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 199)
Hezus May 17 2014, 8:35am replied:

If I am truly so wrong about this then I'm curious about those facts I haven't apparently checked. Instead of insulting me as "dim-witted", please take the time to actually state the facts you mentioned so I can see for myself if I was wrong or not. That's how you discuss things.

Also, I read what others posted and that 180-turn is a business-decision. I agree, it's not classy towards the players but, as I stated, it's logical. And that's my whole point. All I've read in the other comments are people raging how EA are a bunch of money grabbers and yes, that's what they partly are. EA Games is a business, their core goal is to make money. And they haven't done it "at all costs" as some might think. They've supported all these games for years and years, some even decades and all without ANY additional fees. As I said, name me another business or product which gives you the same.

Again, my conclusion is that you may be sad about the loss of support for your old game but raging and pointing fingers at EA is completely out of line. Their decision is sad and harsh but it makes sense. That's my point.

0 votes   article: 50 more EA games soon to lose support for multiplayer online
Hezus May 17 2014, 7:23am says:

It sucks for people who still use Gamespy but if you just hold back your Q_Q and think about it, it's a very logical decision by EA. Most of those games are aging. Especially with the huge range of games nowadays, games become old really fast, so the time span in which a game is profitable is rather short. Especially with the vast amount of games they hold, it's getting more and more expensive to keep supporting old titles.

Again, it's too bad for the players but technology moves on and times change. If you're arguing that EA are soulless bastards, then you really need to grow up and face reality. EA is a company. They need to make profits to keep creating high-end games. They have employees who need to be paid so they can make a living. If you were a manager at EA and saw what huge drain the old titles were on your profits, while being used by only a small percentage of your customers, you'd consider a shut-down too.

They've supported a game you play for 10 years without asking for additional fees. Try getting that when you buy a car or a house (free upgrades every year? Free fixes when something broken?). I thought not.

It's like whining that The Hobbit 3 is not going to come out on VHS.

-2 votes   article: 50 more EA games soon to lose support for multiplayer online
Hezus Apr 23 2014, 1:08am says:

I'm just going to take a guess:
"Hello soldier-sir! mmm.. candy. Stupid machine! Why don't these things ever seem to work?"

+3 votes   media: "You'll never believe who just reappeared.." [WIP]
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.

+3 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 Dec 20 2012, 6:17am replied:

It's a simple batch file. If it doesn't work, it probably means your virus scanner or firewall is blocking it, or you're not running it as administrator.

As a fix: You can manually copy everything from the /backup folder to the /bms folder and overwite. That's basicly what the batch file does.

+1 vote   download: Black Mesa: Uplink v. 1.0 - Installer version
Hezus Dec 19 2012, 5:41pm replied:

If by some miracle I would win MOTY, I would pass on the title to Black Mesa. As you said, I just made this on my own, but the real work was done by the Black Mesa devs. I actually voted for them in the MOTY awards for Best Mod :) I'm certain they're going to win it!

+3 votes   article: Black Mesa: Uplink Day After
Hezus Dec 8 2012, 4:25am replied:

Also when you break off a noun in German, you start the second noun with a capital. Ausweis-Kontrolle.

+2 votes   media: Lighting Demo
Hezus Dec 4 2012, 5:17am replied:

The dish is just as high as the original. But just a long mast seemed a bit dull to me, so instead I made the concrete support.

+2 votes   media: Black Mesa: Uplink ingame screenshot
Hezus Nov 27 2012, 10:33am replied:

Yes, I can position him in a few different ways, so I can estimate his death pose a little better. Originally I wanted him to lay on his side but that just gives the ragdoll too much freedom to change pose. I'll go for flat on the back in the final version.

+2 votes   media: Black Mesa: Uplink ingame screenshot
Hezus Nov 27 2012, 5:36am replied:

Unlike HL1, dead bodies in Source are ragdolls which become active as soon as the map loads. That sometimes causes them to throw their limbs in weird positions when they collide with the floor. Unless you made custom death animations you don't have full control over the way the body looks.

Or maybe this guy just had a really awkward death.. we'll never know ;)

+2 votes   media: Black Mesa: Uplink ingame screenshot
Hezus Jul 4 2012, 9:07am replied:

Thanks for the quick reply! I wasn't aware there was a new version out. I assume there will be new mvps soon too?

+1 vote   article: Luyten Civil War v1.1 released
Hezus Jun 21 2012, 5:16am replied:

You can actually make them look better by drawing the shadows into the texture, just like in a model skin. Just create a manual unwrap.

Also, you can make them higher poly by enlarging the brushes to 200% or 300% percent. Then set the model scale to 0.5 or 0.33 in the Propper entity. This way you can work around the problem that the Hammer grid isn't small enough to create tiny details.

+1 vote   media: Brush-based medkits?
Hezus Jun 20 2012, 4:15am says:

I really love watching how artists draw these from scratch. Hopefully I'll be able to do that too once ;)

+4 votes   media: Crossroads Episode I "accelerated drawing concept
Hezus Nov 20 2011, 4:07pm says:

This is awesome :) Great work there! I really hope you can pull this off and get a working version out. There have been many projects like these, but they never managed to finish it.

+2 votes   article: L.b.a: Preview 9
Hezus Mar 29 2011, 6:12pm replied:

I think you mean "decide" instead of "consider". In that case, I don't decide anything. Even though the definition of art exists, imho it's a personal matter what you consider to be true art. In my article, I don't even try to challenge the definition. Instead I talk about the quick classificaton these types of mods have been given and how there is more to consider in the matter.

I gave my opinion on the subject and if you disagree with me, I invite you to do the same.

+1 vote   article: An Open Window: PLD +57
Hezus Mar 28 2011, 1:33pm replied:

Haha, best comment I've received yet :) You can actually see the open window from this perspective, though.

+1 vote   media: An Open Window
Hezus Mar 20 2011, 6:07am says:

It's getting along really well :) Keep it up!

+1 vote   article: Little Big Adventure remake
Hezus Mar 10 2011, 3:26pm replied:

It is indeed too tense for this situation. The test was actually done for something else, but I don't want to spoil any plot points :) I'll make sure there will be different levels of intensity.

As for the other points:
The effect has a 0,5 second fade, which is pretty rapid. It indeed looks like it abruptly stops when you move away, but in-game it looks more like a fade out. It might be something that happend after recording or converting. I'll make the fade out a bit longer so it will be a bit more subtle.

I'll see if the actual design allows me to move the trigger further back. You'll notice the effect really well when you move around though.

Thanks for all feedback, guys!

+1 vote   media: An Open Window: Fear concept
Hezus Feb 21 2011, 6:39am replied:

Shadows are indeed difficult in Source models. However, the principe behind the texturing is still the same whether you use XSI or Hammer. I'm convinced you can achieve nearly the same quality if you put enough time into making and applying the textures in Hammer. I might retexture the props in a later state, but for now they'll suffice for a project of this scale. But, as we both agree on, a real modelling tool gives you more control.

+1 vote   article: An Open Window: PLD +20
Hezus Dec 12 2009, 7:01am replied:

It's completely stand-alone, so you will not need Sven Co-op to play.

+1 vote   article: Land of Legends is getting close!
Hezus Mar 11 2009, 5:21am says:

A short explanation how to implent this into your own mods or customize it futher would be nice. I've started the mod but the achivements didn't even work; at least "swinging the crowbar" didn't. Havn't bothered killing 100 headcrabs, yet hehe.

+1 vote   download: Half-Life: Achiever
Offline Since
Jan 29, 2015
Netherlands Netherlands
Member Watch
Track this member
Comment Statistics
Posts per day