dennis and a War going on.

+2 votes   media: Rusty Whispers - Dennis
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