This member has provided no bio about themself... Yes! It's really totally exciting!!!!

Comment History  (0 - 30 of 471)
RedSlug Apr 6 2015, 2:44pm says:

Looking very promising, and surprisingly lively!

+1 vote   news: Half-Life Echoes - One year update
RedSlug Mar 31 2015, 10:19am says:

"added compatibility for Radeons"

-Yes, thank you!

+6 votes   news: Final Paranoia 2 v1.1/ Release date: 9 April 2015
RedSlug Mar 14 2015, 1:58pm says:

I imagine an atmosphere with long echoes and sounds of stressed steelcables. Something like that - please excuse the cheap websearch, I'm sure you'll get the idea.

+3 votes   media: Elevators are out of order
RedSlug Mar 14 2015, 1:43pm says:

Looks a bit like "The Island"-Movie

+2 votes   media: More WIP
RedSlug Mar 5 2015, 3:45am says:

Scrolling through the screenshots mainly shows the - amazing - leveldesign. I'm kinda curious about the weapon arsenal: The soldiers are carrying the M4, known from the HD pack. Can we expect a weapons overhaul (models, textures sound-wise) for the player, or maybe even completely new types?

+3 votes   media: Core Q&A 3 Promo
RedSlug Mar 3 2015, 1:39pm says:

I love the floor-textures! I hope to hear proper footstep-sounds for that!

+4 votes   media: A fresh start... (WIP)
RedSlug Mar 3 2015, 1:38pm says:

Uuh, pinups!

+2 votes   media: Eyes up, Andrews
RedSlug Jan 31 2015, 2:08pm says:

Impressive concept art and some fresh assets in the screenshots. Promising and very, very atmospheric!

+2 votes   news: Update #7: New Year, New People, New Stuff
RedSlug Jan 6 2015, 6:52pm says:

Apart from the atmosphere and the weapontexture: Would you mind to flick the safety off?

+12 votes   media: Lost Alpha DC Atmosphere
RedSlug Jan 2 2015, 9:56am replied:

What? It's not too late yet.

+10 votes   news: New Years Update
RedSlug Jan 2 2015, 9:35am replied:

And smooth texturing

+2 votes   media: Chapter "Deduction"
RedSlug Jan 2 2015, 9:26am says:

I just crossed my mind that Freeman never witnessed the Citadel at night during his journey in Half-Life. Maybe it could have some eery white/blue illumination seeping out of some parts of it.

Something like that:

+3 votes   media: New Location
RedSlug Dec 25 2014, 7:45am replied:

EDIT: Something like that:

+1 vote   media: Cutscene large teleport BETA
RedSlug Dec 25 2014, 7:16am says:

Some thoughts:

The balls and disks look like work in progress - I thought that those would become energyballs or some kind of energy-based-effects.

The teleporter warmup sequence also lacks of a proper soundscheme: Only the lightning and sparks currently seem to have sounds. Some crescendo which supports the build up of the portal.

The ride trough the portal's looking good, but the sudden stop of the camera at the GitS-like discs is throwing the viewer out of the atmosphere.

Use some fade outs and fade ins between the cuts between the teleport scenes and the ships in the orbit.

The fighting and the combine charging is a bit too long, maybe cut one scene from it?

Transition between the cutscene and the playable part on the ship: Maybe add a non controllable movement of Gordon getting up instead of just spawning in the normal, standing postilion.

Some particle effects for the falling pod: maybe some small flakes come off it during the fall to support the velocity of fall (I imagine this looks good while approaching the cityscape).

+1 vote   media: Cutscene large teleport BETA
RedSlug Dec 17 2014, 3:26pm says:

Well, one of the pipes doesn't make much sense, and I was more attached to the idea, that the training facility was actually housed in decommissioned missile-silos.

+2 votes   media: Pipe Silo
RedSlug Dec 5 2014, 2:24pm says:

Love it, the attention to details is amazing and the whole game has such an overwhelming, oppressive atmosphere!

+2 votes   media: V2 progress... it's coming, God willing
RedSlug Nov 17 2014, 4:13pm says:

Slowly taking shape - I love the way you're making this all brush-based.

+7 votes   media: National Assembly main corridors WIP
RedSlug Nov 17 2014, 10:29am says:

The building in the middle looks very good already, maybe add some varieties to the buildings on the left and right of it. The repeating textures make those look kinda bland.

+4 votes   media: Construction WIP
RedSlug Nov 8 2014, 5:00pm replied:

Or maybe some human enemies, like the black ops?

+1 vote   media: Safe zone
RedSlug Oct 25 2014, 7:48am replied:

So there's some kind of delivery-system? Someone must've toppeled them there on purpose. Oh, and I see you're you're using PS2 models instead of the brush-based vehicles.

+1 vote   media: Scale
RedSlug Oct 12 2014, 2:52pm says:

The helmet is hilarious!

+1 vote   media: Ivan Player Model Render
RedSlug Sep 27 2014, 11:42am says:

Just returend from a sessiion Borderlands - kinda feels cozy.

+2 votes   media: Final Global ligth
RedSlug Sep 21 2014, 7:41am says:

I love the brushwork! This indoor multi-storey-streets kinda reminds me of the second part of ETC.

+2 votes   media: Ascent
RedSlug Sep 11 2014, 2:09pm says:


+2 votes   media: Detail - mod progress
RedSlug Aug 24 2014, 9:34am replied:

Or parallax occlusion mapping - I think source is capable doing this, right?

+1 vote   media: Mystery Level
RedSlug Aug 24 2014, 9:13am says:

Just in time for the C-130 Hercules' 60th birthday!

+2 votes   media: C-130
RedSlug Aug 24 2014, 9:09am replied:

I guess this is a concept paint over.

+1 vote   media: artifact
RedSlug Aug 1 2014, 2:54pm says:

Good thing I've waited just a little bit longer.

+4 votes   news: S.T.A.L.K.E.R. Lost Alpha Patch 1.3003 Released
RedSlug Jul 16 2014, 1:22pm says:

Lovely work, those assets are going to raise the mod on a whole new level. Looking forward to finally replay and finish the mod!

+3 votes   media: Quick Update
RedSlug Jul 7 2014, 6:22am says:

Nice to see it's set up on Steam

+2 votes   news: NEOTOKYO on Steam
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Apr 26, 2015
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