Been a long time lurking, decided to join to making tracking/watching mods, and indie games far easier on myself.

Comment History  (0 - 30 of 306)
Kalenov
Kalenov Sep 25 2011, 6:18pm replied:

with what we could consider a 4 gauge here in the states?

+1 vote   media: Some things
Kalenov
Kalenov Jul 5 2011, 12:08pm replied:

clearly you don't understand copyrights.

+2 votes   article: You Picking This Up? ... Good.
Kalenov
Kalenov Apr 13 2011, 8:57pm replied:

It's warcraft, what did you expect? :P It's about as dark as a D&D novel.

+1 vote   media: Possible New Logo?
Kalenov
Kalenov Feb 20 2011, 2:05pm replied:

oh I understand that, was just curious to know what inspired it is all.

+1 vote   media: CMC - Pistol - High Poly
Kalenov
Kalenov Feb 18 2011, 11:47pm replied:

XDM variant maybe? Or perhaps something in the FNP-45 line?

+1 vote   media: CMC - Pistol - High Poly
Kalenov
Kalenov Jan 1 2011, 5:47pm says:

works ^^

+1 vote   media: Modular Building Pieces (Test)
Kalenov
Kalenov Jan 1 2011, 5:46pm says:

"Hrm, you ever get the feeling the DM hates us?"

+1 vote   media: Arena of Heroes
Kalenov
Kalenov Dec 8 2010, 8:10pm says:

huh if I didn't know better I'd say this sorta thing was from teragen o.o from -way- back when, unno if the program still is around.

+1 vote   media: Models of Planets Surfaces
Kalenov
Kalenov Dec 4 2010, 4:04am says:

god your textures always come out so crisp (something I've -yet- to master in the UDK)

+1 vote   media: UDK Nov Build Test
Kalenov
Kalenov Dec 4 2010, 1:23am says:

wow, cameout really well

+3 votes   media: Low Poly : Highway
Kalenov
Kalenov Nov 29 2010, 8:27am says:

For those that can't tell, this one has an Emissive Map.

+1 vote   media: Marmoset -> UDK
Kalenov
Kalenov Nov 29 2010, 8:20am says:

wow, you guys have done an amazing job sofar, keep up the great work :D

+4 votes   media: Skeleton monsters
Kalenov
Kalenov Nov 25 2010, 4:32am replied:

..yeahh probably not gonna happen xD

+3 votes   article: Animated gif of some new modular assets
Kalenov
Kalenov Nov 25 2010, 4:17am says:

It actually butchered the specular (hell there isn't any at all) on the last image, and the details looked great on the first image before the shader. The only one that even received a -small- amount of improvement was the middle image.

+1 vote   article: Live lively, be a shade braver!
Kalenov
Kalenov Nov 25 2010, 2:43am replied:

you mean the bruce lee tracksuit bunny, not kill bill.

+10 votes   article: Animated gif of some new modular assets
Kalenov
Kalenov Nov 24 2010, 5:41am replied:

why o.O nothing wrong with spring at all.

+3 votes   article: 1.26 release.
Kalenov
Kalenov Nov 23 2010, 4:21am says:

Huzzah for Cake!

+1 vote   article: Top 5 Reasons You Should Vote For Digitanks
Kalenov
Kalenov Nov 23 2010, 4:19am says:

God, I'm -still- torn between preordering this or NS2, just to get access to the engines!

+2 votes   article: Overgrowth Alpha Video-log
Kalenov
Kalenov Nov 21 2010, 7:14pm says:

damn, nice job!

+3 votes   media: Lair of the Lunar Mastermind
Kalenov
Kalenov Nov 21 2010, 4:15am replied:

o.O?

+6 votes   article: A Year in Review - Quarter One
Kalenov
Kalenov Nov 15 2010, 5:14pm says:

Now that, will be an interesting sculpt.

+1 vote   media: Desert Harpy
Kalenov
Kalenov Nov 15 2010, 4:13pm says:

Texture contrast/saturation seems to be off comparing it to the building behind it; and the -massive- tank next to it. Also seems to be some issues with the bright greens not having defined lines/edges, might just wanna 1px black edge those. That or there's stretching issues on the UV map. (Or its missing an AO pass from the Highpoly; if the engine even uses normal maps, never played around with C&C3 before)

The concentrated 'detail' (plate lines/body lines) on the tank looks ridiculous compared to the simple lines of the mastodon, seems to me that you need to unify all the textures to make everything more cohesive.

+1 vote   media: More units
Kalenov
Kalenov Nov 6 2010, 2:36pm says:

Yeahh..needs a bit of work, keep at it though ^^

+1 vote   media: MF0R Unwrap
Kalenov
Kalenov Nov 1 2010, 9:54pm says:

wow, love it.

+2 votes   media: Flowing Caverns...
Kalenov
Kalenov Oct 30 2010, 3:25pm says:

The begging, really? Tron is begging for something?

+1 vote   media: New Game?
Kalenov
Kalenov Oct 29 2010, 9:19pm says:

Lancer/Evo? FTW :D

+2 votes   media: Motor Art
Kalenov
Kalenov Oct 27 2010, 4:49pm says:

ITS PEOPLE, OHGOD, ITS PEOPLE

+3 votes   article: Chaos Beckons Thee - Release Date!
Kalenov
Kalenov Oct 27 2010, 9:36am says:

Finally mounting the optics to a rail tied to the frame eh? :P Tookya long enough.

+1 vote   media: M20 UDS Re-design
Kalenov
Kalenov Oct 27 2010, 9:35am says:

even with the Eo, the 'asp' like action of the slide/bolt would make it insanely annoying to shoot while being aimed :P

Honestly though I suppose there's very few cases pistols are 'aimed' such as it is outside of tactical training/or using it as a primary weapon, so as long as it maintains its role as the 'backup' weapon for when you run out of ammo with your primary, I can't see it being a *massive* issue. Good job, feels a bit 1911-ish, but still maintains that 'luger' accent.

+1 vote   media: Kruger P09
Kalenov
Kalenov Oct 25 2010, 12:58pm says:

"Mareep, Ariados and Pokabu!" who the hell lol, why, back in mah day we had Pokemon segregated by color! Red, Blue, and Yellow ;)

+3 votes   download: [Outdated] Minecraft Complete Pok√©Mod
Kalenov
Kalenov Oct 21 2010, 7:32pm replied:

Love the Tris on the corner right?

+1 vote   media: Wooooh...Top secret...
Kalenov
Kalenov Aug 24 2010, 9:37am says:

good lord, I went into a trance watching that video, I loved it to death but, wow xD

+1 vote   article: Minecraft Alpha v1.0.17_03, Finland, and Metagun
Kalenov
Kalenov Aug 9 2010, 2:57pm says:

Gotta say, looks brilliant, can't wait :D

+1 vote   media: Arx - End of Sun: Gameplay Demonstration #1
Kalenov
Kalenov Aug 4 2010, 9:49pm replied:

I am not even sure what you just said.

In an attempt to translate your failure at the English language; Why didn't I get UT in the firstplace! I'm a fan of Armored Core and this mod fills AC's promise to create a port for the PC. Now, sadly, UT3 is unavailable in my country and I'm to lazy to check the main page of this mod, to see it's being released on the UDK :P


+1 vote   media: Raven : Dragon Striker
Kalenov
Kalenov Jul 26 2010, 6:49pm says:

Thumbs up for barrel weights *thumbsup*

+11 votes   media: [WIP: 7/26/2010] Cahemdue's USP Match
Kalenov
Kalenov Jul 20 2010, 11:31pm replied:

what on earth are you talking about, with the *possible* exception of the floor, I don't see -any- HL2 stock textures.

0 votes   media: E.Y.E
Kalenov
Kalenov Jul 18 2010, 8:22pm says:

'Stick' Magazines are over-rated ;) :P

I have one on a Para USA TTR ^^ looks amazing on a dedicated marksmans weapon, but terrible on your typical Assault Rifle.

You've come a long way! Glad to see your mapping, just started doing mapping myself in the UDK, takes a bit to get into eh? (yes, I know your in source, but it's similar in manner you go about creating maps) xD

Also ignore the negative comments your Locust, there's only so many ways to do a Vertical Take-off & Landing Craft, and what've you've done is on-par with the current developments in small-unit/small carrying capacity designs.

Perhaps posting up some Wireframe/X-Ray views on the Rifle would help get you some crits? That is, if you're looking for them :P

+2 votes   article: Hey guys, Guess what?...... MAPS!
Kalenov
Kalenov Jul 5 2010, 8:35pm replied:

It's just his Monitor. Running a 26" LG @ 1920x1080 and I can see everything pretty easily.

0 votes   media: The woodcutters camp in Mirkwood
Kalenov
Kalenov Jun 28 2010, 6:27pm says:

Detail mapping is a bit to strong in my opinion, at the distance the character is currently standing at, the texture shouldn't be that sharp.

+4 votes   media: New textures-uvw unwrap
Kalenov
Kalenov Jun 22 2010, 3:26pm says:

Amazing texture artist you guys got! Also chainfist ftw.

+1 vote   media: I'll be back! New Terminator Texture -WIP-
Kalenov
Kalenov Jun 15 2010, 4:54am says:

Looks good for a WIP, although I'd like to point out that the highest quality of dragon skin can borderline stop a .50BMG or even a round from a M19 in the right circumstances. Hell, 12g will feel like a kick in the chest but low to moderate quality Dragon Skin would stop it, to the best of my knowledge they've gone so far as to throw a live grenade under the stuff, weigh it down, and have it go off, and it -still- wasn't 100% ruined.

And as a side note, modern Interceptor Vests, when properly worn with the plates in pristine condition, can stop up to 7.62x51 on Center of Mass impacts. 12gauge, in some parts of the world (norther part of north America particularly) is the common hunting gauge for medium to large game animals. While Marines & the like tend to Train with 12 Gauge ammunition for breaching, clearing, and hostage rescue drills, in some cases 10g is used with particularly devastating results, although even then, I can hardly imagine it being used as an anti-'hardened' infantry weapon on the future battlefield.

Probably one of the few rounds that could penetrate it (Dragon Skin) would be some style of Sabbot/Flechet based round, DU core/Penetrator, for a futuristic taste perhaps a ceramic/composite casing on the shell itself to better stand the stresses of the initial 'blast' pushing the round out. After all it'd still have to be moving incredibly fast, as well as the initial amount of propellant would need to be scaled up drastically to counterbalance the weight of the DU Penetrator.

On the modeling side..

Stock needs work, although i can only imagine you'll make it taper a bit better, configure it out to be more of the classical full stock & pistol grip.

Assuming the ejection & feed port is on the bottom of the weapon? Also I assume this is a High Poly asset designed for use baking to a Normal Map? Because that's a lot of geometry/triangles to be running on the muzzle there.

+1 vote   media: Type 24
Kalenov
Kalenov Jun 13 2010, 8:42pm replied:

exactly what I was thinking of, DS9 inspired?

+1 vote   media: Battle space station
Kalenov
Kalenov Jun 10 2010, 2:19pm replied:

seriously, you start your own mod, or rather seemingly take over a mod, and very unprofessionally start bashing other people's work? Brilliant job there.

+8 votes   media: [WIP: 6/10/2010] ls_slums
Kalenov
Kalenov Jun 9 2010, 3:15pm says:

PLEASE tell me this is sarcasm! xD Have you -seen- the rest of the game? This is bloody epic, love the work.

+1 vote   media: New Isometric Preview Function
Kalenov
Kalenov Jun 2 2010, 5:22pm says:

Youguys made me buy a HD5870 just for this mod *thumbs up* xD

+7 votes   media: Inner Sphere Uziel
Kalenov
Kalenov May 26 2010, 10:44am says:

Quake 2s intro level!? Bad ***. God if you guys are looking for a modeler or anything let me know, I won't be around for very long but I'd love to helpout.

+1 vote   media: OverDose Technology Demo Part Three
Kalenov
Kalenov May 22 2010, 6:32am replied:

Well actually you haavee...

Orcs
Humans
Dwarves
'Dijin'
Elves
Dark Elves
Undead
Demons

<3 Expansions.

+3 votes   game: Heroes of Might and Magic V
Kalenov
Kalenov May 21 2010, 5:53am says:

This may come across as rather odd, but the overall fell of Aperture science (or rather, the test areas your limited to in Portal) felt..airy, light, and I hope this mod can capture the lighting & mood that set the 'feel' for that environment, but eh, either way you've earned yourself another tracker :P

+1 vote   article: Progress, Progress...
Kalenov
Kalenov May 20 2010, 3:59am replied:

God that was -years- ago xD Back when NS2 was first announced, to the best of my knowledge, it was supposed to be a HL2 mod :P I think that's what he's talking about.

+4 votes   group: Unknown Worlds
Kalenov
Kalenov May 19 2010, 2:01am says:

Always wondered if the 'legs' where curled due to bones or they happen to be modeled that way, nicejob!

+1 vote   media: Tomb Spyder
Kalenov
Kalenov May 17 2010, 3:17am says:

"The Glave" Anyone? ;) :P

+1 vote   media: Pointer
Kalenov
Kalenov May 14 2010, 3:56am replied:

So I assume you've played this release then?

Honestly wasn't the 'first' release declared Late Alpha/Early Beta -anyway-? I mean hell, if you look at 90% of the games on the market, from Alpha to Finished Product, they go through unimaginable shifts.

Hell, Halo was an RTS for the Mac & Half Life was about a character that looked rather Space-Biker-Ish.

So again, I must ask, have, you played this release? Because the gaps between releases, tend to cause dramatic changes in both gameplay style & mechanics.


To the Orion Team/Spiral Studios, looking forward to the release guys!

Oh and P.S. - Kickass Soundtrack.

+7 votes   article: Orion Beta 1.2 - Hands on Preview (Halflife2.net)
Kalenov
Kalenov May 1 2010, 12:28am says:

Ah Metro 2033, and of course Call of Pripyat, both amazing games. Are you playing with any mods on COP? (Meaning you personally, not asking for an official endorsement of any of them :P)

Really glad you guys are keeping us updated, personally (having recently started working with a studio myself) I can understand waiting on other people, (even if typically I'm the person being waited for xD) and it's great you put this message out to let the community know what your doing officially.

So what are the future plans (for lurk) beyond this upcoming release of LURK? Will we be seeing a CoP port, or will you continue on with SHOC?

+1 vote   article: L.U.R.K.: What The Hell is Going On?
Kalenov
Kalenov Apr 30 2010, 1:53pm says:

>>; keep getting "oooops!" on *every* video I click!

+1 vote   media: AFF:Planetstorm - UDK Showcase Trailer
Kalenov
Kalenov Apr 23 2010, 8:56am says:

Might wanna increase the fracture by 1-2 slices on that board, I know its all early (and looking amazing even for early stages), but your dealing with (what I assume) is a Single Player Only game; so the freedom you have to use lots of props/effects/static meshes is way higher in most cases.

+1 vote   media: Weapon - Fireballs
Kalenov
Kalenov Apr 16 2010, 1:38am says:

They ate the bloody grenade and was STILL HUNGRY FOR MORE xD

+1 vote   media: STALKER Complete Mutant Attack
Kalenov
Kalenov Apr 6 2010, 8:56pm says:

And I'll give you a hint as to why probably; Space Marine. Amusingly enough I love GW to death, but from the trailer I saw of Space Marine, -this- actually looked better!

Rest in Peace.

Anyone else find it funny that a AAA Grade Project get canceled, but pieces of crap like UT40k are allowed to continue because it doesn't pose a threat to them?

+4 votes   article: Bad news
Kalenov
Kalenov Mar 30 2010, 4:29pm says:

Badass!

+1 vote   media: Final verion of of Chaos Idolator Class Raider
Kalenov
Kalenov Mar 21 2010, 10:33am says:

Ack' the Karak is growing them dwarfs a bit big these days eh? xD

+2 votes   media: Ironbreaker
Kalenov
Kalenov Mar 21 2010, 10:31am replied:

Dwarfs are NEVER fat. Infact if you look them up, the sheeting of their musculature is simply denser, and layed out in a different pattern. They aren't 'miniaturized' humans, while the organs are the same the structure isn't while the base principles of the muscles are the same; the layout, isn't.

So in reality, a 'frail' looking dwarf is a bit..odd, unless your going for LOTR, but we won't talk about that :P

Anyways, Great Job! Far better then anything I could've done.

+3 votes   media: Dwarfs
Kalenov
Kalenov Mar 10 2010, 7:38pm replied:

Actually in some cases I've picked up ammo crates, post-military and in private collections, that don't have -any- identifiers :S Personally I count it twords wear, but, still.

Great job guys! Love the texture.

+1 vote   media: Ammo box
Kalenov
Kalenov Feb 7 2010, 5:17pm says:

This would be everything I need, instead of having to download all of the other releases I see here in the Downloads area?

+1 vote   download: Ego Dragonis Divinity 2 Fullpackage
Kalenov
Kalenov Feb 6 2010, 4:28pm says:

Agreed.

+4 votes   media: Isengard
Kalenov
Kalenov Jan 29 2010, 1:18pm says:

Brilliant job, can't wait to play this. Glad you guys moved to the UDK as well! Honestly I think for U3 Devs, that has to be the way to go.

+1 vote   media: Hanako Castle Loading/Instructions Screen
Kalenov
Kalenov Jan 24 2010, 7:44pm says:

Been tracking (for a whole three days! :P) but brilliant job, love the (even though you label it as WIP I see it as perfect) Sculpt you have posted up, keep it up!

+1 vote   article: Its Alive!
Kalenov
Kalenov Jan 24 2010, 7:38pm replied:

BW is OP in the current patch; but classically the WP was pretty damn badass :P

+1 vote   media: Initial WIP screens
Kalenov
Kalenov Jan 24 2010, 7:38pm says:

Brilliant job.

+1 vote   media: Initial WIP screens
Kalenov
Kalenov Jan 24 2010, 1:08pm says:

My god a update for EYE :DDDDDD

+2 votes   media: Interceptor
Kalenov
Kalenov Jan 21 2010, 6:10am says:

Hrm, if this comes out before the new LURK Patch (or CoP) I'll give it a go, or just use it to tithe me over till LURK -is- patched :P

Goodjob though!

+1 vote   article: Extrem Mod 1.5: Beta Preview
Kalenov
Kalenov Jan 20 2010, 7:49am says:

They released 1.5.10 (recently I'm assuming) Would this (1.5.09) be better for comparability with Mod(s) reasons, or should I go right to 1.5.10?

+1 vote   download: Patch V1.5.09 for the retail version
Kalenov
Kalenov Jan 16 2010, 12:50am replied:

Probably another Dawn of War Only warhammer fan; not understanding, Imperial Guard come in a near infinite amount of variations :P

..And even then I gotta ask the same question, seriously what -is- wrong with it o.O, the chest plate perhaps? No that would change based upon the troopers weight, Boots and shoulder pads? Again weight/style, and even then they look pretty darn good.

'Nyways, good job!

Edit; Perhaps he means proportions? I mean this image, lies a little bit in the sense it makes the IG feel identical in height to a Space Marine; But that could be perspective/angle, and it could also have to do with the bone structure of how they built it, hell if I know lol.

+1 vote   media: Imperial Guard
Kalenov
Kalenov Jan 5 2010, 3:26pm says:

Flag icons feel a bit..squished? Other then that its great ^^ can't wait to play

+3 votes   media: Playtest Images
Kalenov
Kalenov Dec 24 2009, 7:45pm replied:

Actually WH40k Fluff says its projected onto the 'back' of the retina (not sure how that works lol) and its only the more Advanced targeting, or Tech Marines, that would have a 'HUD' so to speak. Everything else is Psycho-Indoctrinated triggers, that when preformed that display small, minimalistic cues onto the eye itself.

Atleast, that's how I understand it.

However, Targeting Systems (Heavy Weapons/Devastators) would have something like a 'crosshair', and targeting system as you see in the start of DC.

Remember, even though they are space marines, they are soldiers, not cyber warriors, the bolter has about as much of a crosshair as a M16 :P

I believe the only chapter that would probably out-right have Aim-Assist Targeting, standard, would be the Iron Hands.

+1 vote   media: Spawning into battle
Kalenov
Kalenov Dec 22 2009, 12:44pm says:

Because! It shows how much of a pain in the *** it is :P

+1 vote   media: Just a simple sword.-
Kalenov
Kalenov Dec 17 2009, 10:01pm says:

While I'm not a huge crysis fan, this looks great, along with all of your other screenshots of the mapping work you've done.

Although the foliage to the right/bottom corner, looks a little strange, something along the lines of reeds/marsh-grass I assume?

+2 votes   media: Alcove Road(2)
Kalenov
Kalenov Nov 14 2009, 12:51am says:

wow, just, Wow.

Quick question though, is -all- of that, actual polygon work, or was some of it done with Booleans? Either way, brilliant, brilliant work.

+1 vote   media: Multi Melta for our dreadnought!
Kalenov
Kalenov Oct 1 2009, 10:20pm says:

Very, and it also looks badass :D

+3 votes   media: Oxide
Kalenov
Kalenov Oct 1 2009, 12:18am replied:

Well I think the point is (while Source/HL2 doesn't have perfect bullet physics....okay its majorly lacking) it's not 'quake'/'unreal' (<3<3 Quake III) in how it handles.

Just uh, no HaloCE/Q3 shotgun = insane accuracy at distance please? xD

+1 vote   article: Not good. Not good at all.
Kalenov
Kalenov Sep 29 2009, 1:25am says:

Edit; Was not aware they were called Railroad Stakes xD nvm!

Edit 2; also could be called a railroad 'spike' as well lol.

+1 vote   media: Melee Weapons
Kalenov
Kalenov Sep 21 2009, 3:51pm replied:

As I said, I wasn't trying to be overly harsh, just offering my opinion.

+3 votes   media: Colt 1911 Pistol
Kalenov
Kalenov Sep 20 2009, 11:34pm replied:

Can we see the reference? It looks a *bit* more like the Original then the A1 Series.

I take it this is from a WW1 Model? Most of the weapons have 2 Pins in the handle, verses the Three you have there. If your referencing it off of a Pearl Handle one, it'd be better to do the 'center' dot shall we call it, in the texture and normal mapping.

Also from this viewpoint, the slide is continuous against the barrel. Flat, instead of a movable part. Safety catch on the slide is also missing; the 'thumb' for the clip ejection would be a cylinder with a textured/beveled head.

Rear bottom of the grip (the 'wooden' or 'pearl' part I guess you would call it), should flare out a bit more. The hammer is a bit more 'PeaceMaker' in style, the 1911 has more of a thumb-spread to it. Also the, small 'loop' you have on the bottom there, runs angled -with- the rest of the clip/butt, while yours juts out at an opposite angle almost.

The 'slope' of the slide, ie; the sides, are a bit more 'boxy' I guess would be the term, while its not a complete square, it is 'beveled' (for lack of a better term), verses the smooth, all most round as you have it.

Ironsights should be based off of a 'dot'/Cylinder, with two forks coming out of it, lining up with a single extrusion on the end of the barrel. Front of the slide should also be stepped back a little, to allow for the extrusion of the 'barrel'.

While I understand the viewpoint *is* limited in this render, some Wires and a better view of the object would be better to post up.

All comments I've made here, I really mean constructively. And I hope no one takes offense. Modeling is tough, personally I suck at it :P, but I hope this helps.

Also;
Deactivated-guns.co.uk - Reference, might come in handy.

+4 votes   media: Colt 1911 Pistol
Kalenov
Kalenov Sep 18 2009, 10:27pm replied:

Leave it go for a little while, they are simply showcasing the units they've made, the backround is clearly still The Wastes, but seriously, I'd love, to see you do any better.

Good job guys, keep it up.

Although; might just be me (used to the miniatures a bit more these days), but, is it the Spec. map/lighting or something that is making the green really deep? Or is there a shading effect, like some orks will be that deep deep green and others, more of a WAR (Warhammer Online/Age of Reckoning) green-style?

+3 votes   media: WAAAAGGHH!
Kalenov
Kalenov Sep 3 2009, 4:55am replied:

Well from reading that, basically they spawned through bio-morphing out of basically ****/feces, similar (and drawn from) the Tyranid's BioPools.

"Squigs naturally grow and breed within the cesspits of Ork settlements, subsisting on Ork refuse"

Instead of it being hair, etc, it would basically be the ork toliet/trashbin :P

+1 vote   media: WARP
Kalenov
Kalenov Sep 2 2009, 4:19pm replied:

I gotta ask, were is the source for that? I haven't had a chance of skim Ork rules or anything, but that sounds more Tyranid then Ork.

Also isn't that like, the third or fourth time you've asked that?

+1 vote   media: WARP
Kalenov
Kalenov Sep 2 2009, 4:18pm says:

Can you say, bad-***-combat-shotgun ftw? lol

+1 vote   media: WARP
Kalenov
Kalenov Aug 17 2009, 12:29pm replied:

Not a scope, its an ammo drum if you look.

+2 votes   media: crossbow LP update
Kalenov
Kalenov Aug 16 2009, 10:07am says:

I fail to see how you get away with saying 400 isn't bad for a "gaming PC" I built mine, with some rather handy deals from newegg & tiger direct, that runs crisis just fine on medium and with minimal loss on high, for about 250-275 :S

Also; its basically impossible at this point, to the best of my understanding, to run Crysis on the 360. Simply put, the 360, doesn't run mods at this point. (Or probably ever, <3 you Tuesday Update for killing Free60)

As per the PS3, I believe, believe, it has been showcased running mods correct? But I believe, those are only for the Unreal 3 Engine.

Your concept, is rough around the edges and very ambitious, I wish you well, all be it I also want to say this might be something you want to put on the back burner, till you have a slowly built up portfolio and skill set in Modding/3D, etc. Granted, I know I'm not one to talk considering I only have a minimal set of Modeling skills, but you have to understand the...monumental amount of work you have listed there.

Also gotta ask, were did you come up with the idea that creating a great mod, would lend twords your being hired by a game studio?

Yes a, "great" mod would help this, I'm sure, but hardwork by the individuals; not necessarily because of this mod, would earn the person that chance. Bluntly put, not all of a 'team' dedicated team would get hired, if any at all.

Boiled Down; In my opinion. Get a team, pick a smaller project, and work on this on the side with afew or all of those team members. Start small, dream big.

+1 vote   article: August 2009 Update
Kalenov
Kalenov Jul 31 2009, 3:19pm says:

I gotta ask, what is the difference between this, and Copes Defense Mod? Is this one simply heroes, and Cope's being Squads?

+1 vote   mod: unusualfashion's Hero Defense Mod
Kalenov
Kalenov Jul 25 2009, 5:29pm says:

Very, very nice, but if I may make a recommendation (and this is just my opinion), shortening the barrel, and changing it's classification from an Assault Rifle to a PDW (Essentially an AR, in the SMG weight range.), I just think with a properly railed front (like you have there), beveled down front (http://unlimitedcallofduty4.webs.com/g36c.jpg G36C as an example), would look brilliant.

Anyways, that's just my opinion. But either way, model looks great!

0 votes   media: The Assault Rifle
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