Amateur Game Developer seeking to enter the games industry; having worked in the Source engine as a part of multiple mod teams for several years, I have moved on to working with the UDK and Unity engines.

Comment History  (150 - 180 of 188)
Guessmyname Feb 11 2011, 11:59am replied:

That's not exactly fun to watch being coded in though, is it?

+5 votes   article: Alien view mode experiments
Guessmyname Dec 20 2010, 1:59pm replied:


+2 votes   article: Editors Choice - Best Multiplayer Mod
Guessmyname Nov 28 2010, 7:26pm says:

...just out of curiosity, why does the molotov viewmodel still use the HEV suits?

+2 votes   article: 2010-11-27 Media Update (Part 1)
Guessmyname Jun 27 2010, 5:10am says:

You could probably solve the 'invisible :' problem by reversing the gradient, so that the colon is on the darker side, allowing it to stand out more.

+1 vote   article: How To Give A Rock A Personality
Guessmyname Jan 27 2010, 8:33am says:

I'd call it as being between Neotokyo and Out of Hell, personally, simply for the amount of work gone into the visuals

+2 votes   article: Editors Choice - Best Original Art Direction
Guessmyname Jan 7 2010, 9:19am says:

RoboChick 2.0

+1 vote   article: Jailbreak: Top 100 Giveaway!
Guessmyname Oct 13 2009, 1:03pm replied:

Can't you just use the channels tab in Photoshop for that? (Just select the 'blue' channel and fiddle away...)

+2 votes   article: Character normal maps
Guessmyname Jun 19 2009, 2:28pm says:

And why the toilet?

+1 vote   media: Jailbreak: Source 0.6 - First Look!
Guessmyname Jun 4 2009, 5:40pm replied:

Yes, but there's a scale of magnitude between TF and TF2, DOD and DOD:S and CS and CS:S. It's (exactly) like comparing HL1 and HL2. Several years, a new engine and EVERYTHING new from the group up save a few base ideas. The difference between L4D and L4D2, as far as we can tell right now, is not so huge.

+5 votes   article: L4D Community on the rise
Guessmyname Dec 2 2008, 1:05pm replied:

I always thought it would be best to have the mouse control the camera, ie where the mouse points, the camera faces, with the controls being relative to the camera orientation. The only thing I managed to do with the camera ingame was zoom it in and out. Also, there's a bug; when you press Ctrl, the balls stops moving period. If it's on a moving object when you do this, the ball will hang in mid air and things will just pass straight through it.

+1 vote   article: Dreamball RC v1.2 - Released
Guessmyname Dec 10 2006, 11:34am says:

New stuff!

First off, Whirlwinds! Pictures cannot describe how frakking awesome these things look ingame, but they shall try (or, to put it another way, I put a load of whirlwind shots into the gallery. The entire scene is staged, of course)

Second off, Imperial Guard! I've decided not to use SpikedHelmet's guard - this mod was mainly made for my own enjoyment and for the experience, and I'd rather make them myself. Also, I didn't put any pictures in. Please don't damage my person.

Third off, Nurgle! The 'march of Nurgle' shows the effects I put on the Plague Marines to give that 'I've got AIDs, Cancer and TB in one!' look. There were a few amusing bloopers from the creation of said effects. One of which can be viewed here:


+1 vote   game: Epic Legions
Guessmyname Oct 30 2008, 9:11am replied:

This never was a really serious mod in the first place. 0.4 had Rebels and Combine running around in Victorian England, remember?

+1 vote   article: Jailbreak! Turrets & Auto Shotguns!
Guessmyname Sep 7 2008, 6:38pm replied:

Screw nukes: we have blimp-based KillSats that redraw the map when fired. We need no nukes! :P

+2 votes   media: Latest Screens.
Guessmyname Sep 7 2008, 6:34pm replied:

Yeah... when I made the original model, I was doing it for fun and using BattleTech stuff as a reference. Never expected Argh to actually use it. This is a heavily modified version too: the original looked even MORE battletech!

+1 vote   media: Cool stuff that goes boom!
Guessmyname Aug 17 2008, 1:49pm says:

Ack. Not fond of the pointy cliff tops. They shouldn't end so abruptly!

+4 votes   media: Battle for outpost valley
Guessmyname May 6 2008, 1:52am says:

This is most awesome!

+2 votes   article: Bi-Weekly Update: New Economy
Guessmyname Apr 18 2008, 6:34am says:

Death and bomb threats? Why the hell would someone send a modding team death and bomb threats?

+1 vote   article: Darkest Hour: Leaked
Guessmyname Apr 4 2008, 3:05am replied:

P.U.R.E. stands for Purify, Unite, Reclaim, Exterminate

+1 vote   article: New P.U.R.E. Screenshots Posted
Guessmyname Apr 3 2008, 5:58pm says:

Yay! PURE's on moddb!

+5 votes   game: P.U.R.E.
Guessmyname Apr 1 2008, 3:08am says:

I call April Fools!

+1 vote   article: Zero Hour [April Fool's]
Guessmyname Mar 31 2008, 11:27am says:

Irony: the world's most favorite weapons are not actually intended to be lethal.

+2 votes   poll: From the signature weapons listed, which one is your favorite?
Guessmyname Jan 4 2008, 8:56am replied:

(Please note that I consider this a good thing)

+1 vote   media: Helmetless Preview
Guessmyname Jan 1 2008, 6:49pm replied:

Of course there aren't. This is a Metroid mod sans copyright issues!

+1 vote   media: Helmetless Preview
Guessmyname Dec 2 2007, 3:20pm says:

Whoo! (I can see my transport thing in there!)

+1 vote   media: A tense fight for air and land
Guessmyname Aug 20 2007, 8:03am says:

Nice idea, but it's a shame the mapping really isn't that good

0 votes   mod: Gateways
Guessmyname Jun 18 2007, 4:19pm says:

Trenchcoats and Spring just don't mix, unfortunately

+1 vote   media: Death Korps of Kreig
Guessmyname Jun 10 2007, 3:48am says:


+1 vote   article: Perfect Dark:Source Beta 1.1686
Guessmyname May 30 2007, 5:21pm says:

Joop render? Shouldn't that be *Jeep* render?

+1 vote   media: Joop render
Guessmyname May 21 2007, 4:57pm says:

You really should put some media up Spiked, it's not like you're lacking in that regard...

+1 vote   game: Spring: 1944
Guessmyname May 21 2007, 11:57am says:

Any ingame pictures?

Also, looking through your gallery it looks like at least one race uses harvesters ala CnC. I should probably warn you that, unless you make some mod-specific maps with lots of reclaimable stuff (which can grow back, in theory, with the next Spring release with all the LUA stuff in - but that's a way aways yet) your mod will have a lot of trouble.

+1 vote   mod: Sigma Invasion
Guessmyname Apr 4 2007, 5:40am says:

Nice model...

+1 vote   media: Imperial Battleship
Guessmyname Mar 12 2007, 2:08pm says:

By the way, this mod died some time ago:
Cadyr left the modding community

+2 votes   game: aaoldcrappycrap2
Guessmyname Feb 16 2007, 9:32am says:

This isn't an RPG...

+2 votes   game: Expand and Exterminate
Guessmyname Feb 16 2007, 7:45am says:

By the way, we started closed beta testing around two month's ago - I've got to stop forgetting to update this page...

+1 vote   game: Epic Legions
Guessmyname Jan 27 2007, 8:58am says:

Grah! I keep dying on the first mission

I get to the vrock studios and some berk with a shotgun shoots me dead instantly

+1 vote   mod: GTA: LONG NIGHT
Guessmyname Dec 10 2006, 11:37am says:

Also: I've finally gotten around to adding neddie to the Team Members thingy (sorry about that)

+1 vote   game: Epic Legions
Guessmyname Oct 31 2006, 12:10pm says:

Also: Forums!

+1 vote   game: Epic Legions
Guessmyname Oct 31 2006, 11:44am says:

I should probably mention that the wicki page on the Spring site is a little borked - for some reason I can't login there (I'm not banned, it's just Firefox being pendantic over something or other). So don't go to that looking for info.

In other news: I've updated the gallery with new pictures that I'd forgotten to add earlier (oops).


Stop looking at me like that!

Also, Spikedhelmet, who has his own WWII mod (also for Spring) to run, made pretty much the entirety of the Imperial Guard in one bored-or-drunk (you can never tell with him) modding spree. Not intending to complete the project (due to aforementioned WII mod) he has send me all the relevant files. So most Epic Legions modding is centered on getting them to work alongside the others. You know, the usual frakked up mess that arises from trying to mix the content made by two different modders - scale differences, duplicate weapons, the fact that none of his models have any team colouring and are about 2x more detailed in terms of polygons (rather unnecessary, really, but nice) and various attempts to optimise scripts (ye gods, walk scripts are *horrible!*)

+1 vote   game: Epic Legions
Guessmyname May 21 2007, 3:42pm says:

Updated Gallery

+1 vote   game: Epic Legions
Guessmyname Mar 11 2011, 5:34am says:


GMN here - I did the modelling for the NH2 project. If you ever need anything, drop me a line!

+5 votes   article: Update News: Nightmare House 2 COOP & Media Updates
Guessmyname Oct 10 2010, 4:19pm says:

...even the laws of physics hate Rochelle.

+8 votes   media: Weird stuff
Guessmyname Sep 15 2010, 7:05am says:

I admit, the Ikaruga NO REFUGE screen made me laugh.

Looks to be an interesting game; love the style!

+2 votes   article: Waves September Round-up - New Video
Guessmyname Jul 26 2010, 5:40am replied:

With the exception of the one after this that's half textured, yes. Aforementioned half-textured one was based off a concept on DeviantArt

+1 vote   media: WIP images of various mechs
Guessmyname Jul 6 2010, 4:35pm replied:

You should have seen the initial prototype. The only thing keeping this from being a literal blender is the lack of gibs...

+1 vote   media: gn_laserblender, your worst nightmare
Guessmyname Jun 27 2010, 5:01am says:

Nice animation! How'd you pull off the two handed stance? That must have been a pain to set up...

+2 votes   media: WIP 5
Guessmyname May 24 2010, 8:34pm says:

Hmm. Whilst each texture is nice individually, I really don't like how they go together. It looks like they're two completely different types of rock; one black volcanic whatever-it's-called, the other normal, if rather orange, sand. They just don't blend well considering the 'sand' would be in reality just a ground-up version of the cliff; meaning either the sand should be dark grey or the cliff should be a sandstone-ish orange. There's also a bit of tiling on the cliff texture (looking at the background cliff, there's a horizontal stripe of darker rock), the displacements are a bit pointy and the rock models look out of place. I'd also advise you use a $blendmodulatetexture - - to make the sand/rock transition more natural rather than a linear fade.

Besides that though, it's an excellent start! Put something on the background cliff maybe, as it looks a bit bland and it's a bit too obvious the map ends there, and you might want to add more colour / brightness to the environment light, but it's definitely a good start. I know I'm sounding kinda harsh: I'm just nitpicking :P - what you have is good, and it has the potential to be awesome ;)

Keep at it!

+2 votes   media: Beach Thanatos Alpha 30
Guessmyname Apr 25 2010, 7:05am replied:

I really wish moddb would send me an email when someone comments on my profile. Sorry I missed out on you guys.

I'm working on a small mech project for Spring, doing general modder stuff for Jailbreak: Source and I'm the modeller for the Nightmare House 2 project.

+1 vote   member: Guessmyname
Guessmyname Apr 25 2010, 7:02am replied:

I think the main thing is that they're too clean and intact. They don't look like people dragged some wrecks out of old battlefields and welded the bits together, they look like the pieces have been dragged off the production floor and glued onto each other. Especially in the way that they still have their old Imperial/Rebel colouring; if the pirates didn't bother to repaint them, they'd still have their old battle scars, and if they *did*, it would presumably be a more uniform and distinct paint job.

I'd also make a mention on how all the pieces are oddly 'fitting together'. Considering they're coming from two distinctly different factions with a mix of distinctly different craft, the fact that everything is slotting together at perfect 90-degree angles is really... weird. Given that aerodynamics clearly isn't an issue here (Vornsykr, X-Tie, I'm looking at you), you could afford to mix it up a bit. For example, why not stick three or four Y-wing whatever-those-things-are bits onto the TYE_Ugly instead of two at perfect 180 degree angles from each other? You'd also expect some more 'unique' parts where the pirates have had to improvise, especially around the joins.

Long story short, these things look like they were factory produced to look like that, rather than literal kitbashes from bits of space wreckage pirates have found floating around.

+3 votes   article: Freeworlds: Tides of War - The "Pretty" Ugly Starfighter Fleet
Guessmyname Apr 17 2010, 5:18am says:

Just a bit of advice; tone down the bumpiness of the snow. Normally snow is quite flat rather than wrinkly, save when collected around areas or churned up a lot. Long story short: make another texture for 'flat' snow, blend it with the wrinkly snow and apply; where the snow has fallen untouched, it should be flat. Equally, more snow would build up in the shaded areas where the sun can't warm it up. Would just look so much better; the map's looking pretty awesome as-is, but the snow detracts from that quite badly.

Finally: more snow on top of the trees, and unless every plant there is evergreen, shouldn't most of them be bare rather than sprouting leaves?

Look up pictures of Moscow in winter, you'll get an idea of what I mean. Excellent work otherwise though!

+7 votes   media: Map spotlight: emp_glycencity
Guessmyname Mar 31 2010, 3:04am says:

The head reminds me of an Evangelion for some reason. Like Unit 02 with only two eyes.

+2 votes   media: New Skin for Long Range Engine 2
Guessmyname Feb 11 2010, 6:41am replied:

Irony is, I haven't actually seen that.

+1 vote   media: PURE helicopter
Guessmyname Jan 25 2010, 1:44pm says:

Ack. Snow textures and possibly the environmental light in general needs some work here. Texture wise is pretty easy though, just use the systems Valve implemented for the DOD:S snow maps:

Don't think your fog is quite matching the skybox either. You aiming for a 'foggy morning' sort of look? Seriously, if nothing else use the $blendmodulatetexture thing, it'll make the dirt/snow transitions so much better.

+3 votes   media: January News Update Media
Guessmyname Jan 20 2010, 6:35pm says:

Only downside is the obviously default-posing ragdoll. Other than that, awesome.

+1 vote   media: January Media Release
Guessmyname Jan 16 2010, 6:15am replied:

what I'd like to know is what that cloth is meant to be hiding. And why it has only four fingers.

+3 votes   media: Cremator Final
Guessmyname Dec 14 2009, 5:40am replied:


0 votes   article: Sunday Update
Guessmyname Nov 15 2009, 7:46am says:

Who won that one?

+1 vote   media: Encounter
Guessmyname Oct 18 2009, 5:41pm says:

Can you say... "Whoops?"

+2 votes   media: Last Drop - L4D Survival
Guessmyname Jul 12 2009, 5:25pm says:

Why are all the cars white? Are you planning to use the same tint-map system as L4D?

+1 vote   media: Freeway Crash
Guessmyname Jun 17 2009, 4:22pm says:

That is an AWESOME picture. Who drew it?

+2 votes   media: NEOTOKYO┬░ concept art
Guessmyname Jun 2 2009, 3:17am replied:

Not quite. The water texture will have a lot to do with it. - I think you need to fiddle the $reflecttint or perhaps use a darker fog (I'm not exactly an expert)

+1 vote   media: The Mire W.I.P
Guessmyname Mar 21 2009, 7:39pm says:

Is the 'white waterfall' coming out of the statue a shader bug? Even if it isn't, might want to tone it down...

+1 vote   media: pvk_temple 2.3 Detail and Lighting
Guessmyname Mar 20 2009, 7:14pm replied:

(Modeller speaking) The original version had simple hands. The idea being that it would stomp around and generally smash things Evangelion style (but with less mind screw). That proved infeasible however, so Argh glued some guns on.

+1 vote   media: The Overlord.
Guessmyname Mar 11 2009, 5:47pm replied:

It's an autoshotgun

+1 vote   media: Jailbreak: Source 0.5 - Deathball!
Guessmyname Feb 22 2009, 2:26am replied:

No, that's definitely a custom one. Nice work, whoever made it

+1 vote   media: moar images
Guessmyname Mar 14 2006, 4:19pm says:

CZTA is being moved back to the old TA engine. For a little beta test type thing, see this thread:

+1 vote   mod: CZTA
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