As long as I've been playing games I've wanted to make my own. Captivated by the possibilities of level editors, I started mapping in 1996 for Doom II. Not long after my gaming experience was changed by the release of Half-Life in 1998. This game got me hooked for the next couple of years and it should come as no surprise that as soon as I found Worldcraft, I was making my own Goldsource wolds. As we moved into the new millennium, online gaming started opening up to me and I found Sven Co-op in 2000 for which I made countless maps and content. I closed off 10 years of GoldSource development with the release of Land of Legends in 2009. Since 2008 I've picked up Source mapping and worked on maps for Resistance and Liberation, Overwatch and Fortress Forever. After that I worked on a discontinued MOD called "An Open Window\". After a long break of mapping, I got back into the game by creating the remake of HL:Uplink for Black Mesa: Source in late 2012.

Comment History  (0 - 30 of 196)
Hezus Mar 23 2014, 5:34am says:

Cool, HECU-Barney-standoff :)

*nitpicky mode activated:
If they use the soda machine as a barricade, would they really go through the trouble of plugging it in? Unless they've invented battery operated vending machines, of course. :P /nitpicky mode

+3 votes     media: Logan's Promise [WIP]
Hezus Mar 14 2014, 1:28am says:

Strangest game I've played in a while, but it's kinda fun :)

+2 votes     game: Landslide McQueen
Hezus Mar 13 2014, 1:49am says:

Looks interesting! Voted :)

+3 votes     article: "Dead Synchronicity" hits Kickstarter!
Hezus Mar 13 2014, 1:38am replied:

I guess this is mostly caused by the usage of the room. In the original the room was designed to be a firing range. Now it looks like it's an old warehouse, refitted to be a firing range.

However, only a very very very talented forklift driver could get those huge containers into this small room with all those pillars. That's probably why it feels unrealistic.

+1 vote     media: Firing Range 2
Hezus Mar 6 2014, 3:33am replied:

I do like the green/red contrast but what's wrong with the light is mostly its texture. Compared to its surroundings its way too clean. That's the reason why it stands out so much. Plus it's very noticeable that it consists out of one rectangular box. I'd change the texture to something darker and smudgier and also add more details to it. Actually flesh out the box around it and the tubes either as world geometry or replace it with a model.

+4 votes     media: "Do your damn job..." [WIP]
Hezus Feb 19 2014, 7:56am says:

Looks nice! The only issue (pun intended) I have with this is the effect of the projector. Adding a nice glow effect (like the lights have) would make it look nicer. Also, the volumetric cone should start around the edges of the lens. Then add some dust particles (or as animated texture) inside the light and you're golden!

+3 votes     media: Projected Issues [WIP]
Hezus Feb 15 2014, 6:24am says:

Very cool :)

+4 votes     article: Speedpainting Robot
Hezus Jan 26 2014, 3:14am says:

Although the trailer didn't show much yet, I like where it's going. Somehow reminds me a bit of the gameplay of Dune I.

+1 vote     article: Tech Demo of Humanity's Silence
Hezus Jan 12 2014, 7:32am says:

Looks cool. I agree with the others that it's quite dark for an office. Although the dark makes for some dramatic lighting. About that: Is the glow of that light in the top right corner photoshopped or an actual sprite?

+3 votes     media: Legalities, legalities... [WIP]
Hezus Dec 30 2013, 5:41am says:

Cool! Nice to see the Island in it's full glory!

+3 votes     media: After a while ...
Hezus Dec 14 2013, 3:26am says:

Really cool stuff there!

You surely got my vote this year for Upcoming MOD!

+3 votes     article: OFFICIAL TRAILER RELEASE
Hezus Nov 6 2013, 12:34am replied:

I just read this comment by accident but I was baffled by the line "I've seen many people just stop at 'the'".

So you've actually studied a test group of, say, a 100 people and made them read different game titles and videotaped their eye movements to get an actual visual confirmation that they, indeed, immediately stopped reading whenever said titles started with the word 'the'?

If you did, then I would urge you to publish a paper because that would be ground-breaking scientific research.

If you didn't, I would urge you to stop using such arguments to justify a flawed personal opinion.

+3 votes     article: The Memory of Eldurim - Update 0.15b
Hezus Oct 26 2013, 4:36am says:

Really cool to see this in action :)

+1 vote     media: Carryall & Harvester New Logic
Hezus Oct 19 2013, 3:42am replied:

I already pointed this out on the BM forums, but the problem is that these MODs use common BM files (that will overwrite each other). I've added a tool to revert to the original files, so people can install other MODs. That's the best I can do. The only real way to fix this is to make MOD's stand-alone. However, ethically, I feel I shouldn't publish files that aren't mine.

If you have any clever idea's on how to fix this in another fashion, I'm all ears. However, my current life doesn't really leave much room for game development and I hear the Source SDK is a mess since the 2013 update, so do not expect any updates anytime soon.

+1 vote     mod: Black Mesa: Uplink
Hezus Oct 17 2013, 9:09am replied:

It's too bad the company collapsed in the early 00's. They really showed they could keep up with the games with some of their last titles. I especially loved Nox. Too bad EA didn't care about Nox when they acquired the license. Would have been great to see more mutiplayer updates or even a sequel.

+2 votes     media: Meeting in the forest
Hezus Oct 17 2013, 8:59am says:

I completely understand your graphics dilemma. The pixel-version gives it this old-school adventure look, which will probably appease the retro-gamer. On the other hand, the HD version is so smooth and sharp and will look great on larger screens. If you want to keep up with the next-gen technology, you got to have HD.

Personally I would lean more towards HD. While the pixelated look gives me a nostalgic feeling, I understand that we must continue moving forward and if there is a possibily of bringing out your art in an even greater fashion, that's the route I would pick.

An alternative, and I understand this might be even more challenging and time consuming, is to make both versions. In the remake of Monkey Island, players could switch between the old pixel version and the remastered version by a simple key stroke. I found this a very cool and unique feature. Something like that would be the ultimate solution to this dilemma. But again, seems like the hardest option as well.

+2 votes     article: Drake: The Golden Hind Story - News Block #17
Hezus Oct 16 2013, 6:27pm replied:

Also a great admirer of the old Westwood here! Next to their adventures I also love their RTS games, especially Dune 2.

+2 votes     media: Meeting in the forest
Hezus Oct 12 2013, 4:33am says:

I just realized the Lionwoord logo looks a lot like the old Westwood logo. Another link to Legend of Kyrandia? ;)

+2 votes     media: Meeting in the forest
Hezus Sep 8 2013, 3:32am replied:

I totally understand it's fictional and I do not expect you to map out an actual Dutch island. What I meant is that it is not recognizable as a Dutch island. If you decide to made Dutch and the Dutch islands a trademark of the MOD, than I would expect it to at least resemble the actual landscape a bit. It's like making a map of New York and sticking the Eiffel tower or the Red Square in there somewhere. That would be great as comical effect but I doubt your MOD's objective is to be funny.

If you need help with translations, feel free to send me some of the scripts and I'll take a look at them. You don't want to end up with "Geniet Uw Verblijf" in the actual MOD because that's just wrong.

+2 votes     mod: Verloren - De Ontwakening
Hezus Sep 5 2013, 1:48pm says:

Looks interesting, but if you're going to make a Dutch island, please use some actual references. The Netherlands are known for being really flat, so our islands do not have any cliffs or large rocks. Furthermore, the architecture of the houses looks very German or medieval to me.

Lastly: make sure you find someone to do the translations correctly. A lot of the Dutch I can read on your page is quite poorly translated.

+1 vote     mod: Verloren - De Ontwakening
Hezus Sep 1 2013, 8:24am replied:

Well, nearly all the details that are normally drawn into the texture are already present as actual 3D parts of the model, so I would say: yes, it's extremely detailed.

+5 votes     media: MG34 - Hipoly Model
Hezus Aug 24 2013, 7:49am says:

A replacement of an emplacement. You guys just remade that model so you could use that play on words, didn't you? ;)

+4 votes     media: 76mm obr.1927
Hezus Aug 17 2013, 6:53am says:

I was expecting Ros Kemp to appear somewhere along the line ;)

+3 votes     article: News Update #36: Roast Me a Kipper
Hezus Aug 7 2013, 5:57am replied:

That would actually seem the most realistic. In the YT-video repitledude99 posted, you can hear really well how distance, position and wind affect the sound of the Lee-Enfield.

If you pay close attention you can hear a really cool whistling sound after he fires a round at 1:38.

+1 vote     article: News Update #35: Enfield No.4 Mk I Weapon Preview
Hezus Aug 5 2013, 4:50pm says:

I was around 12 when I made my first map for Doom. That was in 1996.

+1 vote     poll: What age did you start modding?
Hezus Jul 30 2013, 7:05am replied:

It's mentioned in the download desciption and the readme, but I'll just give you the answer here for future reference.

To play Uplink you need a working copy of Black Mesa (and Source SDK Base 2007). The installer will place Uplink into the Black Mesa folder, or you can do so manually by downloading the ZIP version. Now load up Black Mesa in Steam and click New Game. You'll notice there is a new chapter (1st) called "Uplink". Click that and launch!

Hope that helps you!

+1 vote     mod: Black Mesa: Uplink
Hezus Jul 8 2013, 11:40am says:

Funny to see games like these are still being developed :)

+1 vote     download: Prisoner - Alpha Test
Hezus Jun 28 2013, 12:17pm says:

Again, I totally love the blue-orange colour tone you're going for.

+1 vote     media: Scrapyard
Hezus Jun 26 2013, 4:13am says:

If Flashback is his grandfather, Another World must be his great grandfather :)

Really cool animation, btw!

+1 vote     media: Comparing Drake with his Grandfather
Hezus Jun 22 2013, 6:47am says:

I like how you base the characters around actual tactics, which is utilising the Bren to it's full potentional. From what I know, the Germans used simular tactics with the MG42.

Are there any gameplay elements planned where you receive perks or bonusses if you correctly use the tactics?

+3 votes     article: News Update #31: A Touch of British Class (Part 1)
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Apr 16, 2014
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