I am a developer for the "Guard Duty" and "Operation: Black Mesa" mod teams. My main focus and skill set lies with Level Design, though I also create world textures and 3D props as well. I have been Source mapping since 2006 and have been creating textures for just as long. My skills with 3D modeling has been gaining ground since May 2011. Level Design, and video games in general, are truly a great passion of mine. I am always striving to learn more and become the best artist I can be, so that one day I can achieve a career doing what I love.

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EvilGoodGuy
EvilGoodGuy @ Guard Duty

You're welcome!

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EvilGoodGuy
EvilGoodGuy @ Guard Duty

Currently the player has no voice and chances are we will keep it that way.
At the moment the crowbar is a weapon you get early on just like in the original, although there is a slight chance we might make the flashlight into a melee weapon as well. But don't count on it as a sure thing ;)

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EvilGoodGuy
EvilGoodGuy @ Guard Duty

We are not worried about that at all. We simply do not want to add different mechanics like that. If people don't want to play, then they are free to not do so.
We are trying to remake a HL game, not a bioshock or system shock game.

Edit: I'd argue that the lack of simple shooters in 2017 is actually one of the reasons I like our project. Everything now adays is skill trees, microtransactions, regenerating health, and wall running.

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EvilGoodGuy
EvilGoodGuy @ Guard Duty

Although personally I LOVE games that have journals to read, etc, we are most likely not going to include those.

And as much as I love games with skill trees, we are definitely not going to include a skill tree of any kind.

It's just not HL at that point anyways; and I see little point in shoving game elements into our game just because they work well in other games.

I'm working on some new gameplay/puzzle mechanics for accessing locked doors, etc, that will be exclusive to Guard Duty (definitely nothing like system shock or any of that though). Which may or may not make it into the final game depending how well they work/feel.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

I often consider it a bit more of a "reimagining" rather than just a remake. We definitely want to keep it faithful to the original but we are also not afraid to take some artistic liberties here and there with our design choices.

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EvilGoodGuy
EvilGoodGuy @ Insecurity

Although I'm glad you guys like my ceiling vent models, planning on porting them without first asking me/us would be a big legal/copyright no-no. If you wish to use any content from our OBM or GD when we release, please make sure to contact us directly.

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EvilGoodGuy
EvilGoodGuy @ Duty Calls

Whatcha mean? Currently it's pretty basic water using the same techniques as hl2 :P

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EvilGoodGuy
EvilGoodGuy @ Captive Freight

I'm not sure I understand your question

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

If it tickles your fancy

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EvilGoodGuy
EvilGoodGuy @ Twisted Insurrection

The fact that I'm just now finding out about this is blowing my mind. I've been a hardcore fan of the Tiberian series since the original tiberian dawn was released.
Downloading now!

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EvilGoodGuy
EvilGoodGuy @ Tiberian Sun Rising

Hey guys. Just wanted to stop by and let you know I'm one of the many silent fans out there that greatly looks forward to your mod and the next progress update. I'm on a long term project as well, so I know how it goes with the long silent periods where everyone questions whether you are dead or not.

One question I have is: I won't be surprised if there is nothing you can do about it because it's most likely a engine issue that you don't have access to fix, but are you guys going to be able to optimize/reduce the desync in multiplayer? My friends and I often turtle up and have long matches and experience a lot of desync disconnects in both the vanilla game and other mods. Which needless to say is just a really frustrating occurrence.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

There will definitely be achievements, but we are most likely gonna keep them secret until launch

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

We have not decided whether we will charge for it or not. Most of us would like to (I know I would). It's good to know a lot of fans are willing to pay for it :) Once we know for sure we will update our websites FAQ as well as post a article about it.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

There's a possibility we might release some sort of demo. I know most of would like to. But we can't make any promises for sure.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

If you come across a skilled animator or character artist, you could send them our way. And when people ask/claim we are dead you could assure them we are not. Other than that there's not a whole lot you can do. Thanks for asking though, Mike :)

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EvilGoodGuy
EvilGoodGuy @ Captive Freight

I'm not sure what you mean. In regards to over all design and scripts and such, this area is essentially the same as when I first made it 6 years ago, before I even saw any fan feedback. It just looks better now :P

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EvilGoodGuy
EvilGoodGuy @ Dev.blog summ(er)ary

This particular article post is a mix. It was merely the summer update that was focused on Guard Duty. That does not represent our actual work focus though. It's as simple as the fact that OBM gets more updates than Guard Duty. So we wanted to show something for GD for a change.

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EvilGoodGuy
EvilGoodGuy @ Dev.blog summ(er)ary

Hahaha yep! Very intimate. I worked for Starbucks, manufacturing tea for them, for like 7 years. I probably wrapped 30 pallets a day on average.
Before that I worked at a grocery store for 2 years. So had access to produce pallets just like that.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Well said, Tmast. Years and years (and years) of practice, hard work, and dedication. Unless of course you are just some freakishly gifted prodigy who is just born with natural talent (unlikely). If I'm being brutally honest, some people could work their entire lives at something and still never be very good at it. The hard truth is that some people are just better at some things than others. For example, I know I could never be more than a mediocre painter. Even if I spent the rest of my life trying to be. I've worked with people, both in my real life jobs and on the team, who have been in their positions for years and who desire strongly to become more skilled, but only improve very tiny amounts at an already low skill level. With that being said, you should still strive to be the best you can be and convince yourself to attempt things you thought impossible. Personally there was a time (6 years ago) I thought I would never be able to make decent video game props. Now I can churn them out on a regular basis. Because I never gave up. But I'm also under no delusions that I'm no where near skilled enough to make large complicated models like weapons. Knowing where your current skill level is, is very important. It keeps you open to striving for more. One thing an absurd amount of level design applicants in particular exhibit, is their total lack of self awareness and skill level, and also inability to look at their work and a pros work and see the massive difference. They spend a year or 2 making some incredibly basic maps and let their joy in their accomplishment totally delude them into thinking they are leaps and bounds more skilled than they are. It's important to be proud of yourself, but also important to realize you always have more to learn. Or else you risk limiting your potential.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Thanks for offering your help, Gamerdude. Unfortunately, as tmast said, right now we mostly just need experienced character/weapon animators and character artists. The level of quality/skill should at minimum match that of the original hl2.
We are honestly pretty full up on level designers. Unless someone is very skilled in level design (equal to my skill or higher; which unfortunately I have yet to see in an applicant) and has matured skills in some other field as well (preferably prop art) then chances are they won't even be considered for a level design role.

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EvilGoodGuy
EvilGoodGuy @ GoldenEye 007 - 20th Anniversary

That dam track is killer

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Tripminestudios.com like I said, start a thread there if you want to discuss this. Just be prepared for me to destroy your "facts"

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

It's not a controversial topic. It's just a tad annoying how you keep spamming the moddb comments section with a wall of text of your OPINION, as though it's fact. This is not a good place for a large topic discussion.
If you go to our forums and start a thread there, I am more than willing to share a few of my thoughts.
Just fair warning, I might not agree with much, if any, of your opinion ;)

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

We have no plans to add any cancelled HL beta enemies or weapons.

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EvilGoodGuy
EvilGoodGuy @ Guard Duty summer media update

Just to be clear, Comedian means we will TRY and get an update out. But we can't promise we will have one this summer.

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EvilGoodGuy
EvilGoodGuy @ Captive Freight

One of the first things I did 6 years ago when I started this map was make military trucks drive past on the road above and have helicopters fly by. So don't worry about it. I already thought of that stuff a crazy long time ago :P

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EvilGoodGuy
EvilGoodGuy @ Guard Duty summer media update

Those door skins are imitations of theirs. We will never directly use any of their assets.

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EvilGoodGuy
EvilGoodGuy @ Insecurity

-SPOILER- Calhouns a vampire. So nope ;)

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EvilGoodGuy
EvilGoodGuy @ Captive Freight

Other than them both being shipping containers, they are drasically different :P I.imgur.com Credit goes to our team mate, TheSixtyEight, for the awesome models.

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EvilGoodGuy
EvilGoodGuy @ Captive Freight

That's a fire extinguisher. But ya, reducing the amount of surface area covered by the stripes is on my to do list :)

Reply Good karma+2 votes
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