Welcome to my ModDB profile page! Check out my twitter or blog to keep up to date on my current projects. Or head over to the downloads or images section to view and play my work. I mainly work in Hammer Editor, often creating map remakes of popular games for Half-Life 2. although I do enjoy making single player/puzzle maps.

Comment History  (0 - 30 of 92)
LordPheasant
LordPheasant Sep 4 2014, 1:50pm replied:

No problem! I hope you find the time and motivation to develop it further, but I understand the issues developers face when it comes to having the time to create something.

+1 vote     mod: The Masked Prisoner
LordPheasant
LordPheasant Sep 4 2014, 1:46pm says:

I really enjoyed this mod, I only started following it yesterday so it was a nice surprise to suddenly be able to play it today! 9/10.

+1 vote     mod: The Masked Prisoner
LordPheasant
LordPheasant Sep 3 2014, 6:59pm says:

Just finished playing through the mod, I enjoyed it quiet a bit. I guess the people who lived in the apartments towards the end had a thing for swapping keys? :D

+1 vote     mod: Hopeless Night
LordPheasant
LordPheasant Aug 27 2014, 6:10pm replied:

Awww bro.

+1 vote     mod: REVERSION
LordPheasant
LordPheasant Aug 14 2014, 7:15am replied:

Yes, I have tried absolutely everything to get them to project their alphas as shadows, it's sort of the last hurdle to really getting the lighting i'm aiming for.

+2 votes     media: Lighting Update - WIP
LordPheasant
LordPheasant Aug 13 2014, 7:51am replied:

I tried that once when I was younger, and it was a bad move.

+1 vote     mod: REVERSION
LordPheasant
LordPheasant Aug 13 2014, 7:50am replied:

Thanks! I still need to work on making the Tug not look like it's hovering slightly from certain angles. In the above screenshot for instance, it looks like it should just slide of the rocks, but when viewed from ahead it looks stable.

More vegetation is definitely to come, bring on the detail props!

+1 vote     media: Tug Scene Improvement
LordPheasant
LordPheasant Aug 12 2014, 4:29am replied:

Thanks for the tip, I'll have a look into this at some point today and post the results. Outdoor environment lighting has never been a strong point of mine. Actually lighting could be a good focus for an article.

I once worked on a map based in Paris for the zombie mod Aftermath (Now unfortunately defunct). I accidentally had the perfect combination of environmental & local lighting, fog, particles and ambient elements to create a sense that there was a large fire somewhere in the city, it lent this fantastic haziness to the map and really gave the street parts of the map some depth, but I’ll be damned if I ever managed to replicate it…

+1 vote     media: Tug Scene Improvement
LordPheasant
LordPheasant Jul 1 2014, 3:08pm says:

Looking good!

+1 vote     media: (Concept) OC1B - Early 1
LordPheasant
LordPheasant Jun 1 2014, 7:48pm says:

Looks really cool.

+1 vote     media: New Ferrous Planet Texture
LordPheasant
LordPheasant May 5 2014, 6:54am says:

That ceiling is pretty great.

+2 votes     media: Chapter in Metro
LordPheasant
LordPheasant Apr 16 2014, 4:13am says:

This is looking really nice. Are planning on having fog and snow during the outside sections?

+2 votes     article: Antartica Research Station 4th Update
LordPheasant
LordPheasant Apr 10 2014, 5:24am says:

I couldn't help but feel just a little bit excited when a saw a link on my updates page called “A Weapon of Last Resort”.

+2 votes     media: A Weapon of Last Resort
LordPheasant
LordPheasant Mar 29 2014, 12:12pm says:

This looks really cool!

+2 votes     mod: Winteric Textures
LordPheasant
LordPheasant Mar 26 2014, 6:03pm says:

I almost thought that silhouette in the window was a Stegosaurus. Other than that, awesome work!

+7 votes     media: Glimpse [WIP]
LordPheasant
LordPheasant Feb 3 2014, 8:38am says:

This is beautifully creepy.

+3 votes     media: clones "surrogates"
LordPheasant
LordPheasant Feb 2 2014, 5:33pm says:

The first one looks awesome. The third one... alarms me.

0 votes     media: Characters N 1 Surrogates "A"
LordPheasant
LordPheasant Jan 22 2014, 1:49pm replied:

Well times are tough these days.

+4 votes     media: Very Early Compiles
LordPheasant
LordPheasant Jan 21 2014, 8:21am says:

Looking good!

+2 votes     media: Of Blood and Water
LordPheasant
LordPheasant Jan 19 2014, 11:32am replied:

Current design based on this concept art Moddb.com (WIP)

+1 vote     media: Composite Concept
LordPheasant
LordPheasant Jan 18 2014, 7:24pm says:

Looking nice.

+1 vote     media: Test subway train (clean version)
LordPheasant
LordPheasant Jan 13 2014, 8:38pm replied:

That's embarrassing. The amount of time I wonder how people make the most basic of errors. Lets go with your comment. "Glad to see this AWESOME in development!"

+2 votes     mod: Office Complex
LordPheasant
LordPheasant Jan 13 2014, 7:08pm says:

Really glad to see this bad in development!

+2 votes     mod: Office Complex
LordPheasant
LordPheasant Jan 6 2014, 12:03pm replied:

I'm planning on doing a before and after showing the above screenshots in their earliest incarnation compared with the finished scenes from the same angles.

+1 vote     media: Canals - In the Beginning...
LordPheasant
LordPheasant Jan 6 2014, 8:01am replied:

The grass is done in custom modelled patches (Around 128 units square) and placed broadly in open areas, the large amount of overlapping props creates a very nice “blanket” effect. However, its drawbacks include being unsuitable for anything but the most gradual incline or flat surface; any places where there are multiple shades of lighting in a small area; and towards the edges of displacements. That last one is a real annoyance if you want to have water or a ledge.

It looks good but it only works for certain areas.

+2 votes     media: Canals - In the Beginning...
LordPheasant
LordPheasant Dec 18 2013, 8:45pm says:

This looks fantastic!

+4 votes     mod: The Core
LordPheasant
LordPheasant Nov 5 2013, 2:48pm says:

Looks awesome!

+4 votes     media: Nox Aeterna: Dynamic lighting Demonstration
LordPheasant
LordPheasant Sep 20 2013, 9:12am replied:

I’m really not too sure. It’s easy to avoid most of the problems by developing with Source SDK 2013 which is what I’m doing now. Glad you like the screenshots!

+1 vote     article: Catching Up
LordPheasant
LordPheasant Aug 8 2013, 6:42pm replied:

Oh, that is brilliant!

+1 vote     media: Reversion 2013
LordPheasant
LordPheasant Aug 6 2013, 5:13pm says:

Very nice, played it all the way though. Very nice level design although a little more "outside" would be appreciated. Never-the-less it's definitely worth a play!

+1 vote     mod: Half Life 2: Deep Down
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