I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!

Comment History  (90 - 120 of 3,101)
SinKing Oct 21 2014, 5:35am says:

You have a private leak -^? Wild stuff!
Looking good guys.

+1 vote   media: Leaked OverDose Early Alpha Gameplay Sort Of Stuff
SinKing Sep 4 2014, 12:13am says:

Makes me miss real acades, actually. It looks so awesome and we've had similar stuff in my town in the 90's. Just not as leet as yours :)

+1 vote   article: Now Available on Steam - Anarchy Arcade
SinKing Aug 17 2014, 3:58pm replied:

Dude, I had that problem and finally got my provider to send me a technician. It seems like these fast connections run on several "strands" (lines), so if some of them are severed, it keeps shutting off. Technician fixed it completely and I cursed myself for not getting it done earlier. If you have a similar problem, get it fixed now! You'll be happy, too.

+2 votes   article: The Gate II has been released!
SinKing Aug 16 2014, 11:20am replied:

Yeah, his stuff has "character" that's what I really like about it the most. It's almost like Matt's dudes are ready to whisper out the story of their life at you.

Will there be new animations at some point too?

+4 votes   media: [Beta 1.08] New Blood
SinKing Aug 13 2014, 9:11pm says:

CrazyMatt is still at it? I liked his work for insurgency and think he's great.

+5 votes   media: [Beta 1.08] New Blood
SinKing Aug 12 2014, 6:43pm says:

Very Gangsta with the pistols ^^

I wonder where he takes those pistols from, since I thought they were coming from 2 holsters around his chest. But the way these pistols are crossed after drawing them, seems odd. I mean, it looks kinda cool, but there is really no way to pull them out like that. How does that look from 3rd person/other players?

+1 vote   media: CSO Series Weapons Test
SinKing Jun 16 2014, 9:09am replied:

"****" and "Fresh" seem to have similar Glyphs in Chinese. I've seen stuff like "**** Vegetables" on photos of Chinese supermarket signs.

As to the exploding - no idea ^^

+1 vote   media: Funny Chinese mistranslations
SinKing Jun 16 2014, 8:09am says:

I know how he planned this! He took a coffecup ("to-go"), a squished, rolled up towel and stood them together.

Then his artful eye found that something is missing and he flipped a christal bowl and put it on top of the cup. Done! That's art-chitecture.

+1 vote   media: Smile or just smile.
SinKing May 31 2014, 11:35pm says:

Do I have to pick up its poo? Because, you know, judging from the size I'm gonna need a bigger inventory for poobags ;)

+1 vote   media: Dog Type 1
SinKing May 16 2014, 8:50am replied:

I find this engine can compare to Unity and the workflow looks more hands on and practical than anything Crytek ever did. If I compare to Unreal 4 that's only because the engine is my daily bread. And U4 is simply amazing, yet still unfinished itself (e.g. Slate) . And there are hundreds of people working at Epic, while Dragonlord does it by himself. Imagine what 100 Dragonlords could create ^^

I also sent him some assets to see what the dirty materials would look like and how they compare. What would really make my day, is a modular material editor, such as Unreal uses or what I use in Maya. It's just so much more practical making shaders that way.

+1 vote   article: World Editor Preview Video
SinKing May 15 2014, 3:06pm says:

When is this coming to the standalone? I always liked the train map in the old FOF, but this looks even more varied.

+1 vote   media: Featuring 2 new maps in version 3.9
SinKing May 15 2014, 6:36am says:

Excellent idea there. All stolen from Valve lol, but EPIC is doing things well enough to stand on their own. I think for the common player it is too difficult to work with the editor, unless there will be a simplified version for UT.

This is a great idea, because it will let us mod the UT we want to see. After all, some of the best features in UT are derived from some of its mods. And its mutators were fun in the past, so this is like 1000x that.

+1 vote   article: Unreal Tournament - Announcement
SinKing May 14 2014, 7:52am replied:

I like this! I really like the dynamic lighting in e.g. Cryengine. I can work with simpler meshes than in Unreal Engine, where every mesh has to be closed/convex, as not to confuse the lightmapper.

I think the problem I see may be more with your current materials and textures than with the lighting itself. These very clean and straight textures just have a slightly artificial look to it. So, the lighting is probably great from what I've read here, just some assets that really show it off aren't there. Maybe I can supply you with the gun model I recently made (because it has a nice materiality+textures) and you could see how it renders in your editor. I just recently put it in U4 and it looks great and just like I wanted. The materials are definitely one thing I liked about UDK and like even better about U4. But your engine is just so cool and it is made by you, which I still find absolutely impressive!

+1 vote   article: World Editor Preview Video
SinKing May 13 2014, 3:29pm replied:

Yeah, there is no use implementing things which don't work yet, but will be no problem in the future.

A few things about lighting and AO you mentioned. 1)In real life, shadows are always fading out towards the edge and get darker towards the shadow origin. You can see, e.g. how a table leg throws a sharp and opaque shadow at its origin and then fades more and more with the remaining color. Soft Shadows are expensive, however it seems you have them in areas that are enclosed by shadow, but you don't have that towards the edge (of the shadow).

You are saying the values represent sRGB luminance, however your scene is rendered in Realtime (with Physical Based Lighting? I guess), which uses linear values, i.e. 32 bit images. So which image lights this scene and what bitdepth does it have?

Maybe this is too specific, so don't feel obliged to answer. I'm just wondering if some of the features could be made to look even better. I mean - no offense - it is a great looking engine with lots of tools and features, but the lighting is not yet convincing me. How would you go about adding a lightmapper though, if it is all in realtime? And why would you. My head is gonna explode and so will this comment. In 5...4...3..2...1..

+1 vote   article: World Editor Preview Video
SinKing Dec 11 2013, 9:00am says:

T(H)anks for voting?!

+3 votes   article: Thanks for Voting!
SinKing Oct 15 2013, 11:00am says:

Yeah, I have seen his stuff, but most of it is very old and not exactly working with UDK (like all his shortcuts for UDK ^^) However, the modeling etc. tips are all still pretty good.

It has just been a pain learning all about the lightmaps and modularity for buildings. UDK did some pretty ****** stuff during lightmapping. What I know now is that it is best to have as few pieces of possbile when building something modular. It also makes sense to plan and build the whole thing first and then start with UVs and making materials.

+1 vote   media: NY_style_old_skyscraper
SinKing Oct 8 2013, 9:34am says:

It's strange - now I have these problems with Mega a friend of mine had. It just doesn't finish its downloads. After I do get it finished, the data is corrupt. I also tried the download to file option via my Mega Account.

Both types aren't working, so it'd be nice if you upload the demo to Moddb or some other site, so we have an alternative download.

+1 vote   article: a classical survival DEMO´n
SinKing Oct 5 2013, 9:35am says:

Strange - I only thought about this mod two days ago. And now there is an update! A sign of god, clearly! Time to frag some carebears.

+2 votes   article: Bisounours Party 5 is out now!
SinKing Sep 27 2013, 2:58pm says:

I'd go along the lines you went with Pirates of the Carribean: give us lots of freedom on seas and quite a few options on land. I really liked having my own island/villages and being able to expand my business as well as plundering/damaging my enemy. The whole running a business aspect is interesting to me. If it is pirate business or rum and spice trade isn't that important to me.

That makes me think, since the game is multiplayer, there could be clans or factions, so you would automatically have standoff situations, just because some chose pirates and others merchants. Add the different nations with their shaky alliances and you get something massive. Like GTA on seas - complete with multiplayer. A sandbox game.

+2 votes   article: Hearts of Oak: Survey Results
SinKing Sep 10 2013, 6:36am says:

So are you gonna stream the map, or is it all loaded? I guess streaming is the only option, right? But then you need a checkpoint system, which could be done with the camps you build. It's an interesting concept. I play a lot of Dayz, but the zombies aren't nearly menacing enough and survival is far too easy. The only fear there is getting shot by another guy.

+1 vote   article: Spetember 9th 2013 'NO RETURN' News
SinKing Jul 30 2013, 6:43am says:

Epic trailer :)!

8 years well spent, I'd say. Thank you for hanging in there!

+5 votes   article: Project Reality: BF2 v1.0 Preload and Trailer
SinKing Jul 27 2013, 6:39pm says:

Huh? where does this tile? I see two walls, two doors (mirrored) and pillars and the floor. If the units are that large you can just position them on the 0,0,0 in your editor and go for a Power of 2 size. Maya and UDK grid are the same 2cm=1 UU, so it snaps perfectly.

If the units are smaller than what I said, e.g. if the wall is made from 3 tiles that would be awesome. Because whenever I try that I get a slight shadow from the lightmap bake on the edge of an open mesh. I really need to figure out why that happens. I snap the lightmap Uv to the grid and it's big enough...should work.

+3 votes   article: Character Customisation in Bushido: Build your own Samurai
SinKing Jul 21 2013, 7:28pm says:

Intersting! I apreciate the explanation. So I take it you made a Ltd or something of the kind for your studio?

Idk, I keep thinking about these things and I believe it would help so much to take a project into a serious direction to actually feel like everyone belongs to the same company. I'm just a little anxious to get it all started.

+1 vote   article: Our Kickstarter Is Coming!
SinKing May 22 2013, 7:44pm says:

Is she starting to cast a fire spell or what's that in her hand?

+1 vote   media: Well, I am sorry for posting tons at once, but...
SinKing Apr 1 2013, 5:02pm says:

I thought this might actually be some idea that wasn't done yet. Since we've seen everything else in Star Wars mods, I actually considered it a plausible idea.

+7 votes   article: April update - check out our new pilot! [APRIL FOOLS!]
SinKing Nov 25 2012, 4:54pm says:

Why doesn't he ever fight the rats, is he too chicken ^^ ?

Good work, though the fight mechanims feel a little too much like simulation. It's looking a bit clumsy, which breaks the immersion with the rest of the good looking game. Of course that may be the tradeoff worth making, if the rest of the game is done interestingly.

+2 votes   media: Developers Diary #2- Fight and AI
SinKing Oct 10 2012, 2:49pm says:

...btw - the lighting error in this model were produced due to the import settings. I later followed this tutorial and got clean results (see update of asset):


+2 votes   media: med_oven
SinKing Oct 4 2012, 7:14am says:

Fantastic looking concepts - and all just pen and paper. Impressive!

+1 vote   media: Alliance harvester concept
SinKing Sep 16 2012, 6:21am says:

Wow! That's great for you, congratulations! Greenlight is starting to get on the right track. Can you describe a little bit how this will change/help your development? Will it help financing the development, too?

+3 votes   article: Kenshi is now Greenlighted!
SinKing Sep 14 2012, 3:58am says:

If you wanna give us a treat, post normal and diffuse maps and a wireframe, too. This is what makes these updates intersting - to see into the true development.

+1 vote   media: Renders/Screenshots
SinKing Sep 13 2012, 4:31am says:

-4 votes? People who voted don't seem to recognise sarcasm, until it is delivered with the biased narrator's voice. I always liked the narrators arrogance, but looking down on the feeble minded is best enjoyed in small doses.

-1 votes   article: The Stanley Parable: HD Remix is now on Greenlight!
SinKing Aug 14 2012, 8:37am says:

I like the name of the map. Like what you did with the city sign. I didn't get player progression entirely on this map. Seems like there are no things/switches that you need to do, in order to progress. Yet, looks good! Questions will be answered during playthrough anyway:)

+1 vote   article: ZPS 2.3 Update Live!
SinKing Jul 21 2012, 7:26pm says:

Interesting. Why doesn't the engine have physics? Does it cost too much cpu power to calculate everything if it's not hardcoded? I think this is amazing to hear, since GTA always felt like random things happen. That's something I always felt and surprises me to hear is nowhere near physically accurate.

So interaction between any objects that may appear physical is just a hardcoded set of variables? Shouldn'that mean you can exactly repeat something in the same way, if you don't deviate from how you did it the first time?

Also, good video, interesting project :)

+2 votes   article: new gameplay video
SinKing Jun 25 2012, 2:08pm says:

I reinstalled OG after almost a year of not trying any builds and I pressed "v" when checking out the button mapping. Had to laugh so hard and kept pressing it. What the hell is that button for ^^? These spikes of humor that show even in minute aspects of the game design make it so enjoyable for me.

+2 votes   article: New Overgrowth a183 video devlog
SinKing Jun 23 2012, 8:04am says:

In games there is rarely character development - which is the essence of most good (movie) screenplays. Story is not about explaining it all. It's about grounding the mood with a believable background.

I think to make most of the game as a physics simulation is extremely ambitious and a great idea. However, I wouldn't propose doing it with this game, but something else - maybe a funner game. The problem is the feature instantly makes me think of Team America or Thunderbirds. String Puppets may be the way for Pharaos to work their goons, but they don't appear scary at all; rather funny and disoriented.

I'd also suggest thinking about mobile/browser market. As much as I liked CURSE for HL2, I can't yet see the same coherence in this new game. Visually it can't hold a candle to the prior version and the new grittyness isn't represented well through the choice of textures and lighting. It all looks a bit flat and not rich and diverse like the original Curse. Maybe that's just all because it is early on, but if I were you, I'd question some parts of the design and hire an artist to work over some of your existing designs.

I know this post is long and maybe a bit unjust criticism, but don't take it that way. You have come this far and are that talented with so many things. It's cool you are trying this drection, but the game's concept is a bit unclear to me. It tries to do a lot of things, but a lot of it is hard to grasp. Imagine I told you I was making a game with a nameless motorcycle ghost hunter, who goes back to slay string puppets in Egypt - with a ball. That does sound like it's comedy. A little bit like Brütal Legend. Yet it is trying something different. And that's why you need character and a story, if you want to go down the deep and dark alley wihtout being generic.

+1 vote   article: Curse : Episode I.
SinKing Jun 11 2012, 4:17am says:

Is that the famed Beast renderer at work? One thing about Unity is that it really fosters originality, because devs don't aim at making it as real a possible, but rather look for artistic solutions. So the games often look more original than their sophisticated counterparts (e.g. Trine), albeit not as beautiful.

I think you got an interesting development going on. The last time I played a comparable game was on my C64 I think. Some kind of Robinson game.
The only thing I'd change is the size of the foreground black blobs. They often seem too flat, instead of giving the picture depth. Instead make two blobs with slightly lighter shading on the one and size them both down a bit. It will still look like intended, but won't be flat looking.
Overall I admire the teams that can put an original artstyle at the base of their production, because they make the best progress and produce the most original looks. Your project is one of those, for sure! Watching!

+2 votes   article: Under the Ocean - Alpha Updates
SinKing Jun 5 2012, 8:58am says:

I think it's Knight Industries, not Knight's. Looks cool .

+1 vote   article: Goliath All Scripting 100% Done
SinKing Apr 26 2012, 4:34am says:

Warning! to some this post may contain spoilers, but very mild ones.

the game is brilliant in this form. In the old mod you could bunnyhop all over the place and some friend of mine thought that was the best thing about it. People really need to listen and get into the mood and this works great with the imagery provided.

I always find it peculiar how people say "ohh these maps are so realistic" when they talk about the game. The cave and even the exteriors bare a strong sense of surrealism to me. The island situation gives it the encapsulated feel and the voice does the rest. I think that's the main success of Dear Esther. It makes you takes a surreal situation for real and learn that you were wrong, as the story unfolds.

+3 votes   article: Dear Esther Released on Desura
SinKing Apr 18 2012, 3:01am says:

I love this mod. Chinatown is my favorite map, but Isolated could be good, if it was possible to determine where which zone is. Spray some letters on the wall and ground...

+2 votes   article: NMRiH Beta 1.04 Download Live!
SinKing Apr 1 2012, 8:47am says:

Lensflares are a bit odd, don't you think? It's something I connect more with sci-fi, since the eye doesn't produce flares of any kind. Seems like a few odd thing are in the mix here, but I'm not informed enough to say more. Looks good.

+1 vote   article: Blackreef Pirates - Multiplayer pirate FPS? (with video)
SinKing Feb 7 2012, 5:17am says:

I had been wondering how he made these concepts, until I reached "they are made in 3D". What an awesome job!And how much work for the artist to model, texture, skin, just so the modeller can take it to the next level; maybe too much work to begin with, but the results speak for themselves.

I recognize some of the parts I see in the weapons, the grip of the pistol looks familiar,etc. So did he first start collecting pieces of real guns and make a collague or where do these guns come from ^^

Great job, very unique and if you get characters to match this stlye, it will be most intersting to see where the universe of this game goes.

+3 votes   article: Mist of Stagnation: 8 Weeks of Updates - Week 4
SinKing Jan 25 2012, 6:09am says:

ahh, my mistake sry issued you one negative karma point. Will make it up to you :)


lots of my stuff can be seen here, too. Often revised a little:http://www.cgpad.info/forum/bo-sketchbook-t2218p2.html

+1 vote   media: 2_new
SinKing Jan 9 2012, 12:44am says:

I'm always amazed at how modern the German tanks look compared to those cute babies. But the Sherman had one benefit - there were many of them.

0 votes   media: M3A1 M4A1
SinKing Oct 24 2011, 10:01am says:

yeah, there is a distance texture for the terrain, which is the same size as the heightmap - in my case 2048x2048 Pixel. You can make texturemaps up to 16k for Cryengine.

+1 vote   media: ingame_detail
SinKing Aug 26 2011, 10:06am says:

Good luck! Screenshots are looking good, and I think the lighting is pretty realistic. They have a special look to them, too. Night is dark and lights can be beacons in the darkness. As long as not every scene looks like this, and if I can see what I need to to progress, it's fine.

+3 votes   article: Kwaidan - A Story to Start It All
SinKing Aug 6 2011, 5:10am says:

Did you somehow stitch these together or changed FOV to make these 360° pics? They are really good!

+1 vote   media: Open Beta 1.6 release media
SinKing May 23 2011, 4:16pm says:

Good Lord, it's like 3 ships :)
At the beginning of the video the hissing sails sound like an evil chuckle.

+1 vote   media: Black Pearl Battle
SinKing May 1 2011, 2:24am says:

Why do I think "French" game when I see this? Are you French? I guess it's because the style of your character reminds me of Franquin. Ok, Franko-Belgium, then. Are you a Franko-Belgian team ;)?

+2 votes   article: Lucas
SinKing Mar 14 2011, 6:28am says:

The bad artists imitate, the great artists steal ;)

Nice going, love Doom 3 mods. Some really crack stuff found in D3 mods.

+1 vote   media: Sand-Box/Tutorial
SinKing Mar 1 2011, 9:02am says:

I'm missing a kick to the nuts as finisher ;)

+2 votes   article: BreakingTheRules announcement
SinKing Jan 18 2011, 2:15am says:

It'd really be interesting to learn more about IsoTX business model. I wonder, how they make money on their games. Somehow they must, or else there wouldn't be so many games produced in so little time.

+3 votes   article: Iron Grip: Marauders Has Launched
SinKing Oct 20 2010, 5:31pm says:

no explanation whatsoever, huh? Good fun!

Video looks great it just seems a bit surprising when you die. I canot figure out the HUD. Maybe you can write a little "explanation" for it? Great to see you're still working. And this seem like a perfect match for Unity.

+1 vote   article: Lift News - 30
SinKing Oct 11 2010, 7:12am says:

Cool buildings - impressive workload! Congratz on the release!

+2 votes   article: SimMars Beta 3 released
SinKing Oct 6 2010, 2:33pm says:

There are different type of ammo, since Athena itself can be used as gunpowder. You will learn more about Athena Lore with new updates. Some of it is in the Athena Quickguid, which you can find under "Downloads".

+1 vote   media: M124 SMG
SinKing Oct 3 2010, 5:10pm says:

only aged 100 - you youngster!

+2 votes   member: solvalou
SinKing Sep 14 2010, 1:56pm says:

concept idea. nothing definitive. I'm just trying to come up with some original architecture for some of the maps.

+1 vote   media: temple of law
SinKing Sep 13 2010, 4:59am says:

Yeah Booman, I was thinking that, too. It shouldn't be too hard and would liven up the very dark left side of the picture. However, this is a production shot for a map of Athena, so I wanted it to be as clear as possible. I also produced a top shot of this picture (and more) for the mapper.

Perhaps I'll do that next. Since we can use vehicles and scripted scenes for AI, there could be some traffic going on. I think some cars would also help with the scale, finding out how large things are. Thanks for your c+c!

+1 vote   media: City_night
SinKing Sep 11 2010, 12:50pm says:

Well, you could turn around like you would in real life, but where's the fun in that? It would also make the game really short ;)

+1 vote   media: Zones Concept
SinKing Sep 2 2010, 2:05am says:

Yeah, this one was purely paint on canvas, no other sources involved. So is the next one (Los Muertos). What I'm trying to get used is using perspective lines. I should probably work on the contrast, but the effect of this painting is what often happened with old cameras an analog film. The particles on the film stopped being so light responsive and couldn't get those dark values any more. However, I realize that for a 1920's jungle painting, I'd better find a fitting vignette, possibly in 5-10% grey (and not black).

+1 vote   media: Jungle
SinKing Aug 31 2010, 6:29pm says:

A layer effects. I only use them for the contour which I put around most of my paintings (If I don't forget it, like here)

+1 vote   media: Athena Zones
SinKing Aug 31 2010, 6:07pm says:

Because they have roots, which go deep underground. In Spain you'll see a lot of dry ground and green trees. Also, this is a foliage test, not a biology lesson.

Looks great!

+4 votes   media: second test
SinKing Aug 30 2010, 11:29am says:

Great video! Underwater is a scary place.

+3 votes   article: Look ma, news!
SinKing Aug 21 2010, 4:04am says:

Days? To be fair it's been a couple of weeks now. I've been working on this concept for a couple of days alone ;)

Thanks for the kind words, Ill try to raise the bar even higher with future concepts.

+1 vote   media: Athena_Distillery
SinKing Aug 8 2010, 2:38pm says:

You employ shapes very well. I am often missing a forground in your images, which would give the paintings a sense of real depth and perspective.

+1 vote   media: Science Fiction
SinKing Jul 29 2010, 1:38am says:

I have to find time to play. Dammit, the list of mods I love is getting longer all the time - when am I supposed toplay them all ;)?

Great work, this is one of the great mods where you can win through skills and just have lots of chaotical fun.

+2 votes   article: Beta 3.0 released.
SinKing Jun 19 2010, 4:36am says:

Looks good. The overall Design of this game is more refined than that of some AAA titles. Nothing too original visually (in environments), but there is enough originality in the gameplay.

I'm a little bit concerned, because last time (2 weeks ago) I ran the game, I had some sound (loop) glitches, the wooden targets didn't load and the engine still stutters and feels somehow fragile to me, as if I could put a fist through every wall.

I hope a lot of things get optimized, because Natural Selection 2 draws more resources at the moment than e.g. Just Cause 2 does. Looking forward to the Alpha, though! I hope I'll be playing this map.

+1 vote   article: Design of ns2_tram
SinKing Jun 12 2010, 12:47pm says:

Another update to make us proud ;)
Nice work guys, nice work!

+1 vote   article: New Detail Texturing Added
SinKing Jun 6 2010, 4:57am says:

One thing I always miss in diving/swimming animation is the thrust forward after each set of movements. There is perpetual movement and there should be acceleration. Acceleration should be seen after every stroke and then speed would recline again.

Everything does look good though. Without a singleplayer in development this game really makes fast progress. I think it's a wise choice to keep it as simple as you can. Lots to learn here!

One thing I always wonder about are upgrades. While, in theory, there is plenty of equipment available to the divers, all the sharks could get is improved health and abilities.

+1 vote   article: Vision Talk
SinKing Jun 6 2010, 4:46am says:

I just hope they didn't bake a real Playstation 3 into this...

+1 vote   media: Hanako Game Case Cake
SinKing May 19 2010, 4:53am says:

I like how claustrophobic things get in the corridors. This map looks like a real castle for once and not overblown like in most games.

Still thinking you should tone down on the lights. But great work!

+1 vote   article: Thievious Work In Progress Update 4
SinKing May 19 2010, 4:06am says:

that's great. now at least there can be a community for really modding this game. Do you think it will be able to make total conversions with the Path Engine, in the future?

I wonder how much more the tools are going to be developed. It would of course be great to get a hold of the map-editor Avalanche studio uses. However, I doubt that can be cound anywere or recreated. Modding the island itself should be fun enough, for a while.

+1 vote   article: Download the Just Cause 2 mod tools!
SinKing May 12 2010, 3:03am says:

Zombie Orca would be scary - but then again: what would it do, splash you with zombie water?

+1 vote   media: Brochure Side B
SinKing May 10 2010, 4:57am says:

What you got against line battles? It's a different kind of game and when you got a good commander they are quite fun. Of course there is much more strategy involved in those maps, than in the capture the flag ones. However, some people (like me) like that.

+2 votes   download: Line Battle Map Pack 1 for BG2 2.0
SinKing Apr 24 2010, 3:15am says:

Brummbär = Growling Bear

Brummbar= nothing

so what's it called?

+2 votes   article: German Engineering
SinKing Apr 22 2010, 12:37am says:

I watched Red Dawn lately. That is soooo 80's
If you can re-create some silly eighties things like ugly patterns on clothes and the mullet-hair (on civilians) you'll be really close to thoses days. Oh yeah and don't forget some cool stuff in the shops, which was hip at those days. There is no end to props!

+2 votes   media: Riot Shields and AKM ingame
SinKing Apr 17 2010, 4:35am says:

Man, real space battle will be boring - without all the explosions.

This is nice ;)

+1 vote   media: March Screenshots
SinKing Mar 1 2010, 2:26am says:

so what's he worried about - he's wearing shark-proof armor ;)

+4 votes   media: The Hunter
SinKing Jan 28 2010, 1:54am says:

Reminds me of Arma, except the fantastic outer space transition. Looking forward to info on that!
This would be the greatest engine for a Stargate kind of game, or an entirely new franchise of a future world at war (like a big Planetstorm game).
P.S.: on their website you can see the transition to outer space.

+1 vote   article: Outerra Engine Progress
SinKing Dec 12 2009, 4:54am says:

The "video" is four seconds long?! Couldn't you put up something longer?
It serves its point though you have to re-watch it to actually get the atmosphere.
Reminds me a little of erie Tim Burton stuff so that's good. What I didn't like are the flickering textures and the way she holds that guitar. If you test it, I bet you can't hold an electric guitar like that for more than 30 seconds.
A neutral pose before "attack" mode would be good. Perhaps she could even strum some songs and sing, if you pause the game or stop walking for a while...

+2 votes   article: Encore! December 09' Update
SinKing Dec 8 2009, 8:16am says:

I know all of that and I have played every version so far - for at least half an hour. However, not so much the keys assigned to them, but the game mechanics themselves turned me down. Also, I don't want to save every ten seconds out of fear of doing something wrong, or tapping the wrong combination.

-2 votes   article: Kreedz Climbing Beta4.2 Christmas Release
SinKing Nov 8 2009, 4:02am says:

Now that UDK has been released Hegi and his men can fly!

+1 vote   media: v3 pre release pics
SinKing Nov 8 2009, 3:59am says:

Ah how cool - I was just thinking about playing some Haunted today :)

+1 vote   article: The Haunted: 3.0 Pre Release!
SinKing Nov 2 2009, 5:08am says:

Incredibly cool looking mod with a unique atmosphere. Looks more appealing to me than Killing Floor.
Every time I think nothing else is going to come and uninstal Ut04, I have to reinstal the damn game for something like this! Hopefully there will be that many great mods for the new UT, too!

+1 vote   article: Out Of Hell RELEASED
SinKing Oct 25 2009, 2:48am says:

don't forget to shout "Pazaaaaak" when you win a round ;)

0 votes   article: Developer Diary #22
SinKing Oct 16 2009, 1:22am says:

If it doesn't crash while doing all of this then Cryengine is miles ahead of Unreal now. Scalable, in Crytek's case, actually means something. I remember Crysis looked decent on my old PC with just a few pop-up glitches, while Unreal 3 without post-processing looked worse than UT2004 . Maybe it is time to take a look at Sandbox...

+3 votes   article: Crytek releases CryENGINE® 3
SinKing Sep 14 2009, 1:34pm says:

Beautiful work and great trailer. This is so well put together that I sometimes forgot I was watching game footage.

+2 votes   article: Release Date - 1/10-2009
SinKing Sep 13 2009, 5:37am says:

I'll be playing this if there is a release for S.A. - not this early release. I think it's cool they develop the mod for S.A., too. How much different can it be? San Andreas must give you much better options for additional (smaller vehicles) such as hoverboards and skateboard.

+2 votes   download: Back to the Future SA Mini Mod
SinKing Aug 25 2009, 4:12am says:

I like this WSIP feature! More accessible than the podcasts, more frequent than a review and nice and short. Makes you remember to try mods you might simply have forgotten about.

+3 votes   article: WSIP: Dreamball
SinKing Aug 18 2009, 11:36am says:

Fine concept artist!

+1 vote   media: Starbase 3
SinKing Aug 11 2009, 5:25am says:

I like this, it's very evocative. Do you have narration in the game? I think it might be a nice feat, at least as an option.

+1 vote   article: Tales from the Riverbank
SinKing Jul 25 2009, 6:03am says:

Cool Characters and good pricing. Brings some diversity to the players and adds variation to the looks. I do miss a new woman character, though, she was always one of my favorites.

+3 votes   article: Killing Floor DLC
SinKing Jul 23 2009, 6:36pm says:

Spawn some flowers, there is too much concrete. And a pink carpet...spawn a pink carpet! Tush.
When will you come to the real stuff?

+1 vote   media: Modular Combat v1.75 Preview #3
SinKing Jul 6 2009, 5:46am says:

Under water they have to make bubbles ;)

Very cool, especially when you consider close combat and different from surface physics.

+1 vote   media: Playtest Impressions June IV
SinKing Jun 25 2009, 6:11am says:

Would be interesting to know why you bought a license in the first place, since you are creating a free game. I would think people would rather chose one of the renowned engines with good documentation than TGE.

+1 vote   article: Dave's straight up engine review
SinKing Jun 23 2009, 5:47pm says:

Hmm, I could swear there were two other commments here, when I looked yesterday. Commercial games on Spring - IDK, why make a commercial game on a free engine? That feels like cheating, when other people create better engines from scratch.
However, the game does look original and judging from what I can see you put a lot of work into creating content and tweaking the engine. So I guess there is nothing wrong with making a few dollars, though I see this more in the 5-8$ range than above. Have you seen what games you get on Steam for 14,95$?

+1 vote   article: P.U.R.E. 1.2 Released!
SinKing Jun 2 2009, 5:27pm says:

Will the most evil German of all times be in it, too?
Kaiser Wilhelm III

+1 vote   article: June Update
SinKing May 27 2009, 4:46pm says:

I think you need some more lights in the scene, perhaps a little less rain, so we can see how good the Catwoman mesh looks and experience the city better.

Thumbs up, I like the beginning! Will the weather change and will there be day/nightcycles or is it always raining and grey skies?

+2 votes   member: titobruni
SinKing May 26 2009, 2:03pm says:

I like how he is trying to hold it between his palms ;)

+1 vote   article: Update 8-The sawn-off shotgun finished & skinned!
SinKing May 23 2009, 4:23am says:

So every vehicle has the "airscrew" for propellation, or is it just generally steam powered and orientally themed? The different factions will have different styles, I guess.

That's nice to see it would be better, if the black outline on meshes faded away after a certain distance.

+1 vote   article: Project Update 2
SinKing May 9 2009, 5:27am says:

Cool! I was curious about playing the game,so the Alpha-release is a great opportunity. I think you'r doing the right things to build up a fanbase.

"The GUI guy writes your code while he is on the TOILET." Not Toilette that's German!

+1 vote   download: Aaaaa AAaaa AAAaa AAAAa AAAAAlpha Demo!
SinKing May 1 2009, 10:01am says:

Man, this could be a hell of a funny game with incredible power-up. Have you ever thought about making it multiplayer, so you can see your opponent in the air? Perhaps you could enter air battles for better positions on the drop.
This is a cool and fun concept!

+2 votes   article: The Details are in the Devils are in the Details are in the Debbbbbbbbbils
SinKing Apr 27 2009, 6:35pm says:

I digg the dedication you put into this mod. Still making the game better and I think becoming a serious competitor in the competition, now!

+1 vote   article: The Haunted is back! Version 2.0 Announced!
SinKing Apr 27 2009, 5:49am says:

excellent mood coming across, maps are starting to look really good. I would digg it, if you created a few houses, which aren't simple blocks. Everything else looks top and as long as it reminds everybody of something else that's pretty cool, too! :)

+2 votes   article: A new look at Gull City
SinKing Apr 23 2009, 1:12pm says:

Good point hushpuppy, but else: amazing model, really cool!

+1 vote   media: Fully textured Awesome
SinKing Apr 22 2009, 9:23am says:

Are you still making this alone? I really wonder what you can't do! A media update and PR by itself are lots of work and you manage to make this AND your mod, like a piece of cake!
Of all the one-man mods this is the fastest and most intersting looking one to me. Respect for your great work and dedication!

+1 vote   article: The shape of things to come
SinKing Apr 5 2009, 6:49am says:

Cool stuff, always great to see your updates. Suicidal Temptations sounds not reallyright to me, but I'm no native speaker. I would say: Suicidal Tendencies, however.

+1 vote   article: Solitude: Indie project update #22
SinKing Mar 28 2009, 4:20am says:

I wonder how taxing your engine is on the GPU. What'sthe lowest system specs the engine can run on? Couldn't it be used to develop homebrew for PSP?

+1 vote   article: Destroying What You Build
SinKing Mar 24 2009, 7:32am says:

Perpetual updates showing good progress every time!

The ground looks a bit stretched, why are you using such a large texture? Going for a texture size that will look en-par with the industrial building (and not the Mech) will make the Mech appear even bigger.

+1 vote   media: hills
SinKing Mar 23 2009, 2:23am says:

Looks funny, somehow not very scary.
If you keep on coloring your lineart,
your colors will always appear grey.

+1 vote   media: Marauder Locum (Medic) Final Artwork
SinKing Mar 14 2009, 11:28am says:

I'm probably gonna end up using this group for my own work only and post entire novels here :)

+2 votes   article: write more!
SinKing Mar 4 2009, 8:20am says:

Good thought to write those problems down, Dave. I'm not surprised how similar they are among all projects.
I think it's very important to establish a good discussion culture within a modding group. So one of my responsibilities as leader is to mediate between different point of views. Understanding other member's gripe of the project, helped me shaped my own vision and mine is just the most complete, not the most perfect.
Projects like ours live from change. Of course you cannot change the gamestyle over, or change the story to no end, but there are so many things, which are impossible to encompass in a first design document that it's necessary to stay open to change and ultimiately improvement.

To me a lot depends on how you interact with the team. So, if I get a finished Mech Model and right away demand it to be more detailed, I'll certainly **** the modeler off. I feel like we have to build up and encourage our teams and if you find good reasons to praise them, they will much more likely listen to criticism,too.

Making a mod, or a film is no ego-project.It doesn't help, if people are competing to be the most important part of a project. In fact, people who are eager to prove themselves too much will often fail. So that's another thing a mod leader has to know. What can you put someone up with and how quickly canhe do it? It may frustrate people and make them angry, when they cannot progress with an asset. Instead of taking the blame they go out searching for problems in other people. Luckily that hasn't really happened in our project, but the case you described with John seems that way.
I think you're doing fine and all the things you learned cannot be avoided easily. Even the finest teams die, when the leader sees no future, so what really keeps Cc going is your optimism!

+1 vote   article: Starting a project, and 'not' letting the project die
SinKing Mar 3 2009, 9:56am says:

I want to make a 3d model of you, so please send me naked pictures from front and side. thanks!

+1 vote   download: Boxxy Left 4 Dead Infected Sound Pack
SinKing Feb 27 2009, 9:37pm says:

That's cool. Some big improvements and nice new character models. Good luck with phase 4!

+1 vote   article: The Haunted: Still alive
SinKing Feb 3 2009, 12:36pm says:

How is less than 50 games small-ish?
I give some games away to younger guys from work and family. I'd say I have less than thirty games lying around, or in boxes. Probably ten or so, I'd kill for (once again).

+1 vote   poll: My PC game (does not include non-commercial games or mods) collection is...
SinKing Feb 1 2009, 6:48am says:

It looks good, but won't you just get a cease+d from Microsoft for stealing their "intellectual" property?

I don't know about any Halo mods so far. Interesting project though, I'm alsways looking for homebrew stuff!

+1 vote   article: Solitude Update 17
SinKing Jan 12 2009, 10:02am says:

Gave me a big laugh, when I saw the Captain with his loot standing on the dragon back! Good, positive laugh, like PVK's always does!

I must say, this is the most ingenious mod I have played and it's near perfectly balanced and executed. You really deserve to win first place in the competition and got my vote on it!

Good luck and thanks for all the great fun. It's the only steam mod I play!

+1 vote   article: PVKII Map Pack 2 Released!
SinKing Jan 9 2009, 6:04am says:

I don't get this mod. I tried it several times and it has a terribly slow hit and parry system and the maps are confusing like hell. Spawnpoints are weird, because I often got killed after spawning.
The only mod I know that features decent swordfighting and a good parry system is PVK's II.

0 votes   article: Age of Chivalry Preview Thursday #9- Becoming a Legend
SinKing Jan 9 2009, 5:59am says:

meh, I'm the only one on Moddb, who can't paint...


+1 vote   article: Overgrowth Level Concepts
SinKing Jan 1 2009, 3:00pm says:

I'm a ***** for names, I can't get anal enough about them.
What's the title's significance and how did you chose it?

+2 votes   article: Calamity Fuse Beta 2 Released
SinKing Dec 30 2008, 6:04am says:

Check it out, we have a forum. Pose questions there and a lot more people will see them and talk about them.

+1 vote   group: Writer's Club
SinKing Dec 12 2008, 2:48am says:

I actually got BF2 for this mod, when it was first announced. Then it was switched to 2049 and I'm still not sure, if I should get the game. It would basically just be for this one mod...however, if it keeps looking better and bigger, you'll leave me no choice but to buy the game ;)
Great work!

+1 vote   article: Fast Approaching Release of First Strike 1.4
SinKing Nov 6 2008, 12:52pm says:

I want a Noesis interactive special on who you guys are and how you came together to form this mod-team. Really absurd amount of detail in your models! Top Quality from what I have seen so far.
Strongest competitor for MSUC, besides Angels Fall First at the moment.

+1 vote   article: Warm Gun November Update
SinKing Oct 29 2008, 11:02am says:

Except it's for Vice City, not SA...

+2 votes   article: Back To The Future: Hill Valley 0.2e Released!
SinKing Oct 14 2008, 10:12am says:

I wish it would say "Seamen", instead of "Airmen" in your signature.

Nice go with releasing AvP2 Fortress, any new projects on the horizon, yet?

+1 vote   member: Herr_Alien
SinKing Oct 13 2008, 7:33am says:

so there's the update! Wondered when ModdB would come to bring it up front. Great job Hegi! Got to download, now :)

+2 votes   article: The Haunted: RELEASED!
SinKing Oct 12 2008, 5:37am says:

Speaking of south park. South Park is Satire first of all. It's not only funny, it's tragically funny. So, if you don't want this mod to become a compilation of bad jokes, you have to find some major topic to it and create some ambiguity. The fact that you have chosen a "beaver" as character indicates it could be going either direction.
Just don't make stupid jokes all the time for the sake of it. Find a backstory to make even your jokes seem ridiculous and you get satire without too deep a message.

+1 vote   mod: Cheeks Of Steel
SinKing Oct 2 2008, 3:22am says:

the quality of anthing in this mod is amazing, but most of all I like your maps, as you are really putting things together in High Quality, too. It would be easy to say: let's boast out characte models and forget about the rest, but you are trying for overall high quality - and that takes time and patience. Great job!

+1 vote   article: Warm Gun October Update No. 1
SinKing Sep 16 2008, 5:04pm says:

I know, it kinda goes downall the way from battle in space to the surface, which I think is a b r i l l i a n t thing.

+1 vote   article: First Live Tests!
SinKing Aug 20 2008, 2:36am says:

I tried collaborations ample times and it's a difficult thing, because someone usually gets disappointed. I hope this works for you! If it's coding that causes most problems then a cooperation with other mods can help.

+1 vote   article: Desolated and Mind together
SinKing Aug 20 2008, 2:23am says:

I really like your tutorials! That's the second useful tutorial I read by you, and the quality of it (with all the reference pics) is outstanding! Helps beginners a lot to get that much detail to attention. Thank you, Matt!

+2 votes   article: Screen Overlays with the UI Editor
SinKing Jul 14 2008, 5:15am says:

Thanks for supporting MechOverride ;-)

+1 vote   member: fabiodan
SinKing Jul 14 2008, 5:13am says:

Thanks from MechOverride for watching us and commenting. Hope we can create something you'll enjoy!
Keep in touch and good luck!

+2 votes   member: Assaultman67
SinKing Jun 21 2008, 5:24am says:

cool! and will the lava, or any of the environmental features have an effect on your ship, or is it improbable that ships subjected to the harsh environments of outer space are affected by heat, wind or water?

I'd really dig it, if there were some submarine, sublavae and subterranean bases in this game, but I guess the plan is to have skydome-like cities only on the surface.

+1 vote   article: Lava experiments and more
SinKing Apr 20 2008, 10:05pm says:

nice game, very addicting, though boring on the long run (though there are a lot of different enemies). It's the perfect little game for shootin' zombes for half an hour.

It's fricken hard on the higher levels, or maybe I'm not yet getting all the tricks. I like it, good job!

+2 votes   game: DeadHunt
SinKing Apr 4 2008, 4:08pm says:

I'd rather have zero money, but win the license.

+1 vote   article: Make Something Unreal Contest 2
SinKing Mar 22 2008, 5:35am says:

I think ArmA is probably the only game in the world, where the AI would lay down and face the opposite direction after shooting at you...however, I do enjoy playing it and there are some fixes out now.

This seems to be a huge project and will probably greatly benefit from some more community input. I look forward to a beta release to help improve what is there and make this a great Stargate mod.

+1 vote   article: StarGate Beta Almost Ready
SinKing Mar 10 2008, 7:49am says:

What a cool thang! Did you draw these illustrations yourself?
Interesting to see text-based games return to the screen. I guess that's the perfect way to produce some interesting games for DS, which are easy to control and pose a different kind of challenge.

+1 vote   article: Release!
SinKing Mar 5 2008, 11:05am says:

not bad, but some of the textures seem slapped on. The buildings don't look as good as they could, because windows ain't integrated into buildings, they are just outside textures. Nothing wrong with that, but better use displacement maps, so you have some overlapping and a little depht for your windows.

+3 votes   article: A Walkthrough of Kezman
SinKing Jan 19 2008, 2:49am says:

Thumbs up! The new system is really cool! Will our old conversations get stored somewhere, or will they be deleted when the forums are updated? So many precious memories there...don't let them dieeeeeee. ;) gj!

+1 vote   article: Private Message System Launched
SinKing Dec 15 2007, 4:08pm says:

Indeed. I was gonna say the same thing. The animations are really amazing and very true to the original style. I wasn't aware this mod is a unified attempt at creating the greatest Matrix experience ever, but it looks like it can hold up to this promise.

Good luck. Great news!

+1 vote   media: Wake up Neo...
SinKing Oct 22 2007, 7:31am says:

Hej Ninjadave,

thanks for supporting MECHOverride and I hope to please you with our future updates. Production starts on November 5th, so keep your eyes peeled!

Cya, thanks!


+1 vote   member: ninjadave
SinKing Oct 20 2007, 10:09am says:

stunning prizes. really makes one want to participate.

+1 vote   article: Two Alienware A51 PCs to WIN
SinKing Sep 5 2007, 10:34am says:

C'mon - admit it. You didn't even see it was a knockoff! Only now, I have opened your eyes and you are trying to widen your argumentation, but fail so miserably.
What kinda brands should one invent without running into a comical attitude? I can't think of any serious brand name anyone can make up that doesn't need reference to some already existing brand to be put in context. Just inventing new brands will make people go "What the hell does this mean" and they will abandon the mod and die ONLY BECAUSE OF YOU!!!
Joking, of course. Don't take it so hard, I like to mess with strangers.

+1 vote   article: Off Limits Playtesting
SinKing Aug 25 2007, 4:33am says:

the blur is kinda strange. It should be more blurred in the foreground and less blurry in the faraway parts of the landscape, but this is an overall blur, which looks like you got oil on a camera objective.

Nice pictures though, terrain looking better than ever!

+1 vote   article: Terrain engine and motion blur
SinKing Aug 11 2007, 4:45pm says:

this is so beyond good, it ain't measurable. The quality at which your concepts and models come along is breathtaking. When this comes to Unreal, a LOT of people will start to learn the essence of teamplay. Including me, of course!

Can't wait for this game to be ready.
Luv + Patience

+1 vote   article: Talon 1-5
SinKing Aug 9 2007, 4:31pm says:

what do you mean? You can see the tits - or what else do you want to see? Nipples?

+1 vote   article: OpenArena 0.7.1 patch released
SinKing Aug 4 2007, 2:11pm says:

good, thanks for replying. I don't mind waiting for this game and you can be sure I'll give it a thorough testing at any time.

+1 vote   article: Sabre
SinKing Aug 5 2007, 9:05am says:

Beautiful concepts man! Great pencil skills you've got there!
Are all of these hand-drawn and scanned, or do you use some additional techniques on the pictures?

+1 vote   game: Trudvang
SinKing Aug 1 2007, 9:43am says:

Hi GibSan!

You know - I never asked you to help my team out, because I felt you were gonna say "no" anyway. In the forums however you answered that guy who's making Sacrator mod. You said you didn't have the time, yet would help out, if the mod struck your attention...
Me and my team are making a Machinima on UE3, which is based entirely on modded content. We are using a customised rotoscope shader on top of it and hope to achieve a unique look to fit the Sci-Fi theme. I really need someone good to code for us. It won't be that much work on the coding side, but I feel we are gonna need a hand with it.

I'd be happy to send you more info (www.gaiamedia.de; bit outdated - we are gonna produce on UT3 not Doom3), but I understand that this may not be the kind of project you're interested in. Filling Floor (1+2) are great, btw. Almost been living in this game for a couple of weeks.


+1 vote   member: Gibberstein
SinKing Jul 1 2007, 3:32am says:

was really a good decision to merge the two enterprise teams into the Temporal Cold War team. Your updates are startnig to interest me, even though I initially thought to remake the weak TCW in favour of TNG, was a fault. Now I'm beginning to think it may actually be more interesting than a TNG mod, since alot of the stuff is so pretty to look at.
When are you going t give us a glimpse of the gameplay? This mod is hot - especially since I can't tell its the Steam Engine behind this.

+1 vote   article: Media Update 14
SinKing Jun 27 2007, 9:53am says:

nice weapon renders! how do you get these fuzzy shadows done? Is it just the material assigned to the surface below the guns, or do you use some tricky tricks? Wanna noo dizz!

+1 vote   article: 12 Short, black & strong
SinKing Jun 25 2007, 4:35pm says:

Republic Commando - I think I played part of it and it was shiiiiit. Yeah, I know there are reckon ships even in parallel universes and far away empires, but no way you can reckon anyone with a speeder which has only place for two. And actually I was just kidding around. I like the model, but I also like commenting on comments.

0 votes   media: Mos Espa LandSpeeder
SinKing Jun 24 2007, 4:36am says:

Don't listen to Capital, he's got the most talented people on his team already. Come to the SinKing to rival his project. Come now and save 30% off your regular discount shoppings!

Just kidding! Great team, fantastic how you mod the crap engine to get more out of it. How far is the viewing distance in your game, it seems to top the usual 200 meters of battlefield at lenght. If this plays like it looks, noone will want another Star Wars game ever!!!

Good job!

+1 vote   article: FirstStrike Update
SinKing May 23 2007, 2:14am says:

Yes, love it. Good model ingame, looks as bulky and heavy as it should.

+1 vote   article: Re-Inforcements have Arrived
SinKing Apr 12 2007, 4:54am says:

I bet he shaves the part between his eyebrows to keep them from connecting.
Singstar and Gangster = Sangster. Of course there could be 30% Hamster in the name, too.

+3 votes   media: David Sangster
SinKing Apr 8 2007, 5:31pm says:

funny. the screenshots reming me of beneath a steel sky. don't know why, must be the cyberpunk adventure thing.

+1 vote   article: Neuromancer | 2007 Tech Demo Released to the public!
SinKing Apr 6 2007, 3:11pm says:

I can't decide which one is my favorite: plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug
both look good!
Finshi teh mohd!

+1 vote   article: SST-LD News Update 6
SinKing Mar 28 2007, 3:25am says:

I like the way you illuminate your maps. Ialso like the color schemes - all the places look somewhat dirty and mysterious. Nice work as always!

+1 vote   article: ! Dreamscape, Don't Panic .
SinKing Mar 25 2007, 6:51am says:

A6? That's really a small one, too! You probably used a bigger document size and some more patience than me.
Have you tried painting with Corel, yet? I find it artistically more interesting than drawing with PS, because you get to use all the real-world brushes. After finishing in Corel, its really fun to do post-production with PS. Changing filters and cleaning the picture, adding some detail, background, etc...

+1 vote   media: Fallen Angel Concept
SinKing Mar 23 2007, 5:07pm says:

Really good stuff cmoing from you. I think its great only a few people can rip something like this off as a standalone game for all to play. To say thanky you, is the least, we can do.

Thank you!

+1 vote   article: Two days this week? two updates!
SinKing Mar 9 2007, 4:57am says:

This is the only incredible Paintgun Game I know. Not only looks good, but also it has a special feeling of being one of a kind. Very convincing updates each and every time!!!

+1 vote   article: Truepaint -Out For A Smoke
SinKing Mar 3 2007, 1:48am says:

Mods that don't get released don't update that often. Also this project serves as a prequel to their UT3-mod. Since Unreal Tournament 3 is still months away they can take all the time they want to polish the mod. Some mods just don't have an eye as much on the fanbase as they have on the production.

+1 vote   article: Gunreal Trailer
SinKing Feb 21 2007, 2:53am says:

That's a nice idea for a mod. Time travelling in a DeLorean was something I always wanted to do since seeying BTTF-series. Good luck!

+1 vote   article: Back to the Future: Hill Valley Announced
SinKing Feb 10 2007, 2:52am says:

ok looks perfect. game is done! release it now!

If only you had the power of early release. Infinity is really the best game I know.

+1 vote   article: Shadows part2 / Planetary textures
SinKing Feb 5 2007, 6:09pm says:

he looks like he's been eating too much mudbox. good work!


+1 vote   media: Corporal Lane "Fishbone" Kennedy
SinKing Feb 5 2007, 11:53am says:

The thing with getting inspired by something is to make something out of this inspiration which is better in many ways than the original. In this case however the concept is way ahead of the 3d model. The concepts shapes are and odd mix off blockiness and elegant curves. Its some kind of organic-mechanic built. I can imagine it zipping away like lightning, while the model seems somewhat dull and boring in comparison.
I see it must be hard to compete with Koshime's concepts modelwise, but they are very emotional drawings and you get a message from the subconscious which telly you what these machines are and how they behave. That's really the fantastic thing about Koshime's style: he breathes life into his creations and gives them an attitude.
I'd really say scrap this concept and start off fresh. Right now its even hard to tell which way is front when you don't know the concept.
Otherwise this is still my favorite mod, there is so much talent in this project and its all done out of sheer love. So don't my criticism too hard, for me it just don't feel like being anywhere near the concept.


+1 vote   media: From concept to render2
SinKing Feb 2 2007, 11:24am says:

Congrats on the release of Gutter Runners! I have been watching the mod from the start and you have truly amazed me with almost every new update. Also your position in the team made me laugh in a good, healthy way? WHAT DON'T YOU DO? Man, versatile people like yourself live the true spirit of modding. You can really do things with the engine, I can only imagine.
If you ever seek position in another mod team, I'd always welcome me to my team Gaïa. We are machinima oriented and could always use someone with your skills!
Good job!


+2 votes   member: CyberMan
SinKing Nov 23 2006, 9:40am says:


That's exactely the same video I downloaded about a year ago. So what's the news about the video??? I agree with M@ty - if you got news to show show them and not some old video everybody knows.

And Congrats on making the source version. Way to go (you don't need an award now, do you?)

+1 vote   article: 3.0 Trailer
SinKing Aug 16 2014, 11:13am says:

Ah, in that case it makes sense. I apologize for not following the lore to closely. I had a feeling these guys might represent the old world order. Kinda the Conservative Faction ^^

+2 votes   article: U.G. Army Mottos and Creeds
SinKing Aug 15 2014, 8:03pm says:

"it's better to learn from mistakes than to repeat them." would sound better than the current slogan. I don't know if that's the original text you are using, but if so it is another of those bad Japanese translations.

+1 vote   article: Update July 10th - 2014 : Main System Engaged
SinKing Aug 15 2014, 9:36am says:

Great job there, man! Wise choice of engine, as well.

+1 vote   article: Blackwake Devblog 4
SinKing Aug 14 2014, 8:58pm says:

What's that insanely large drawing about that looks like a circuit board (In the KS video)? I'd really like to know, because it looks damn interesting (reminds me of Frank Miller ~ Ronin stuff).

All the artwork and drawings are really unique. I'm glad your Kickstarter is working out!

+1 vote   game: InSomnia RPG
SinKing Aug 14 2014, 8:54pm says:

Looks promising! Reminds me of all the great adventures from the 1990's. Will there be spoken dialog, or is text planned?

+1 vote   game: Technobabylon
SinKing Aug 14 2014, 8:50pm says:

This looks really cool man! Great update, fun stuff!

Also - what's on that pizza? Sausage and steak? ;)

+1 vote   article: Update #5 - Inventory, Traders and Food!
SinKing Aug 14 2014, 8:48pm says:

Pepsi can launcher?

+2 votes   media: ZLS-T/100
SinKing Aug 14 2014, 8:47pm says:

Shouldn't it be a bit more apocalyptic and original? I mean, these mottos make sense in a world that still functions (like ours), but in a dystopian world, which has just suffered war and destruction from bottom to top, none of these seem to fit the environment.

You can tell soldiers it's for the glory of the country, only as long as there actually is a country to defend. These people will most likely be fighting over resources and radiation-free/low areas. I think their world should be reflected in their creeds.

+2 votes   article: U.G. Army Mottos and Creeds
SinKing Aug 14 2014, 7:31pm says:

Congrats on the succesfull Kickstarter. Looking good!

+1 vote   article: InSomnia RPG on Kickstarter
SinKing Aug 14 2014, 10:21am says:

I think it's a problem with the post-processing that the moon appears blue. It looks interesting - but alien. The moon ist truly more yellow than white.

The view and perspective here are very nice!

+1 vote   media: Nightfall
SinKing Aug 13 2014, 9:02pm says:

Quite a good model. I suppose the textures are gonna change or will it stay this uniform colors?

+1 vote   media: Work In Progress
SinKing Aug 13 2014, 9:01pm says:

Loved it, played the brototype and was hooked!

+1 vote   game: BROFORCE
SinKing Aug 13 2014, 3:16pm says:

I never suggested using another engine, I just meant it from a 3d Modeler's standpoint. I know when I started using Unreal 3 and then UDK (ten years ago???), I was frustrated at having to work so low-res and tried to shave off polygons wherever necessary. That coined me very deeply and now that I work with Unreal 4 it doesn't really matter any more. What matters now is the material and UV-Otimisation in order to get fewer materials and more instanced materials.

So, I just meant to say that you can go pretty wild with the models these days, bevel every edge on a hardsurface and bake a normal map on top of that. It makes our models look nicer, even though they looked nice already on those engines that didn't have the performance of the current generation of Engines.

+1 vote   media: Mail rack
SinKing Aug 12 2014, 8:07pm replied:

I'd say these shaders are pretty perfect! I really like the game camera, at this time. It would be interesting to see the map in different lighting conditions and with changing weather.

+2 votes   media: A screenshot of our Kamioka Castle map - 5
SinKing Aug 12 2014, 8:05pm says:

That is surprisingly good depth of field for a game engine. Not sure why the video of it laggs though. Did you use a lof of individual and large textures? This whole castle structure could probably fit on a 2k texture atlas. However, since GFX are standard 1GB these days, and they will probably be standard 2GB within the next 20 months, this development is probably geared at a high end pc (today), which is the budget PC of tomorrow.

+1 vote   media: A screenshot of our Kamioka Castle map - 4
SinKing Aug 12 2014, 7:53pm says:

Really beautiful weapons. I wonder, how Unity deals with the reflection on the metal parts. Will it be reflecting from a skybox assigned to the metal or will you actually be using the full Global Illumination set with realtime reflections on metal? That would probably be really costly, but I'd love to see a scene with all those features switched "on".

Also, why are you developing at snail's speed? I mean this is all impressive and so on, but a sword model = one week's work. The temple/castle, maybe another three weeks and a couple of days for props. I'd expect to see a lot more updates here, though I cannot deny the quality.

+1 vote   media: In-engine screenshot of the Naginata
SinKing Aug 12 2014, 7:14pm says:

About the crowdfunding campaign: please do make sure it is understood that the game will essentially generate different world map locations as a playable map. The idea that this game takes place in Finland is deeply rooted within me (because of the images), but I know that this is not the end of it all.

To supporters it must become clear that the features will be the same (or similar ones) like in the Alpha, but the environments and scope of the maps can become anything from a valley to a desert, thus coining priorities through environment and not just through decisions and conditions (e.g. weather) the player makes and encounters.

+1 vote   media: NO RETURN V1.125 Download Now
SinKing Aug 12 2014, 7:03pm says:

Awesome! These models are getting better and better. And now imagine working with a recent engine - you can have 4x the polycount and it won't as much as cough.

I like the individual detail and that you made more than 1 bag model to keep the diversity. Aren't you sometimes afraid to lose track with all the models and textures you create? I am working on a spacestation, interior and exterior and already get so many textures. And that is despite using Master Materials in Unreal 4 and having many shared Texture Atlases (is that the right word?). I imagine if you switched to Unreal or Unity, you would have no problem getting to work and feeling right at home. But the amount of assets and textures you have for a project this size must be overwhelming, sometimes.

Also: I like your little guessing games in the updates. Cool feature :)!

+1 vote   media: Mail rack
SinKing Aug 12 2014, 6:57pm says:

I am intrigued, even though you are not making a mushroom-picking simulation. I just wonder about one thing - isn't this game taking place on Earth? Everything looks down to it, except the planet/moon on your new screenshots seems very large and blue to be mistaken for Earth's moon (ever though about why all the other planet's moons have names, but our moon is just called "moon"?)

I dig what I see this far, but I remind myself that all I'm seeing is a well-made map, not a game. I'm sure it was more than enough work getting this far with it, but I still don't clearly get the intention or direction this game is going to take. It seems like something like this would need a strong narrative like Dear Esther or a range of underlying systems beyond cold/warm hungry/fed to make it more interesting.

From a writing standpoint it could be interesting to add competition. You might find out you aren't alone, but you are competing with others for the same resources. Then you could have a choice between confrontation and cooperation. However, that's pretty generic again, so let's see what you will do on your own. To me, this game highly looks like it could have metaphysical aspects and a moral story ending. This doesn't mean it would be narrative or story driven, it would just mean working towards a goal, a finite solution for the game design. I keep watching this, updates are always nice!

+3 votes   game: Eastshade
SinKing Aug 12 2014, 6:46pm says:

If you called it Brütal Nature and added a generic metal soundtrack to the video, you would have 10 000+ new customers ;)

The building in this game looks really good, since objects are actually grounded in the environment. Very interesting features in this one. You have my ongoing respect!

+1 vote   media: Brutal Nature Trailer
SinKing Aug 12 2014, 2:41pm says:

Nice! I suggest looking at the master material from the Quixel Space Scene (in U4 examples). They have a cheap_master material, which helps you add roughness and control it. That would be nice to have some material definition inbetween the blade and the grip, for example. It's all governed by a mask texture, which lets you tweak separate RGB values for different effects.

I quite like that material myself and started working on my own master, using it as a base. In the end, it saves a lot of time not having to define these values per separate texture maps, but to just have 1 or 2 scratched metal images that deal with the roughness on all your metal objects.

+1 vote   media: Yamai Clan Weaponry
SinKing Aug 12 2014, 2:37pm says:

I like some parts of the shader. It is almost giving an impression of being "rotoscoped". The question is, how well this holds up in gameplay, as with motion blur and Unreal's lighting these shaders usually work very well in some places and other's they don't work on at all. Of course, I can't speak for Unreal 4, but with UDK there were always these kind of shader issues.

+1 vote   media: Gifu Crossroads Meditation Area
SinKing Aug 12 2014, 12:50pm says:

Looks more like the mechanics below a sun-shade roof than a bench to me. Whatever it was - I really like the texture.

+1 vote   media: Another object
SinKing Jun 23 2014, 8:08am replied:

Ah yeah, thought so. I mean, why would UDK have all these video features, when you can just import a video, right ^^?!

Nevertheless, nicely done! The font is maybe a bit boring and plain, but I prefer that over a font I cannot read properly. So yeah, still good job here.

+1 vote   media: Movie Intro Version 2
SinKing Jun 23 2014, 8:05am says:

Kitteh! Are you a kute Kitteh in siz gaim?

+1 vote   media: Another terrain test
SinKing Jun 23 2014, 6:52am says:

I dislike your textures on this one, except for the bell. There is this detail that makes stuff appear washed out and faded, but not really old and bleached. It's just all getting dull-looking.

If you want to make something look sunburnt, etc. try the effect less uniform. I mean, these poles for example should have some color variation from top to bottom; at the bottom and top they will probably have most of the tarnish, whilte the center has been bleached and touched much more.

The textures on it (except for the bell) look very lowres. I don't really see why, because these UVs could be arranged to cover a lot of UV space, yet still be modular and overlapping. With these muddy textures you lose some detail and defintion again. In the progress every material looks the same; except the bell obviously.

+1 vote   media: Hanako Bell
SinKing Jun 23 2014, 6:42am says:

Ah, there it is. That is the game I kept confusing Hanako with. Yeah, this looks good. Great lighting and textures! Are you gonna have DOF like this in the game?

+3 votes   article: Devblog #5 - Map update
SinKing Oct 25 2014, 7:00am replied:

solid vomit

+1 vote   media: Swamp zone
SinKing Oct 24 2014, 8:55am says:

Nailed it!

+1 vote   media: Nail Gun M-88
SinKing Sep 17 2014, 2:03am replied:

It looks awesome if you find it in a future space station floating near a nebula. As an asset it isn't a bad model (unlike the watch, for example). But the watch is a far more believable asset and fits the game world better than this sophisticated syringe. The last time I saw something like this syringe was in the movie "Edge of Tomorrow".

+1 vote   article: Delay Notice
SinKing Sep 17 2014, 1:59am says:

This is the first time I hear someone say Cryengine is "easy". Sure it has an amazing level editor and tools, but the shader workflow and the proprietary formats (require their own exporter + setup) for models is a pain in the ***, compared to Unity or Unreal 4. I wasn't happy with Cryengine, but I use Unreal 4, which is currently combining the good parts from Unity (simple importing, good tools) with graphics on level with Cryengine.

You might regret this switch, once you have to deal with Cry's mannequin system and the proprietary Crytif export (and the proprietary model exporter) needed to use their engine. I'm not a fan. I want to make stuff in Maya and get it into my engine of choice without using any bizarre formats and custom exporters. Also the Cryengine documentation is quite lacking. There are actually several versions of it for the different engine updates (which happen often, before they are properly documented).

+3 votes   article: Engine Change!
SinKing Sep 17 2014, 12:56am says:

Sand burial is a great addition. Good stuff!

+1 vote   article: Son of Nor VIDEO Dev Diary #97 - BURY ENEMIES IN SAND!
SinKing Aug 31 2014, 9:22am says:

So what happened, why did you cancel Kickstarter, even though you had reached your goals? I have never seen that before.

+1 vote   game: Fritz
SinKing Aug 28 2014, 5:34pm says:

"Fixed bug where logging on after the server had been running for exactly 10 seconds might cause the user to not be able to see NPCs."

The kind of bugs you have to expect when making games is really weird. Finding out alone that it only happens after exactly ten seconds must have been some detective work ^^

+1 vote   article: Brutal Nature releases version 0.46!
SinKing Aug 17 2014, 4:07pm says:

Toilette ohne Tür? Welcome to the future!

+1 vote   media: When you goto go you goto go!
SinKing Aug 17 2014, 7:08am says:

Cocaine Crystals - worth a fortune!
Kidding, always love and loved your artist's work. Excellent materiality and lighting, great colors. Cheers!

+3 votes   media: Mana Carrier
SinKing Aug 16 2014, 3:20pm says:

Excellent design!
Makes a lot of sense, how the weight is distributed with the VTOL. What do you do with these models? Are they just for fun and rendering?

+1 vote   media: HC-500 Cargo Ship "Integrity"
SinKing Aug 16 2014, 3:18pm says:

You modeled these or how...what? I'm confused, because the last time I saw a model of yours it was Lightwave or some old program, but this looks really good!

+1 vote   media: IM - DCO-18 Light Machine Gun
SinKing Jun 16 2014, 8:55am says:

We should send someone up there to build a giant spaceship out of all the junk.

+1 vote   media: Smile.
SinKing Jun 16 2014, 8:34am says:

You can share with yourself.

+1 vote   media: have some humor
SinKing Jun 16 2014, 8:21am says:

The donkey - such a smart tool when you are wearing nothing and need a recharge for your iPod!

+1 vote   media: dat ass
SinKing Jun 8 2014, 6:49am says:

It doesn't seem like asset production is a focus though. And you need a lot of assets if you are going to release in 2014. Which I thoroughly hope, because I have pre-ordered this game 5 or more years ago ^^

+6 votes   article: New Overgrowth a206 video devlog
SinKing May 27 2014, 1:41pm says:

I like the new crossbeams, and I think you did some work on the other textures, too. Looks great! The wood is also nice, but what are those black dots for?

+2 votes   media: Closing the cargo holds
SinKing May 18 2014, 10:32am says:

Awesome ;)

+1 vote   media: TerraTech screenshot
SinKing May 12 2014, 6:15am says:

Have you baked lighting for the map, or is this the preview light/shadow? There is something about the light. It seems to me like shadows are too bright and surfaces in shadows are too bright, too. And AO seems to work in corners, but not between objects. For example, between sidewalk and around buildings (on the ground), there seems to be no occlusion.

Lots of tools though and all seem to work as advertised. I like it!

+3 votes   article: World Editor Preview Video
SinKing May 8 2014, 9:19pm replied:

You say it! I bet a lot of people would love to just create what they have in mind, but in the end it will always take preparation to get something nice.

The hardest thing about 3D is that somehow you find out all the ways to do things wrong first. I'm really happy to say the "wrong" stage is over. There's always new stuff to learn, though.

+1 vote   media: Ily_Mc_30_retopo
SinKing May 8 2014, 8:42am replied:

Well, you still have to make the highpoly and work on the normals. It seems a bit futile to me to make 2 versions (at least) of the same asset, but that's how the technology is now.

I'm waiting for the day when I can just model the highpoly and paint right on it, convert it to game-model and have a play. A lot of time with 3D models is lost on all the work nobody sees.

+1 vote   media: Ily_Mc_30_retopo
SinKing May 4 2014, 12:20pm says:

Pretty clever concept. Maybe 10% painted and the rest kitbashed. Looks awesome, but maybe with another scope (or slightly smaller?)

+1 vote   media: M57 AAR
SinKing May 1 2014, 4:35am replied:

What do you mean? This model is in Maya.

+1 vote   media: Ily_30
SinKing Apr 27 2014, 8:08am replied:

Interesting, thanks! I actually watched Making of Elysium and District 9 for research for another project, when I made the sketch of this rifle. And I watched the making of "Oblivion", which also ties in; I was dealing with environments though. Didn't concentrate on weapons and gear then.

I never thought about it that way, but clearly what I was doing otherwise affected this design and style a lot. Interesting, how we subconsciously work on design ideas, just because we are consciously dealing with these things in research. I never planned for a weapon though. That's the part that inspiration provides. Important thing to remember is: without research = no inner development.

+1 vote   media: ilyagi_MC30
SinKing Apr 16 2014, 4:56pm says:

Get it done already, so I can sink it again ^^

Good job, congratulations as usually.

+3 votes   media: Cargo holds ingame
SinKing Apr 16 2014, 8:47am says:

Cool! I love the ceiling. And those reflections do a lot for ambience. Never heard of iRay before, either. You really got that Star Wars look going.

+2 votes   media: Imperial Hangar
SinKing Mar 26 2014, 5:04am replied:

No, it always takes on the size it has in that level.

Lot of the questions you ask can only be explained through trial and error. You could just try out what happens yourself.

+1 vote   media: very far away
SinKing Feb 25 2014, 3:40pm says:

I also realized that nobody stares at the figure from really close up, as it will only be part of the greater ship. So if there is that kind of detail makes virtually no difference. As long as it isn't painted with realistic skin, but really authentic (which I have no doubt it will) colors.

+1 vote   media: French Hebe-class Frigate, 1782-1823
SinKing Feb 20 2014, 7:20pm replied:

Where you there with Worf, Data and the rest of the Enterprise? I think I saw you in that movie!

+2 votes   media: HMB Endeavor 1768
SinKing Feb 16 2014, 8:52pm replied:

These are some great examples!

I'm just wondering how large you can make these "windows" and how well they hold up, resolutionwise. I've been thinking, instead of the usual parallax planes or mockup buildings in the distance, why not use this "window\" solution, instead.

With a good enough HDR cubemap, you could pretend, there is a starry sky overhead and a mountain ridge behind that mountain you start on. And then make the character walk towards the actually level without ever realizing he was standing right next to the border of the map.

This thing is so wild. it messes with my head. I would place a "window\" like that in the entrance of buildings that are very hard to model, e.g. cathedrals. Place a blocking volume in front of it to keep them from going in and make it plausible with some signs (e.g. "closed mass for Peruvian Priests only") Players would still get all the atmosphere and sounds and looks of it. They could meet their mark later, as he/she leaves the "private mass", and so on.

Man, the stuff you make opens up entirely new possibilities. It's great every time!

+1 vote   article: Insight into my compressed room
SinKing Feb 16 2014, 12:47pm says:

That's a great idea! This technology is so convincing though that people will probably try for hours to get into one of those "rooms"! Beats bump-offset and all UDK can do by miles!

+1 vote   article: Insight into my compressed room
SinKing Feb 14 2014, 7:14pm replied:

Smart moves and yeah! I have lately been working a lot with the kind of modularity you describe. And it will definitely work with the ships well, because they are pretty high res models after all. From my experience engines handle more geometry much better than additional draw calls. I'm certain you are on the right track!

+1 vote   media: 704 Ships, 5632 cannons, 1408 compasses
SinKing Feb 14 2014, 4:06pm replied:

What about occlusion culling and distance culling? Doesn't CrySDK do that automatically (like UDK)? Sure tweaking LODs is gonna help. but there should already be some optimisation done by Cryengine itself. It's a lot of boats, but it's only one model/material and no animations, etc. So this should render okay (like it does), but I'd actually expect better frames by default.

+1 vote   media: 704 Ships, 5632 cannons, 1408 compasses
SinKing Feb 2 2014, 11:33pm says:

Great effort, looking good! Wouldn't it be great though, if the characters turned towards the screen and player, instead of away from him, in the character selection? Seems like all you'd have to do is rotate them 180°.

Also: Selene! Nasty ;)

+5 votes   article: BrainBread 2 Showcase
SinKing Jan 25 2014, 5:22am says:

Hahah, I love the personalized 3D rendering image from the Kickstarter page. Take a nerdy white guy and turn him into big-bad-muthafucka, from... uh - another race ^^

Quite funny to make a white man black meanwhile talking about personalized 3D rendering. Though I do like where that is going. Mix my photo with David Bowie, add the Hulk and put that as my avatar face on an Asian body, pls!!! Mad stuff.

+3 votes   article: Absolute Champion Kickstarter is a go
SinKing Jan 6 2014, 9:48am says:

Yeah, those temple images are all amazing. It has a very unique stlye. Somehow what Fable coud have been with proper art direction. Of course you are a different game than Fable, but the saturated lights and colors mixed with areas of total darkness keep making me think of games like that ~ fairy tale nature.

Why did you upload all the images again though? The comments from the earlier images are all lost now.

+2 votes   media: Outer Shrine
SinKing Dec 31 2013, 8:21am says:

This seems a bit small for 50 cal. Stock and mag look more like a combat rifle to me. But the shape and design are really nice.

+1 vote   media: Rusvekyan Army Armoury
SinKing Dec 17 2013, 10:41am says:

So many seamen...

Or is there a lady? What's that in the white shirt?

+1 vote   media: Boarding
SinKing Dec 17 2013, 10:32am says:

Cool! Is that one of the cars from Mafia or did you model that aswell?

+1 vote   media: Renault in cargo hold - Movie based
SinKing Dec 7 2013, 10:36am says:

Is that a Zebra? (excuse me, I'm short sighted)

+2 votes   media: Speaking of Dino mods for games (read description)
SinKing Nov 28 2013, 6:12am says:

Overgrowth GTA San Andreas style! Can I workout and do drive by shootings, too ;)?

Fatties need their own animations, but they already look fun!

+3 votes   article: New Overgrowth a203 video devlog
SinKing Nov 10 2013, 7:51am says:

Guys, support this game by adding to their Kickstarter! It's really important they meet their goals and for some reason they don't advertise the Kickststarter very well.

If we all chip in, we can still save this game in the few days remaining and give some developers who really deserve it the credit to continue their amazing work!


+5 votes   article: Raindrop Lada Teaser
SinKing Nov 9 2013, 7:14pm says:

Why does it say it uses Unity, yet I get it in my CrySDK updates?

+1 vote   game: Howler
SinKing Nov 8 2013, 6:21am says:

Amazing! Totally Vampire Atmosphere :)

Also, I first read in the description "A small demonstration of the Vesuvius glory hole"
Thanks god I read that again ^^

+1 vote   media: Vesuvius
SinKing Oct 27 2013, 6:00am says:

I'm still waiting for him to reach the lever.

+3 votes   article: Oh my cat! It's full of animated GIFs!
SinKing Oct 23 2013, 7:24pm says:

Wow, this is really great architecture! And can you enter this house, too?

+1 vote   media: Malkavian Mansion
SinKing Oct 21 2013, 7:31am says:

How did you do roads? I tried various ways and using the spline tool seemed the best, but also had its issues. Did you make one mesh for the entire tarmac road? Or did you make it modular?

Every project and image I see makes me want to ask questions and learn from them.

+1 vote   media: Survival and Hunting GameTown with Water Tower
SinKing Oct 20 2013, 7:38pm says:

It doesn't seem that large to me, but I don't know how big the main parts of the map instances are. From what I know, instances work like "going underground". Pretty much all rendering of anything else stops, it's like being on another map for you.

I wonder if the instances all load up at the beginning or if the engine can somehow stream the content. I thought for an instance to work it always takes some loading time.

also: new hud? I really like the old one for artistic reasons. If it would be upgraded it would sure look nice!

+1 vote   media: Map Instance
SinKing Oct 20 2013, 3:34pm says:

so in conclusion: life has become the internet.

+15 votes   media: Burn
SinKing Oct 8 2013, 6:54am says:

I get an error when unpacking the 3rd part. Some file seems to be corrupt. Am I the only one getting this error?

+1 vote   article: a classical survival DEMO´n
SinKing Oct 7 2013, 5:55am says:

Jesus - you know your planes! Up to now I was happy to know something called a SU-25 exists. Now I know its whole family.

Nice looking model and textures, though these models would really "shine" if you put a gloss map or specular and possibly a cubemap on the material before you render them out to us viewers.

+1 vote   article: Report 042: Su-25 Frogfoot
SinKing Sep 28 2013, 6:24pm says:

Great concept art and atmosphere! With the demo coming already in December, hopefully we'll see some Unity screenshots soon :)

+1 vote   article: Future of project Joutomaa
SinKing Sep 26 2013, 7:33pm says:

Yeah well, I am one of the people, who had a FB account and shut it down forgood (and what a lot of work that was...they were haunting me with mail afterwards)

I will check updates here, though. I'm glad you take criticism the right way. Surely you have more insight into what the art is about. I am just stating my points of observation.

+2 votes   media: Base Character
SinKing Sep 26 2013, 7:27pm says:

Will they beam people up and anal probe them?

+1 vote   media: NO RETURN Openworld Survival Alien UFO Sighting
SinKing Sep 25 2013, 6:38pm says:

This guy surely likes Lions ^^

His head is too small, imho

+1 vote   media: Paladin
SinKing Sep 25 2013, 6:18pm says:

This looks underwater or inside a cave to me. It's great looking piece at first glance, but most of your other art made a bigger impression on me. The forest aspects weigh lesser than the cave-like feeling.

It seems like Moonlight is coming from above, yet the light bumps (on the left) are quite saturated. I just don't know. Surely well done, but not as grounded/researched artwork as usually, this time.

+2 votes   media: Aderyn's Shrine
SinKing Sep 8 2013, 5:21am says:

add some ground fog perhaps? And a dynamic lightsource for contrast?

+1 vote   media: Further Development
SinKing Sep 7 2013, 5:32am says:

Cool! I really like watching people sculpt. It's so much fun.

+2 votes   article: Eden Star: Modeling of the Pioneer - Player Character
SinKing Sep 6 2013, 9:39am says:

I suggest Mudbox. It is so easy, you will kick your own nuts for not having done it before. You can bake all of these directly in Mudbox and get a 100% clean Normal Map. It's only difficult to bake a few things (like overlaps, cavities) directly in Mudbox. But then I just use XNormal.

+1 vote   media: Concept Art
SinKing Sep 6 2013, 9:37am says:

I'd try using the full range of the pencil with these. Where there are shadows, go full pressure on them. You can also try to use and adjustment layer in Photoshop to turn out a bit more contrast (ctrl+M or ctrl+l work too). You will see it looks even better then.

My first choice for a pen is 4B or 6B. Never by HB!

+1 vote   media: Concept Art
SinKing Aug 28 2013, 5:36am says:

Can I shoot a clown from it?

+1 vote   media: Cannon
SinKing Aug 5 2013, 2:16am says:

Strange, I thought you wrote you had stopped development of this project some months ago. Maybe it was just a bad dream ^^

Glad to see it's going, because I like the style and look.

+5 votes   article: New Toys
SinKing Jul 27 2013, 4:19pm says:

These environments must be pretty fast to model and get ingame. Characters and weapons are a different thing, though.

+3 votes   article: Character Customisation in Bushido: Build your own Samurai
SinKing Jul 21 2013, 11:31am says:

I think it would be interesting to hear a bit about the struggles of getting a game on Kickstarter. I've always wondered about the "trust issues", since you need someone to create the account the money goes to.

How can you solve the problem of one guy just running of with the money made on Kickstarter? I always believed it was difficult to do, when the Project Leader is not US-American. I'd read that article (if there was one ^^)

Oh, and also: congratulations!

+2 votes   article: Our Kickstarter Is Coming!
SinKing Jul 19 2013, 4:18pm says:

One does not simply walk into Mordor?

+2 votes   media: 3D Open World Wilderness Survival Sim for PC
SinKing Jul 18 2013, 5:17am says:

damn, this should have been:

sucks to be tree :)

+1 vote   media: 3D Open World Wilderness Survival Sim for PC
SinKing Jul 1 2013, 4:52am says:

I like "Crowbar - replaces Crowbar" ^^

Looking great, nice texture job!

+4 votes   article: Mafia Titanic Mod - All Weapons Done
SinKing Jun 29 2013, 6:05am says:

Hey is that the ship from the Enterprise movie ^^ Is it the enterprise? Maybe it's just the colors, but it instantly made me think of that Next Generation movie.

+1 vote   media: First ship model
SinKing Jun 19 2013, 11:36am says:

Most of all EPIC's deal sucks, because they take 25% of everything beyond 50k. So if you run a kickstarter campaign for 100k, 25k already belong to EPIC. And from then on 25% on every other $ you earn.

It kinda sucks, but there is the option to get the fully licensed Unreal Engine, instead of UDK. I think for some projects that is the only way to go.

Yeah, but Unity is fine too :)

+2 votes   article: Change engine
SinKing Jun 19 2013, 11:24am says:

Knife catching is ace! I haven't played OG since half a year, but I'll download the new build and play around with the editor some more.

It still looks like you can die too easily though. I like fights with more than one enemy, but chances you're getting your neck snapped are too high. Well, maybe not anymore. Off to testing the new build :)

+4 votes   article: New Overgrowth a199 video devlog
SinKing Jun 14 2013, 2:55am says:

Van Halen Guitar on the shelve, too and one of Eric Clapton's old ones ;) at the bottom.

I like all the characters, but some of the clothes could be a bit darker.

+1 vote   media: Release Pics
SinKing Jun 14 2013, 2:51am says:

Really? That's interesting. The reason why I thought it couldn't be painted is because the sides behind and below the arch have some depth. But I see now, how there are basically two cubers at the bottom and one big in place of the arches.

Thanks for explaining. Games are nothing but smoke and mirrors - and a ton of work ^^

+1 vote   media: Release Pics
SinKing Jun 12 2013, 3:05am says:

Shouldn't it be Warhead-Ache ;)?

In my opinion Clark is a perfect fit for the Ouya. It's one of the most promising titles on Unity and I wish you all the best!

+3 votes   article: CLARK on OUYA!
SinKing May 13 2013, 2:16pm says:

Don't have the witcher, can't use. Rage and this kit are more or less just map editors to me. I want to add and edit content. Then it would start becoming useful. As is this is more or less a tool to learn working with Red's engine.

+1 vote   article: REDkit enters Open Beta!
SinKing Apr 29 2013, 6:18pm says:

Excellent models and textures. I suppose the triangulation is only visible for demonstration purpose and won't be visible ingame?1

+2 votes   media: New market buildings
SinKing Apr 13 2013, 6:48am says:

Dangerdane - this is Unity Engine. You can find the engine for a project on the top right (in the Profile). Borderlands was made with Unreal Engine 3. It's a similar style, which is probably a shader. You still have to paint materials to look this nice, though.

I really like this game and its design too ^^

+2 votes   article: Hello again, world!
SinKing Apr 1 2013, 3:41pm says:

"Meesa happy to flyyyyyyy. Whatsa dissa button do?"
Great Gungan model, but don't they have weird feet or something, so they can't fit into these standard boots?

+11 votes   article: April update - check out our new pilot! [APRIL FOOLS!]
SinKing Mar 13 2013, 3:31am says:

Looks great! Only thing that bothers me a little is that he seems to be wearing a modern t-shirt with a v-shape neck opening. A naked, tattoed chest would looks better, imho.

+1 vote   media: A render of our Archer class
SinKing Mar 7 2013, 8:16am says:

The material compound for the tank looks intriguing. I can't see that much of it, but it seems they use a different shader setup than I do when testing my textures.

+1 vote   media: Softimage Pro
SinKing Feb 17 2013, 6:37am says:

It's just so annoying, that (now) after replacing the wheel I had to do new bakes, new (partial textures) AND new smoothing groups, in order to reach my old state of the art.

It's frustrating to have to go back and do things over and over. But I guess that's how you learn to make fewer mistakes. However, be prepared to rage a bit when you are fixing assets ^^

+1 vote   media: changes 1
SinKing Feb 11 2013, 2:15pm says:

Just a lot of Tris, lol. Soem rocks have to be prettier than others.

+2 votes   media: rock1
SinKing Feb 3 2013, 4:31am says:

What's wrong with using Gmod to create a trailer/teaser? I don't know if it was used, but it's just like you're saying "lol, they used After Effects to make the credits." It's just helpful software. As longs as it helps set the mood, why not?

It looks interesting, the few scenes I see are well put together and reminiscent of other recent games (e.g. Prototype). Now you jut have to make the game ^^

+2 votes   media: Teaser One
SinKing Jan 2 2013, 5:23am says:

Inspired by a tennis ball ;)?

Quite good concept, but on Source Engine this won't look as good as a model. I guess it is because of experience with Goldsource that people chose it over engines like Unity or UDK.

+2 votes   media: Spacepod (Earth Tech)
SinKing Dec 15 2012, 7:24am says:


+1 vote   member: SilverSpook
SinKing Nov 12 2012, 6:46pm says:

Very cool. Love the droid movement. Good designs at work here!

+1 vote   media: CLARK Sneak Peek Walkthrough Lv3
SinKing Oct 30 2012, 12:47pm says:

On the exterior the normal maps don't seem to work. The top floor(s) also look very BSP-like and plain. I don't understand the triangle part of the roof. Why is it there at all?
And finally, shouldn't the pillar on top perhaps use a different material/texture? It seems possible that it is also made out of bricks, but I believe the more common way to create pillars is from slice of stone on top of each other.

The interior, on the other hand, looks much better. I don't know why you call it a cafe though, when it looks exactly like a vinyard, or whine shop. I guess, more will follow.

+2 votes   article: iCL Dev News - Weapon Concepts and new Environment Work!
SinKing Oct 20 2012, 7:00am says:

I already saw the quicklook on Giantbomb and they were pretty pleased with the game. The only way you can tell a game is not AAA (in regards to its budget and team size) is because most of the indie games seem to be multiplayer only.

I'm fond of writing stories and seeing them in games, but I don't miss it too much in multiplayer games. I think singleplayer really only makes sense these days, if you can offer some decent coop.

So yeah, congrats on the Release, This, Primal Carnage and Natural Selection 2 have been on my watchlist for a while. So what are your next steps from here? Also, is there a way to read up on your development. I must admit, I didn't follow a developer blog or anything for Chivalry, but would be interested in where it came from!

+5 votes   article: Chivalry: Medieval Warfare Released!
SinKing Oct 16 2012, 3:24pm says:

Good variety of maps, some interesting game modes, lots of guns, bullet time (in multiplayer?). Awesome!

What I didn't see was the MoCap animation. Players just seemed to turn into horizontal position when shot. You could also show the images a little bit longer in the next trailer, since some of the flashing at start and end left too little time to see enough.

Good luck for the release on Steam.

+2 votes   article: CP:I - World Premiere Pre-Alpha Gameplay Trailer
SinKing Oct 11 2012, 6:01am says:

That is impressive! Did you work a lot with photo of the original actor, or how did you do the texture/hair for the most part? Very good!

+2 votes   media: Charles "Trip" Tucker III
SinKing Sep 10 2012, 9:54pm says:

Holy mace, I'm amaged! :)
great design and mood. D3 engine still has something awesome about it.

+2 votes   media: Grimm Quest for the Gatherer's Key: Wallsliding
SinKing Sep 10 2012, 9:42pm says:

Maybe call it "The Castle of Blind Souls". I like the whole atmosphere, but would appreciate a reason for the extreme short-sightedness of the AI. I like the concept, but with a catchy title it all suddenly makes more sense ;)

+2 votes   article: Stealth Combat
SinKing Sep 10 2012, 8:21pm says:

I think FOF is great, but when I tried to play there were less than a handfull of servers online and they all had a horrible ping for me. Which is weird, because the last time I played it was extremely popular. I just lost tracks of the mod.

So, you say you don't want it to be bigger, or you are doing it for the lulz. But FOF could be bigger, with decent PR, enough updates and more ideas from the community incorporated. It is already such a great mod with a very distinct feel to it. If you chose so, you could go far with this one. I know I'm not the only one who thinks that. Jump on the "Django" train. I have a hunch western games with a sense of humor will be much seeked for, in a short while.

+2 votes   article: Progress towards 3.8 and important fix for HL2MP based mods!
SinKing Sep 1 2012, 5:34am says:

Wow, it looks a lot better with shadows. They just add so much realism and depth. Would be great to see -if it is an easy fix. I not, nevermind. Your work is impressive enough as it is.

Also - have you noticed how that shiny Titanic Mod for Cryengine seems to have gone nowhere? Persistance is key :)

+1 vote   media: Verandah Cafe & Palm Court - more details
SinKing Aug 19 2012, 12:22pm says:

Sometimes I like the scaling, sometimes I think it's off. In this exsample, floors beds and table look alright, but the workbench and the chair seem overly large for the character.

It looks interesting to dwarf him like this, but it draws the intention/attention away from the char.

+1 vote   media: Herborist's house
SinKing Aug 15 2012, 11:58am says:

1. Too much lense flare
2. Lense flare comes from actual lenses (cameras), not from human eye. Admitted, it looks cool in games and it can be used, but be aware of the shape you use (round/square/displaced) and the amount/size of lense flare.

The latest Crysis (3) tech trailer shows how lens flare looks interesting, even when it is used a lot.

+ Colors and atmosphere of the game look great and really like a horror game. I can imagine it will be very scary. I hope you can bring some sort of momentum to the swordfights, to make it feel like you are struggling against the force/mass your enemies put into every swing. Good work!

+1 vote   media: Dark Shadows - Army of Evil - Screenshot
SinKing Aug 4 2012, 6:19pm says:

Thanks. That mod is a huge inspiration, though I should really be doing something else, right now. In fact, I am - modelling butt ugly jewlery for my final school stuff. So annoying, so damn annyoing...

thank you, happy trails :)

+1 vote   media: looking at my car?
SinKing Jul 25 2012, 5:46am says:

I don't claim to be a specialist at baking, but from what I've tried, heard and seen so far, the state of the highpoly is pretty irrelevant. The only rule that seems to apply is that your Lowpoly has to resemble the highpoly shape, in order to display the detail correctly.

If the lowpoly has a too uneven and jagged edgeflow, it will cause errors (visual distortion, displaced detail) when you apply the normal map. I'll keep you posted on progress, but I'm busy with boring **** for my (final!) school project.

+1 vote   media: baby_tooth_3d
SinKing Jul 18 2012, 6:14am says:

Thanks Cit! Long timeno see - I have MSN back online now.Would love to hear from you.

I too noticed that the edgeflow on the grip and some other parts isn't ideal. I usually smooth the model to see the problems.

Your spot on there and I'll try to fix those, thanks!

I thought a side-view would be good, since the concept is the same view. When it's more complete, I'll show some better views.

+1 vote   media: baby_tooth_mdl
SinKing Jul 12 2012, 2:48pm says:

Hehe, good observation! I tried to make the grip the other way around, but it looked wrong. I guess that's one of the disadvantages of organic design.

+2 votes   media: sci_fi-handgun
SinKing Jul 10 2012, 7:29am says:

So where did you get the camo pattern(s)? They look like a fairly high resolution and are very cool.

+1 vote   media: AS-75 Tactical Assault Rifle
SinKing Jul 9 2012, 6:51am says:

Pimp my pimp. Joined ^^

+4 votes   group: Pimp Our Guns
SinKing Jul 9 2012, 6:29am says:

Hah - cool and original! The grip seems a bit unpractical to handle, but I like the design. Did you color this later? I didn't yet see any white/blue gun parts in Pimpmygun.

+1 vote   media: Harpun Launcher - The Stinger
SinKing Jul 9 2012, 4:27am says:

Beide Deutsch aber Englisch labern, lol. Wo ist mein Kommentar? Ich hab mir das Video 10x angesehen. Ist so geil!

+1 vote   media: Kubera first Lipsynch
SinKing Jul 8 2012, 5:24pm says:

This ship must be hells fast with all that sail and that sleek hull. I can imagine it is very manoueverable, too.

+1 vote   media: Prince de Neufchatel
SinKing Jul 7 2012, 6:37pm says:

Thank god it wasn't a nude beach!

+4 votes   article: Life's a Beach update: 07.07.12
SinKing Jul 6 2012, 5:20am says:

Geil! Hab ich gleich zehnmal nacheinander angesehen ^^

+1 vote   member: AMCarbonBlack
SinKing May 30 2012, 9:59am says:

Thanks peeps, yeah he's kinda a ghost. Good find. You have sharp eyes ^^.
But it's different. The backstory is a lot like the Matrix or Vanilla Sky. Plays in a world where a lot of things are going flipside, and you can't ever be sure about what's real.

+1 vote   media: the two combined
SinKing Apr 22 2012, 4:49am says:

Great! Studying the wireframe on the link is a real help. I usually don't make enough separate pieces, so in the end I have problems when it comes to rigging/weighting.

I should create more low poly characters and get into the workflow. That really makes sense. I'm always fascinated by good characters, however I mostly stick to architecture, at this time.

+2 votes   media: Dwarf Ztool
SinKing Apr 17 2012, 8:37am says:

It's a quick way to explain things. What I'm missing in the briefing and tutorial is the fact that everything in game-creation is iteration. For example, your art director is your senior concept artist and therefor controls his own work. Had he had an art director, he would have told him that humans have hips and to check his anatomy. The entire lower part of the body doesn't match the torso and lacks volume, except where it is unwanted. Iteration would have helped create a better low poly model.
If I'm not mistaken your rig isn't symmetrical either, so there are some small dohickeys. It also seems like there is not enough subdivision in the knee area, and I'm not sure if you modeled the shoulder armor seperately and merged the model afterwards (as it should be done with hard surface). As it is you might have trouble weighting. Also, most people model at least head and body separately to have more UV space to use on the detail skin.

It's a good tutorial, however the model is very basic, you should make sure everything is right about it, before recommending examples that may make people wonder if they are doing it right.

+2 votes   article: Creating a 3D character
SinKing Apr 9 2012, 6:50am says:

I think he wants to hang some paintings and dropped his hammer.

+1 vote   media: Merc Screenshots
SinKing Apr 2 2012, 6:53am says:

I like the textures and how you apply different lighting situations. These are impressive results, because of the clarity of your vision and flawless execution. You seem to like colorful, so I'd stick with the medieval theme(s) or something slightly cartoony.

I'm currently Concept Artist for Saber Rider and the Star Sheriffs. I'm not sure if we need texture artists and mappers (it's a small team), but I would recommend you, if you chose to apply. Gj!

+1 vote   member: simonoc
SinKing Apr 2 2012, 6:35am says:

I played and stopped. It was very nostalgic and nice, but I couldn't get past a certain mission and skipping didn't work; it's supposed to, though.

I might touch this game again, after it's patched, so skipping missions works properly. It's a very hard game with some great moments. Overall a fantastic achievement, but story and acting didn't exactly thrill or surprise me. Gameplay did.

+1 vote   article: Wing Commander Saga saw 50k downloads in 24h
SinKing Mar 19 2012, 2:01pm says:

OMG - what happened to the other apples? I have to find out.

+4 votes   article: Deriva | 0.150 "On the rocks"
SinKing Feb 27 2012, 5:37pm says:

the real name of the engine is Waynetech and you are Batman°^!

I like this engine, the LOD is smooth enough, though it could load faster. Idk how the lag is with a lot of meshes turning lods at the same time. But the doughnut is a good example too. Round and shiny on the outside makes it easier to spot LOD shift, so the result of this rant:
Wayntech Engine is very nice, keep it up!

+2 votes   article: [w]tech - Simple Motion-Blur and "Level of Detail"
SinKing Jan 23 2012, 4:11am says:

Thank you guys. I think I need to paint over the smoke, since something went terribly wrong there. It looks like this chimney is blowing up a large balloon :)

Thx for comments!

+1 vote   media: 2_new
SinKing Nov 19 2011, 6:16am says:

Great work! I like this engine.

+1 vote   article: [w]tech - Physics
SinKing Oct 30 2011, 7:17pm says:

That looks interesting. I see things I never notice while playing the game. Like the cubebox reflection on the car, showing a city street. In the middle of the forest.

I love SA and would like to reinstall it. There's so many great mods for it, I should really do that. Your mod seems making it worth even more, now. But what's up with the mayhem and the insane speed? Did you tweak the cars to drive that way?

+1 vote   article: Multiplayer support and Real Reflections
SinKing Oct 30 2011, 7:11pm says:

Schiff kaputt.

+1 vote   media: What? You wanna ram MY ship? BOOM!!!
SinKing Oct 25 2011, 11:42am says:

Looks truly great!

+2 votes   media: German pilot’s headgear
SinKing Oct 19 2011, 5:28am says:

sculpted in Mudbox. the size of the map is determined at importing the heightmap into CrySDK. I made it a little bigger than I wanted :)

+1 vote   media: ingame_detail
SinKing Oct 8 2011, 6:03am says:

Great pictures, nice to see her afloat and getting manned ;)

cHendler is right though, it would look better with shadows, maybe you can bake them into the texture. That is, if the weather situation is persistent. Otherwise you could only try baking AO to the whole ship.

I like this clean look though. It's safe to say this is the best looking set piece for Mafia, ever. And the biggest.

+2 votes   media: Ingame footage
SinKing Sep 4 2011, 6:41am says:

Lol, since when is Doom 3 a bright game? Have to try this out though.

0 votes   download: Sikkmod v1.2
SinKing Aug 31 2011, 12:38pm says:

This looks like an RC-car I used to own as a kid. I like the stockcar design :)

Yeah, suspension is looking good, too. I'm a big fan of Initial D and always hoped someone would come up with a racing game that is accurate enough to let you recreate some of their driving styles. Good job.

+1 vote   article: Suspension Demo
SinKing Aug 29 2011, 3:25am says:

How is this connected to Bohemia Interactive? I'm a big Arma fan, but it's even greater to find out they support some original games, like this one.

+2 votes   game: AlternativA
SinKing Aug 24 2011, 2:03pm says:

Will it work with the free version of Arma2 or only with Retail. I only bought Operation Arrowhead, but I still want to try this mod. Great update to the original.

+1 vote   article: Project Reality: ARMA 2 v0.1 Update & Manual Release
SinKing Aug 23 2011, 6:05am says:

There is no engine like Cryengine. EPIC will lose a lot of indie games to the better conditions and software Crytek has to offer. If there was a mobile version, I'd already have switched to Cryengine, entirely.

That's UDK's last plus now - though I actually start prefering Unity, lately. UDK feels like it started strong, but Crytek learned from EPIC'S mistakes. This is great! I want to see a lot of new games made with the best engine available.

+3 votes   media: CE3 Editor
SinKing Aug 18 2011, 9:40am says:

Cool, so this is a heavy storm, but not the heaviest? I like the improved lightning, don't know what's different with it, but the whole storm feels more violent.

The craziest thing is when you are getting into storm during a sea fight with another ship. I had two of my ships sailing against a pirate convoy and suddenly we are in this heavy weather and a twister circles right next to the ships. God - that was scary. I actually lost a ship there, but at least got away alife. Love this kind of variation. Twister was the highlight, so far, but I think some kind of wale-monster or tentacle attack would add some more insanity. Maybe mark a zone with "There be monsters", like they did on the old maps ;)

Anyway, cool game, great updates - always! I'd like to know if there is any chance for coop, or online play, in the future. That would really put the lid on.

+1 vote   media: The Storm
SinKing Aug 14 2011, 6:05pm says:

nice, good luck with the interview!

+2 votes   article: High Definition Update
SinKing Aug 2 2011, 7:45am says:

What's next? The very large room? This is so exciting!

+1 vote   media: Large_room_test
SinKing Jul 24 2011, 7:26am says:


+2 votes   article: Titanic mod 3 weeks paused.
SinKing Jun 14 2011, 7:20pm says:

Whoah - she's looking just great! Are you sure this will run on Mafia's engine? The model looks like it's a lot to handle - and there's still lots more detail to come.

+1 vote   media: Superstructure, adding frames
SinKing Jun 7 2011, 8:04pm says:

Here comes the crocodile. Or am I the only one thinking that? Looks great!

+1 vote   media: First In-Game Shots Of The Theseus
SinKing May 1 2011, 2:25am buried:


isn't this just the human beasemesh with too big a nose and lips? I'm not impressed, this time.

-6 votes   media: Jack J, Jackson
SinKing Apr 17 2011, 6:38am says:

Good! Touch up either on the cloth or his face with a little yellow/orange, so they don't look like the same material, I'd say. He's very ghostlike as is.
Also, was that a deliberate decision to make the arms so unproportionally long? I know I asked before, but I can't help thinking that looks odd. And finally - why are you rendering in Marmoset and not in UDK?

+1 vote   media: Grim - New Textures (Still WIP)
SinKing Apr 14 2011, 12:23pm says:

Add blue to an image and it looks Sci-Fi... why is that so?
Perhaps because of the muthafackin' spaceship ;)

Good job!

+1 vote   media: Ligonier (WIP)
SinKing Feb 15 2011, 4:16am says:


+3 votes   media: Human Horizon lab
SinKing Jan 9 2011, 3:54am says:

Doomstag, can't you take a bit of constructive criticism? I'm fed up with players harassing others, as soon as they have a different idea from someone else. This picture is put up for C+C, so learn to take an opinion for what it is: a standpoint open to change.

+1 vote   media: Docklands WIP 5
SinKing Dec 18 2010, 5:25pm says:

Fine work. I love that map! Any chance of giving us some video drive-through of the maps? Would be sweet to see the cars in motion. The only downside is that they are lacking an axis for the wheels. Otherwise, cool stuff!

+1 vote   media: Off Limits - vehicles guide
SinKing Dec 14 2010, 6:46am says:

Gives new meaning to the phrase: Smoking can kill you!

Cool creature, I'm awaiting the release. I pre-ordered a year ago.

+2 votes   article: The Fade
SinKing Dec 6 2010, 11:24am says:

Should call it Granny Death Race ;)

+4 votes   game: Granny
SinKing Nov 8 2010, 2:52pm says:

the light would bounce differently, even if the air is heavy with particles. There'd still be some dispersion, but the lower part of the wall would also be lit, as would be more of the ceilng.

I agree wuth Mreza

+4 votes   media: Sponza GI
SinKing Nov 4 2010, 2:07pm says:

Very good observation. It's actually not the same as the first pictures, because I made a mistake while setting up the drawing. It's shorter than supposed to and also I'm not sure if it's loaded by clip or single bullet (from the side).

+1 vote   media: medic shottie
SinKing Sep 11 2010, 10:37am says:

Is that a good or a bad thing? At first I had it all closed, but then I thought that a court needs access for the criminals; also to take them to jail from there. It seems right to me to provide a high security environment, though I have to scale some parts down, or the gates will just look too enormous and diminish the realtive size (huge!) of the entire building.

+1 vote   media: temple of law
SinKing Sep 11 2010, 6:18am says:

That was quick, moddb! Thanks for authorizing newspost and quickguide!

Everyone else: don't forget to watch Athena ;) great things are coming your way.

+2 votes   article: Athena - First Newsflash
SinKing Sep 2 2010, 2:08am says:

I have no one to work with on a projection piece. I have a Dylan Cole tutorial about it, but haven't looked into it, yet. Thanks for the comment.

Most importantly about this paint is that it lacks correct perspective, which makes the eye wander a lot. If you know about a perspective lines Plugin for Photoshop, please reply. I could really use something quick and more accurate than drawing lines toward a point.

+1 vote   media: Los_Muertos
SinKing Aug 31 2010, 12:42pm says:

There is actually very little detail, though I'm glad it gives this impression. If you establish a setting and put a single tree or bush somewhere your eye makes you think that every other dot on the painting must be a tree or group of trees. I used the scatter funktion quite a lot and just sampled colors from sky and trees over and over.
The downside is that there is far too much saturation now, because I started out with a too colorful palette. Yet, this could be an easy fix in Photoshop.

+1 vote   media: Jungle
SinKing Aug 30 2010, 11:24am says:

Thanks mates! I feel I should bring some more contrast, if only color contrast, into the painting. However, I'm always looking forward to the next painting. I'll have to learn to separate my layers better, so I can make adjustments to them on the fly.

+1 vote   media: Athena Zones
SinKing Aug 30 2010, 6:00am says:

Teeeth! Well done - and finally I understand how you solved the problem of sharks not being able to look straight ahead. They look through the mouth! Makes sense for gameplay.

+2 votes   media: Mako view 1P
SinKing Aug 27 2010, 9:27am says:

is the scope really that high above the weapon? Somehow it looks a little too elevated to allow for accurate shooting. Nice selection of rifle models, though.

+1 vote   media: AK-74 Olive Drab Scoped
SinKing Aug 25 2010, 5:21am says:

No, it's all about the design - and there is zero design, here.

If you make maps five times as large and put in vehicles, you have to think about the selling point of your map. If chaos makes it good, okay, then maximize the chaos. Killing Floor was always about the claustrophibic narrowness of its environments, though. Even in the open maps you quickly ran out of space and places to retreat to.

-1 votes   article: Tricky (Map Preview and Test)
SinKing Aug 23 2010, 8:19pm says:

grat AK! People will love it with the special texture.

+1 vote   media: HighPOLY
SinKing Aug 20 2010, 7:02pm says:

Got to love all the content that was created in so little time! Way to go team :)

+2 votes   media: Remington 870 Final + Texture
SinKing Aug 17 2010, 7:05am says:

Hah, cool Master! Good job!

+1 vote   media: Athena_homebrew
SinKing Aug 14 2010, 8:21pm says:

Nice, good choice of colors. I guess this and the red piece were painted over simple geometry renders? Looks a bit dead that way. In this case that's a good thing. It amplifies the atmosphere that teh structure is so monotonous.

+1 vote   media: Military Complex
SinKing Aug 14 2010, 8:15pm says:

wouldn't fly. It needs a thruster at the back (where you removed them :D)

+1 vote   media: Dropship
SinKing Aug 14 2010, 8:13pm says:

This rifle has all characteristics of an assault gun and none of a sniper (except being long). I suppose that thing on the left of the optics is a screen for the scope, because it's impossible to look through the scope itself. It's still nearly impossible to look at the screen, unless you have a head grown on your shoulder. Snipers have supports at the front and back, so you can put the rifle in a stable position.

Good thing it's only promotional. The design is pretty nice.

+1 vote   media: Nano sniper by Rakan
SinKing Aug 11 2010, 3:53pm says:

good idea, yo!

+3 votes   download: Mass Effect card deck
SinKing Aug 11 2010, 3:31am says:

That's some good mapping. Great use of materials and specular maps. Some things are a bit too shiny maybe. It looks good, even though it's in the "old" Source engine.

+1 vote   article: Bloodlines Revival Trailer. Status.
SinKing Aug 10 2010, 2:35am says:

that's cool, wonder if it requires all new maps and objectives, though.

+2 votes   article: Killing Floor Vehicle Mod - Introduction
SinKing Aug 7 2010, 2:50am says:

great drawings, especially characters

+1 vote   article: Trudy concept dump #1.
SinKing Aug 4 2010, 4:52am says:

symbolic = when you draw a house you draw a square for the body and a triangle for the roof; that's how you see a house. Same happens when you start picturing a company: little flags on the roof, big windows, revolving door, etc.

- the problem with that is that you are constructing and making design decisions at the same time, resulting in a boring and generic looking building.

Like every coder, a concept artist has a way of prototyping things from shape to rendered image. The idea of art is to create diversity and compose old elements to the effect of creating something new. If you stick with your shoebox "everything looks like this in reality and RTS games" attitude, you won't get a unique style for your project.

Right now the designs are boring, but the engine is great and interesting. If you would team up with someone who knows as much about concept design as you know about scripting, you would achieve a much better result. It's amazing you can do all these things by your own, but they don't make up for skilful designs and atmospheric settings.

Also - I know criticism hurts, but it's the only way to get better.

+3 votes   media: ISG HQ outside view
SinKing Jul 30 2010, 9:58am says:

best thing is they get puked up by an enemy and grow. Gets me laughing everytime I see it.

+3 votes   media: Hydra Concept
SinKing Jul 28 2010, 2:37am says:

he's out of ink ;) (middle bar)

+1 vote   media: Dark Energy
SinKing Jun 12 2010, 8:49pm says:

This comment has been posted in a private group.

SinKing Jun 12 2010, 5:13am says:

Cool ship, it looks larger on the concept, though because there is some smaller detail on the ship in concept. Weird how that works.

Is this (concept) the only one your modeler worked with or did he get any kind of additional info, or even a blueprint?

+1 vote   article: Life of a concept
SinKing Jun 10 2010, 2:24am says:

I want to see the Tatra supercar (sportscar) in the next demo ;)

Seriously amazing! Sorry about me comparing it to Arma or OFP all the time, but the driving already looks better than in those games.

+1 vote   article: Dirt Roads
SinKing Jun 8 2010, 2:53am says:

that's a nice logo. new?

+2 votes   article: ORION - Beta 1.2 Release Date Announcement!
SinKing Jun 7 2010, 4:34am says:

These concepts are really pretty good, but that's one ******* ugly background. It looks like Elephant Paper from grandmother's photo-album. More shadow and contrast would give your concepts a ton more depth, too. The nurse could also use some more bruises and cuts in the flesh. She looks like my sister on a bad hair day, atm. Add some Zombie attributes!

Good job!

+2 votes   article: The Hunted: Paroxysm Infectious Update
SinKing Jun 6 2010, 4:31am says:

yeah , it does look toxic. Originally the entire ocean was orange liquid, but that just felt too extreme. It was good practice, and you can see in direct comparison between this and the prior image, how much better balanced and more interesting this pic is, just thanks to a little light and color.

+1 vote   media: alien waters
SinKing Jun 5 2010, 6:35am says:

Light makes a big difference. A little light enhances a gloomy,dark atmosphere. As can (hopefully) be seen on the next pass of this image.

+1 vote   media: alien waters
SinKing Jun 4 2010, 11:46am says:

I don't really see what changed. Aren't you building this mod for five years now? Hope you'll make it to a release someday!

+3 votes   article: Dream Casters' Duel -100604- Week 195
SinKing May 28 2010, 7:09pm says:

@ bloodraven: about 1 day for the line drawing underneath and three days to correct and paint in greyscale.

+1 vote   media: SUV blueprint
SinKing May 27 2010, 9:04am says:

great work. Tech 2 looks like a recent engine, now.

+1 vote   media: Subsurface Scattering + Rim Lighting
SinKing May 27 2010, 8:51am says:

why can't I find this trailer on Youtube? It won't play here, I don't know why.

+3 votes   media: All In A Day's Work - Test Build 03 Trailer
SinKing May 26 2010, 5:35am says:

I like your engine. It reminds me a lot of the Real Virtuality engine, but your smooth roads and early development make me think that Outerra is going to be a whole lot more thought through.

Are there already any games in development, which will use the engine when you're done? Would be interesting to hear what they plan to do.

+1 vote   article: Integrating Vector Data - Roads
SinKing May 25 2010, 11:03am says:

actually made me laugh a bit that comment. Obviously you are just trying to be nice. nothing bad about that.

+1 vote   media: jeep_next_step
SinKing May 20 2010, 10:50am says:

no pokets in the future. All the money has been spent :(

good concepts, I like the redhead (or brunette).

+1 vote   media: Concept by Luke Brubaker, Female Pilot
SinKing May 2 2010, 3:32am says:

Wow, the scandinavian countries do a lot to support indie developments like this, whether it be in music or game creation! Wish we had something like that in Germany!

Here, we have funding going into agriculture, etc. There are statistically as many artists in Germany, as there are people involved in agriculture. If our stuid government would just spend a fraction of what they blow into those dead industries on the arts, there would be a whole lot less artists with problems to survive in this rich country.

Congrats on being Swedish ;) ...and on this recognition!

+1 vote   article: Nordic Game grants us money!
SinKing May 1 2010, 6:06am says:

it's the first concept for a light assault vehicle, which is one of the very first units you get in the urban RTS game I'm working for. Later on you get a different version of it, which uses a similar body, but is build to go all-terrain.

+1 vote   media: new_pics
SinKing Apr 28 2010, 2:11pm says:

Yeah, sorry about that. I thought they were all crazy in the future and go faster than light :)

+1 vote   media: Concept art by SinKing, The ESAD Aloadae
SinKing Apr 26 2010, 5:51pm says:

The sadistic alien is forcing the Marine to eat his gun! Scandal, down with the Kohlar!

+1 vote   media: Kohlar and Marine Concept
SinKing Apr 21 2010, 7:15am says:

it's pretty cool that your concept artist uses Illustrator for the images. Vector based concepts are so accurate in style with what you're doing.

+1 vote   article: Environmental modeling completed!
SinKing Apr 10 2010, 10:38am says:

there is no other Knight Rider (to me)! Well done :)

+1 vote   download: Knight Rider Old School 0.2b
SinKing Apr 1 2010, 11:28am says:

wow, the last time I heard about Oo was many years ago.I think they wanted to port it to Gothic's engine then. Good job on the Crysis part! This is themost progress I have ever seen done on Oo. And it seems to stay true to the original. Now, if only Molaar would run, when you do ;)

+1 vote   article: Let's talk about talking
SinKing Apr 1 2010, 8:50am says:

you plant pot on a spaceship? -don't get lost in space ;)

+1 vote   article: The bestest update we've made so far? Well I think so!
SinKing Mar 29 2010, 8:11am says:

Well at least your team works double-time. That's good.

I'm kinda at loss with The Ball. Whenever I tried it I liked its ambience, but I never felt to keen about the gameplay. Maybe the reason is that I feel like I'm slave to the metal ball, instead of being its true master. However, the quality of this mod - now indie development - is amazing!

+2 votes   article: New buttons!
SinKing Mar 27 2010, 5:43am says:

cool? German sub? Lighting and colors are much better than in previous pics.

+3 votes   media: Dep-Fractured Wreck Shot
SinKing Mar 27 2010, 3:09am says:

David Bowie eyes, nice change ;)
Why do all the models have the same stare? That makes them look like they are from the same family. If that's intended, quite cool. If not, try to blend in some other ethical backgrounds.
Great textures though. Maybe the scars are a bit overdone and the generic scar across the eye is actually pretty cool, because only now I realize that he has two eye colors, since one of them must be an artificial eye. His real eye couldn't have possibly survived this deep and straight cut.

+1 vote   media: Watcher head render
SinKing Feb 25 2010, 4:43am says:

real cool!

+1 vote   mod: Tribal Wars
SinKing Feb 21 2010, 5:56am says:

well, one thing is that objects don't throw shadows.

this kind of diffuse light only appears in the early morning, it almost looks like the color of the light is a pure white/light grey. Maybe try increasing the overall intensity and the color of light(s.

+1 vote   media: Hanako Castle Bridge Shot (WIP)
SinKing Feb 3 2010, 4:35am says:

lol, the front end takes the curve and the back end takes the "shortcut" straight on. I wouldn't drive in that Ukrainian Pimpmobile!

+2 votes   media: Typical russian auto
SinKing Feb 2 2010, 7:14am says:

Seems to me you are addicted to BSP, though ;).

You're right about using it. Even if it's just one part of the mapping you can pretty much do anything with it. A mapper, who doesn't use BSP can't make balanced maps, imho. If you use only BSP the maps look like in UT2004 - which isn't a bad thing at all. However, I'd use it to prototype a map and see with how few 3D meshes as possible I can build the map.

Thanks for sharing those vids! Maybe the "Unreal" group could form a tutorial group, so the entire mapping process is represented on Moddb.

+1 vote   article: Advanced BSP Manipulation - Building a 90º Corridor
SinKing Feb 2 2010, 2:52am says:

realistic tires are a challenge for your prop modeller.

+1 vote   media: UDK Test shots
SinKing Jan 10 2010, 8:05am says:

the style reminds me of Titan. I'm not sure about the red color. That implies some sort of atmosphere - well not necessarily - but my asosciations tend to go that way. I think a moon should be using cold colors.

+1 vote   media: Glassy Red Moon
SinKing Jan 9 2010, 3:07am says:

Good ;)

+2 votes   article: ModDB Overgrowth Alpha Trailer [Two HD Videos!]
SinKing Jan 4 2010, 4:12am says:

That's a really great postmortem! Did you write it for class or specifically for us guys to enjoy? I didn't yet read it all, but I wish all the postmortems and design documents, etc. would be put into one group/place where they are easy to find.
This stuff helps avoiding downtimes and is genuinely interesting to read (to me). Thanks for sharing!

+4 votes   article: Decadence Postmortem
SinKing Dec 22 2009, 6:51am says:

Looks amazing, great designs, great screenshots!

Only thing I wonder about are the "girly" colors in space. I suppose that's just the planet's atmosphere and there are other particle fields, which have different colors.

+1 vote   article: December Update:
SinKing Dec 13 2009, 4:30am says:

Really cool. Kinda monster shadows sometimes p:

Would it be possible to make fog, too? Not all over the map, but in some places where it can give you can extra scare?

+1 vote   article: Darkness Mod for Zombie Driver Released
SinKing Dec 9 2009, 6:05am says:

I'm not sure how this works. I get two seemingly alike packages and they are just booklet and 2x tracks for the vcr player. Are there no single tracks in your download?

+1 vote   article: TNM Official Sound Track Released
SinKing Dec 5 2009, 2:34am says:

very nice indie development. Ogre engine is a great choice for this game.

+3 votes   article: Zombie Driver is now available!
SinKing Dec 2 2009, 3:23am says:

What's that? A T 72? How much armor can you fit on a tank, lol.

That's a great idea, infact I think there should be a blueprint group for all kind of stuff, not only tanks.

+1 vote   download: Tank blueprints
SinKing Nov 29 2009, 3:35am says:

Technically this is getting really good. Great thing with the tranlucency and dynamic shadow. However, I'd be looking for an artist to give the game more character. Right now it is unique in its idea, but not in the looks.
Of course this is still early, but if you get a good artist on board he might create a much better scenery to fit with the mood of the game. It can all get a bit clinical at times.
However, Gutta cavat lapidem, you're doing impressive work here.

+1 vote   article: OpenGL 3, Holo-Comps and Demo-World
SinKing Nov 20 2009, 1:36am says:

Arrows are okay, but you need to distinguish between character and camera movement (e.g. black arrows for characters, white/outlined for camera). Basically it would make more sense to me to see a scene instead of unrelated pictures, but these are will drawn...almost too well for sb.

+2 votes   article: THE WIND - Storyboards
SinKing Nov 16 2009, 8:28am says:

You guys are really motivated - I like that!

+2 votes   article: Alert: Bailter Ray v2.1 finally here!
SinKing Oct 26 2009, 3:38am says:

That's your best environment sketch! Only thing that's a bit odd is that one (or two) torches would give that much light. Cool stuff though - we should exchange some Photoshp brushes. I think I have some that would help you bring out the textures, more.

+1 vote   media: Underground Temple Entrance.
SinKing Oct 26 2009, 3:34am says:

That's a fun idea and could make a great horror mod! Only dificult thing about is is pronouncing the name, really.

+1 vote   mod: Coulrophobia
SinKing Oct 7 2009, 2:06pm says:

Your ships are really the best! I would buy shares of your company, if there were some. I'm convinced this game will be a huge success. Especially since you have really been working on this for at least half a decade.
It isn't just a rushed project, but an utterly intelligent and beautful design. That goes right down to every single ship.

What if freelance contributors create ****-looking or comicky ships, though? Not everyone should be allowed to upload their creation.

+1 vote   media: ASEToBin 1.0 release
SinKing Oct 1 2009, 4:23am says:

Damn, everytime I see this mod I remember that I want to buy that Pirates game (for the mod)...and then I forget it again.

Have to remember!!!

+1 vote   article: Buid 14 Alpha 10 Overview
SinKing Sep 30 2009, 1:41pm says:

Imperials ftw! That was one of the...longest videos I have seen. In my life! So I can't give you guys enough credit for that. Also, the map and the gameplay are really amazing.

How can a mod be so much better than the original game? What is this world about? Why is there a space between this paragraph and the one above it? Keep on being heroes to my people! Great work.

+3 votes   article: Greetings Troopers!
SinKing Sep 23 2009, 3:30am says:

Who's been smoking?!

looks good, so simple but good effect - maybe a bit much fog, but hey it's post-apocalyptic time! Will the mod have depth of field, too? It think that would complete its visual appearance.

+1 vote   media: WIP Fuel Dump
SinKing Aug 26 2009, 5:11am says:

How do you find time for these articles? Amazing! Do they go to other websites - if so, which - or is this moddb exclusive content?

+1 vote   article: Libertarian paternalism and tool design
SinKing Aug 24 2009, 10:08am says:

Yes, it is much better than the original. I like the desaturated environment, since it is not only more realistic, but also displays the dire state of the island (and his mind) better.

+1 vote   media: Sculpting the terrain
SinKing Aug 14 2009, 3:46am says:

Indie game development reminds me of the old days, when just one or two guys would make an entire game, e.g. Bitmap Brothers. It's just a lot more work today, demanding different skills of all sorts and I pull my chapeau-claque at anyone undertaking such measures.
I consider myself an independant writing and editing professional, but I wouldn't want to contribute more than story and some basic drawings to a project.
P.S.: I like your garden. I never saw the point in cutting them down. Why try to trim nature for a hobby - it's just a waste of time.

+3 votes   article: The truth about indie game development (plus a podcast and new screenies....)
SinKing Aug 2 2009, 12:07am says:

You could check your English. "We haved hardly worked...", means you didn't do anything, yet you came up with this update, so it can't be what you've intended to say. "We worked hard..." is the right way to say this.

+3 votes   article: Update #9 - Prepare For War
SinKing Jul 22 2009, 11:52am says:

I have the highest respect for this Mech Warrior mod. It looks ten times more interesting and mature than the new commercial game - even though (or because?) it uses original models.

-1 votes   article: MechWarrior: Living Legends - Weekly Update XIV/XV
SinKing Jul 7 2009, 8:18pm says:

Crossover with the first Stronghold game would be cool. So you would build castles and defend it against opponents. It would also mean that you could expand into different areas like scripture and magic, while new guys would do all the grunt work of collecting wood and forging weapons.

+1 vote   article: Development Video #2 released and logo contest
SinKing Jul 4 2009, 1:59pm says:

if you have to be so specific, call it an aimpoint allright.

+1 vote   article: #67: A special purpose weapon 28.06.09
SinKing Jun 29 2009, 7:53pm says:

great implementation, looks very realistic and überzeugend ;)!

+1 vote   media: Flashlight Usage
SinKing Jun 26 2009, 4:27pm says:

love that shot! great work, once more

+1 vote   media: More Mountain Updates
SinKing Jun 26 2009, 2:58pm says:

can you use that headset for games? ;)

+1 vote   media: Hendrix
SinKing Jun 13 2009, 5:35am says:

Superfuntime! I have been waiting for this one so long, always knowing it would be better than what I expected and it is even better than that! (at least that's what I expect!)
:) confused? Exited!
-Should release on Steam! Valve puts on a lot of weaker mods!

+1 vote   article: NEOTOKYO° - Start your training, noobs!
SinKing Jun 12 2009, 7:33pm says:

Isn't it somehow amazing that you developed the game for seven years, I played it for three days and only three months later I have already entirely forgotten what it was all about?

+2 votes   article: TNM Post-Mortem on GameCareerGuide
SinKing Jun 7 2009, 4:48pm says:

ah damn Episode 2 required - now that is why it won't work...

+2 votes   download: Radiator 1-1: Polaris
SinKing Jun 5 2009, 8:06am says:

A bed, a bed, my kingdom for a bed!
Looks comfy, but fieldbeds are usually foldable.

+1 vote   media: Ghosta?
SinKing Jun 1 2009, 6:36pm says:

Man, your mapper must have bad dreams! Really nice to see it work in action and those videos put a large smile on my face. When I watched your first ingame vid for the first time, I didn't have a clue what was going on, but the concept is just great!
My Nr.1 for MSUC, so far.

+1 vote   media: Prometheus v2.1 gameplay
SinKing May 31 2009, 5:49am says:

I like the strong contrast lighting! Are your meshes emissive,or how does that work?
I can't identify everything on the lower pic. Is this the gibbing of a slain enemy captured, or what are the lumbs around the (enourmous) sword?

+1 vote   article: Coda Beta v0.1 available for PC and PS3
SinKing May 29 2009, 10:39am says:

This is the value study, I suppose? Are you going to paint it over in color?
The reflection isn't entirely right(almost though). It should be a bit closer to the viewer (lower in the image and you wouldn't see that much of the windows). Nice start, though!

+1 vote   media: Speed Painting.
SinKing May 27 2009, 6:23pm says:

Not bad! You're becoming a master of shaders :)
Did you use Combines from HL2, or what are those soldiers?

I really like the desaturated outdoors and the white rain. Gives it great atmosphere. I'd scale some of the wall textures down though, because the bricks are sometimes man sized.

We still need a level designer for "Blue" btw, but I guess you want to continue development on Sin City most of all.

+1 vote   member: matt_barry
SinKing May 25 2009, 5:13am says:

I know the film and remember it a little (not much though). Nothing I see in these images reminds me of anything in Labyrinth, where is the actual labyrinth and how do Henson's cool creatures look in your version?
I'm gonna make a Top-Gun Mod now - without airplanes ;)!

+1 vote   article: Labyrinth Post-Mortem
SinKing May 22 2009, 6:10pm says:

It doesn't seem like you could actually memorise constellations with so many stars around. Is it possible to later highlight them, or outline them briefly, so you remember which part of the galaxy map your looking at?

Nothin' spectacular to look at this time, though when you realise what this means ingame it surely becomes spectacular. There are a lot of stars out there.

+2 votes   article: Procedural galaxy generator
SinKing May 20 2009, 6:26pm says:

I know "D" is going to be my favorite gun. Makes the world looks small...

+1 vote   media: Some Weapon Concepts of sWARm
SinKing May 19 2009, 7:27am says:

I know - and Red Orchestra won! I'm saying it would be nice of Epic, if they would still acknowledge people are modding for their prior generation.
At least the Sonic game, this one and a few others still stand out from todays mods in the competition, and are equally well produced - just on the old engine.
Should be some "oldtimers" awards for dedicated teams like that (though that doesn't sound very nice. sounds old :( )

+2 votes   article: Gunreal Beta Progress 2
SinKing May 19 2009, 5:46am says:

You know how often I hit a building, because I was looking at any of the many tit adverts you placed around the maps ;)?
I think things are very hard to hit in the air (birds, e.g.). Some automatic targeting system for highest value or most prestige could be included. That would also go well with the evasive and aerial moves I suggested the player should be able make (at least a roll, C'mon!).

I think multiplayer would kick ***, if the maps were larger and you could fly "alternative" routes (you can already, but they aren't different,they are just somewhere else on the map). Multiplayer doesn't necessarily have to be competitive, you could try to get moves done in air or propel each other towards certain goals, etc. Coop basejumping, here goes.

Spider webs and slinging may be fun and a good idea for some games, but for AAAaaa, I think it will break up the idea of continuous flight. I play the Alpha at least once a week and it's surprisingly more fun to me than I thought. It's great, because I can enjoy the game over and over again, even when it's only a couple of minutes I have.

I also love your writing style and sense of humor. The end of the alpha had me in stitches. Yes, I am that easy to please.

+2 votes   article: The Secret Pizza and Love Life of an Alpha Tester
SinKing May 15 2009, 6:36pm says:

The Watson Ice guy has pretty small feet, maybe part of the design, though. Didn't make out, if the brick is supposed to be made of ice, either.
Seems like a great game idea provided the interface is good. They look cute, too. I love it when something cute is designed to look evil or mad.

+1 vote   article: Making of the CloneMasters
SinKing May 14 2009, 10:30am says:

Does NASA know you've been to space?

Neat! Just the transitions from like 3 asteroids to 3 billion seems a bit sudden.

+1 vote   article: Freeworlds: Tides of War - Massive Asteroid Fields *updated*
SinKing May 10 2009, 5:08am says:

Cool Tank skin - except every commander would use desert camo in a battlefield like that.

+2 votes   media: Weekly Update V - Playtest impressions
SinKing May 4 2009, 7:33am says:

Glückwunsch mit Haunted!sieht sehr gut aus -es wird Zeit, dass ich's endlich mal spiele :)

Ich hab' übrigens auch wieder ein Mod-Projekt für Unreal, namens Blue. Schade, dass du nie MSN benutzt, falls doch kannst du mich ja mal wieder hinzufügen. (eljefemartin@web.de)
Alles gute beim Wettbewerb,so wie's im Moment aussieht wird Haunted einiges abräumen!

+1 vote   member: HEGI
SinKing May 2 2009, 7:21am says:

So this is Mario Kart? You just give it a new name, or what's the difference?

-1 votes   article: Weapon Dynamics in Zero Gear
SinKing May 1 2009, 6:49am says:

Hope this guy wears conctact lenses.Imagine making him a pair of glasses...

+2 votes   media: Demon Concept 1
SinKing Apr 12 2009, 7:39am says:

is that an easter-egg, on top of it ;)?

+2 votes   article: Interceptor Shield “USA Capital Building Skinned And Finished”
SinKing Apr 11 2009, 1:09pm says:

Audiosurf was a smart idea. It usually takes a while to have one of those and you can hardly plan upon having one. However, I do think smart ideas are what mods should be about, because that's the thing commercial games don't have very often

+7 votes   article: Creativity in Constraints
SinKing Mar 31 2009, 6:01am says:

ALONE? You make this alone?
- I'm jealous! Find a team and make it perfect! It shouldn't be difficult for you to find more people!

+1 vote   article: gameplay types
SinKing Mar 23 2009, 8:13am says:

the question is: will good ideas count again? The last years it seemed like teams were just getting bigger and bigger and production of games got more and more expensive.
Apart from blowing it on the storytelling side, these past years games are getting really generic now and can be summarized under "Zombie-Shooter". Eventhough sometimes they were spirits,sometimes they were in outer space or under water - always remained Zombie-shooting to me.

So hopefully developers will be forced to cut down on the generic titles, because they are too expensive. I think there are some great games developed by Indie-companies and I hope the success of e.g. IsoTX and others will be permanent.

+2 votes   article: GDC: Day 0
SinKing Mar 21 2009, 1:46am says:

Really looks incredibly good for Tech2, even though you rewrote so much code. If you hurry up a little you can actually release this as an indie-title, provided you get a good gameplay going and write a story full of plotholes ;).

+1 vote   article: Sneak Peak: Per Area Ambience
SinKing Mar 20 2009, 12:59pm says:

Oklahoma isn't working for me. Don't know why I can't stream the video. I was gonna praise the graphics in your game :)

+1 vote   media: Oklahoma in action
SinKing Mar 20 2009, 4:57am says:

Wow - 394 mb of development material. That's nice! I started creating a "Design Document\" Group, where we would upload (and discuss) all the different design docs we could find.
IsoTx from Warlord were interested in contributing, as were the Zeno Clash guys.
I thought it wasn't quite worth creating a group for just two projects, but now I believe we can actually find more mods and use some material found on the internet (from older games, like Grim Fandango, e.g.), as well.
I think such a group would be helpful to people, who start writing their project over and over and never get a grip on design at all.

Thanks for the bonus material, gonna dl and look into it.

+2 votes   article: Developer Banter - The Nameless Mod
SinKing Mar 11 2009, 8:51pm says:

Wow, sounds great! I might get Pirates just for the mod :) Have to check the pricing. Is it online play, too?
Your next mod will be for virtual skipper, I'm sure! Remember: good food will give good wind! Always.

+1 vote   article: Horatio Hornblower Storyline Preview
SinKing Feb 18 2009, 8:09am says:

St. Petersburg

+2 votes   media: Where is Ambershee today [3]?
SinKing Feb 13 2009, 6:55am says:

they didn't take the power cable - it will be ueseless!

my gamecube was much smaller, but I couldn't backpack it.

+2 votes   download: Nintendo Gamecube Team Fortress 2 Intel Replacemen
SinKing Feb 9 2009, 7:14am says:

this looks kinda cool with the bent handle, but a shotgun like that would break your arm and hand really easy, because you wouldn't be able to handle the recoil.
Also, it looks like there is a pump-mechanism in place, aswell as a Winchester-like reload function. It's a nice-looking model, but perhaps research wasn't stringent enough on this one.

+1 vote   media: Feb Update
SinKing Feb 1 2009, 6:56am says:

meet the Spartan of today: one arm in braces, one arm open for PSP carriage, both legs and feet used to play e-drums, and mouth and nose for playing the piano.

+2 votes   media: Scifiknux modeling
SinKing Jan 23 2009, 1:19pm says:

Dammit, I just installed the 0.82 a couple of days ago. After reading the manual I was too scared to try it out. The amount of detail and general options put into this game is incredible.
Maybe I'll download this version and be able to overcome my fears of the real Battlefield ;)

+6 votes   article: Project Reality v0.85 Released!
SinKing Jan 10 2009, 5:11am says:

So, did anyone try yet, if this mod works with the free version?

+1 vote   article: Postal2: Lost Island Released
SinKing Jan 6 2009, 5:13am says:

Jesus Christ, how many ships do they need for this game? Koshime already painted dozens and still there are more, new concepts. Got to be Epic. Space, I don't think it can look any better than where Infinity is taking it. So I can go there, after all ;)

+1 vote   article: Concept art timelapse & music compilation
SinKing Dec 31 2008, 7:32am says:

finally a church I can believe in ;)

+1 vote   media: RRC Church WIP
SinKing Dec 17 2008, 2:05pm says:

It's a very funny mod and the idea is as simple as it is crazy. Playing this always gives me a good laugh and I'm curious to see what enhancements you can come up with in the future. Deathmatch of a new era!
Way to go! Good Work!

+3 votes   article: Suicide Survival Release 1.1 is here!
SinKing Oct 20 2008, 9:12am says:

my favorite infintiy ship. it's also on another great concept, where it doesn't have a large dong hanging out of it's front yet ;)

+1 vote   media: Infinity Artwork - 49
SinKing Oct 11 2008, 8:36pm says:

Looks well made and executes all the information Hourences gives through tutorials, too. The net can be a wonderful place for people to learn from others and here we can see height fog, slime volumes, triggers and camera actors in kismet trees, all neatly tied together. Good work!

+1 vote   article: The Ball - Oztoc - Released!
SinKing Oct 10 2008, 1:01am says:

So, what's new? Is it longer, different or why should I download the new Hollow Moon Beta? I liked the old version, because it took you out of the hassle of being placed against hundreds of visible enemmies and having to shoot them. In Hollow Moon it went as a surprise when you met one and as a shock when it starts firing on you.
I think you could have a real adventure story to this mod, Horror in it's own rights and reduced to emtiness and no way of escaping. I really like this style, but already looked for a story in the previous release.

+1 vote   article: New Release
SinKing Sep 1 2008, 10:38pm says:

didn't they upgrade the physics system, too? It was pretty weird and weak in the previous iterations.
Great mod! Will always be a keeper.

+1 vote   article: Killing Floor 2.5 Review
SinKing Jul 27 2008, 4:20am says:

Quite funny, but why don't you make a longer film, which isn't funny for a change?

+1 vote   group: Lit Fuse Films
SinKing Jul 26 2008, 4:55am says:

this is hair - on the thumbnail I thought it was a cape...

+1 vote   media: Agent Bravo
SinKing Jul 22 2008, 9:28am says:

More people being excited about a mod don't help getting it finished. I actually believe the fewer people are exited about your project, the better your chances of making a quick release and the less stress you'll have with a community hyping a couple of nice models.
So my philosophy is to be very strict about making early public releases in order to avoid disappointing the community and future fans of our project. You got to make some advertisement, of course, but seeing Half-Life 2 as the one game with most unreleased mods, makes one think about, if it's worth or not working with Source. So unless you have a brilliant coder, who's got it all figured out already, I would seriously think about porting this mod to a proper engine.

0 votes   article: 1985... a quck reversal
SinKing Jul 14 2008, 5:04am says:

Thanks for watching us and have good times on Moddb!

+3 votes   member: BadgerDeluxe
SinKing Jul 12 2008, 4:38am says:

Maxim's working on the blueprints and it turns out much nicer. The legs and feet are much more defined and less crude than in this first thumbnail. This one goes to Toast for modeling next week!

+1 vote   media: mech concepts
SinKing Jul 3 2008, 2:48am says:

Aren't you gonna use Unreal's textures and materials at all?

+1 vote   media: cold shot
SinKing Jun 7 2008, 6:26pm says:

All your weapons and the particle effects look really good and feel strong in the right way. I love some of the frags I have seen in the video and that's what a cool FPs is all about - awesome frags.
The new maps look good, but I would prefer to see these guns used in more wide-spaced environments, or capture the base scenarios. Anyway, looks like you put a lot of thought on weapon balance and got a great mod finished!

+3 votes   article: Gunreal Beta Progress
SinKing Jun 7 2008, 2:46am says:

One of the few mods to take advantage of Doom Physics! It looks very interesting and quite polished.
I personally just don't like being on fire, while running around, so that might be a downside, to me. Do you have any cut scenes? Are you guided, by some kind of story-frame, or is this all hack and slash and run and gun?

Nice mod, bit strange tailer, but overall a good impression!

+1 vote   article: Ruiner Trailer Online & June Status Report
SinKing Apr 29 2008, 2:41am says:

Hooray - you have a long history with Unreal and you made your mod shine with UT2004. I liked TO2 a lot. Even though it's somehow just a Counter Strike clone, you managed to keep your own touch and feel to it. Some of the many cool weapons really mad the difference to me.

I hope you find a better aiming system, gunning felt kinda recoilless in your old game (at least the versions I played).


+1 vote   article: May Media Release
SinKing Feb 15 2008, 5:20am says:

Looks fun! Power ups sound cool and the combine soldeiers always made me laught - they are a strange breed between funny and dangerous-looking.

+1 vote   mod: Arcadium
SinKing Jan 4 2008, 8:28am says:

I have never seen more believable animals. Are you gathering extinct and legendary animals for your game? Are animals going tohave character?

Most interesting animal renders. The buildings seem less refined. The Nordic Long house is fine, but the temple's upper stories are much too small(unproportions) to make a perfect match with the base ot the building. This is an exceptionally interesting mod for me none the less. Watched.

+1 vote   mod: Exodus
SinKing Nov 15 2007, 2:53am says:

PLEASE! Create a new, complete installer. For Killing Floor you have to get patches galore, at the moment. I jut want a complete installer with all updates in one.
So that, after installing all the Unreal Patches, I don't have to spend another hour installing all of yours.

+1 vote   article: Killing Floor 2.5 Release
SinKing Nov 12 2007, 8:15am says:

Way to go, Myles! I'm downloading now.

Cheers! Congratulations!

+1 vote   article: SST:LD 2 Release
SinKing Sep 12 2007, 10:39am says:

Yay! -It's up. I almost completely forgot about this little wash-up I made without really giving it a good document structure or anything. These were just ideas I wrote down in a single writing session and found good enough to share. I'm thinking about making a more complete "tutorial" in honor of our newest beloved modding site: gamecore.grblftlxxx

See you there!

+1 vote   article: Character and Story - Archetypes Combined
SinKing Aug 20 2007, 11:34am says:

Yeah, I sniggered at your little video. A one man strike force, eh?

Good find Jacksen0!

+1 vote   article: The Killing Fields
SinKing Aug 18 2007, 9:32am says:

I really like the mood of your mod! It always looks very much like the adventure games I enjoyed so much, before FPS took over. Looks a little like the first part of the longest journey, but I'm probably just saying that cause of the snow.
What I'm wondering about is why you always post the same two images with your news announcements. Why don't you show some other pictures? Is it, because the quality of the maps is getting better and better all the time?

It seems like you reached the limit for beautiful graphics on that engine and I'm looking forward to playing the game soon. I also tried to donate 5 bucks to your paypal, only to found out that my account got suspended. I'm kinda worried what's going on, but I hope to send you this huge amount of cash later ;-).

Good game! Great you could hang on to it until perfection/gold!

+1 vote   article: Until I'm Gone: Info³
SinKing Aug 7 2007, 10:36am says:

#Yeah Myles - all on Unreal 3 now, since they finally announced the release date.

+1 vote   mod: MechOverride
SinKing Aug 5 2007, 6:29pm says:

Well, turning those concepts into good models will be a tough challenge. That's the problem I often have when the concepts are too good: the modelers can't take them as rough guidance for the meshes any more and try to stay too true to the concepts (going mad in the course of progress).
Nonetheless this is pretty interesting stuff, but you will have a looong development period ahead of you. Perhaps I can help at some point, but I'm no good at character modeling just now and I need to deal with my own mod (MechOverride) for at least one year.

Best of luck, thanks for replying and I'll keep my eyes open for people who might be able to help ya,

+2 votes   member: bluesummer
SinKing Aug 4 2007, 12:49pm says:

I keep saying this mod is great and you prove me right with ever update. It is even greater than great - and its standalone. I'm very impressed by your work and the way you improved upon Wing Commander Series, without losing the feeling for the series. Good work, as expected!

Happy day!

When's the beta coming out? I played the prologue and it was excellent down to the story and everything!

+1 vote   article: Sabre
SinKing Aug 4 2007, 5:16am says:

It was Grace Jones, Top Sexy thing in the eighties...noone understands that today. I guess noone either understands why Brigitte Nielsen was another sex beast (except for her big boobas), Somehow the taste in hot women has changed significantly over the past ten years - thanks god!

The head is very nice, but I wonder if this was made with MakeHuman (I hope not). Why aren't the arms outstretched, is it cause the model is already rigged?

+2 votes   media: Mayday Body
SinKing Jul 1 2007, 3:51am says:

Really? I thought Iron Grip has quite a community already and quite a lot of people play it, but I have been away a long time. I haven't been installing the several updates, because I was waiting for a big release. This might be a good time to give it a try once again.

+1 vote   article: Iron Grip 1.33 Released
SinKing Jul 9 2007, 6:18am says:

Hey man,

I'm leader of a team producing a machinima on the Doom3 Engine (or Tech4??). I could really use some more ressources on the game. Is there anything comparable to Moddb for Doom3 modders? Most of the modding sites feature only other games and I'm really looking for a place the Doom3 community meets at.

If you are interested in a mapper position on our team, I'd be glad to talk to you about it, too. We still have some vacncies in mapping and animation.

Thanks in advance,

+2 votes   member: Neurological
SinKing Jun 29 2007, 8:47am says:

another feature? can it transform into a giant robot and smash puny humans on the fly?
It's a nice supplier, although it would be really nicer, if you could actually see some weapons in there (or on the inside texture)

+1 vote   media: Russian Arms Supplier
SinKing Jun 29 2007, 4:03am says:

I'm always watching your updates with interest. One step follows the next one precisely and in cold logic, enhancing the engine and multiplying its power each time. Quite impressive!
Will the Draggine one day support normal maps as well? I wonder where this project is going to. Is it possible to compare the final built to any other engine you had in mind while creating the project? Really curious about this. It might give "standalone modding" (I still find that expresion somewhat contradictive) a whole new stand!

Thanks again for coding this treasure chest!

+1 vote   article: Light and Magic for all budget classes
SinKing Jun 29 2007, 3:41am says:

It's getting better and better. I can really see and improvement over the past updates - even though I enjoyed those, too. It looks like your mod can be able to draw us into his atmosphere, but you will need to keep up prop modeling 40's style. I hope this will ultimately become a really cool experience of the time it draws its inspiration from.

+1 vote   article: Dead End - 3 in 1
SinKing Jun 24 2007, 2:09pm says:

It's probably used on a swamp planet, thus the moosey gloss. This thing doesn't fly so high, it's a fast glider. Recon Vehicle my arse - have you ever watched Star Wars? It's not a Tom Clancy novel you know.

0 votes   media: Mos Espa LandSpeeder
SinKing Jun 15 2007, 5:35am says:

Looks awesome?
That looks devine!

+1 vote   media: ins_alaskari
SinKing May 19 2007, 2:57am says:

Was surprised you left a comment on my profile! You deserve every kind of praise for the mod you are making. I don't won BF2, so I ain't gonna play it, aber wenn, würd' ich nur euren Mod zocken!

+1 vote   member: Hathcock
SinKing May 10 2007, 12:23am says:

This project has really caught my attention now. Some impressive dino models and a lot of ambition is what you got to show right already. I hope it will all be as great as I imiagine it. Welcome to Moddb and thanks for making this great mod on an ok engine. Certainly it will be nice to sit on a hill and watch dinosaurs down there chase each other. I hope it will feel alive and that the animals depend on each other and hunt each other like in a real circle of life.
This is the first Total Conversion for ArmA I know of and I already can tell its going to be a hell of a mod. Just keep up this impressive work and give us something to play with soon. Great! Carry on, please!


+1 vote   mod: Lost World Returns
SinKing May 1 2007, 8:47am says:

I don't know why, but I took literally minutes to see this guys face is a watermelon. I like the way you put a lot of vegetable into the screens without making them look "unnatural". I don't see any sense in this project, but it's deep shakingly fun and I like it.

+1 vote   media: Spazz 12
SinKing Apr 29 2007, 9:34am says:

I hope you find a better name for your WIP. "The last stand" is true calling, but it's been used for all other kind of games and films, so its nothing like original anymore. Leonidas is the king's name and could be used in the title. Leonidas' Men of War, or sth. I'm not great at inventing titles but the last stand thing just doesn't qualify for a mod which starts out with so much original art and many great models.
Make it big, you will need a very good animator, but Unreal Tournament 3 is the perfect choice for your mod. I'm afraid I lose our entire team to you, if you keep up with the great work.

Lots of respect for your work done already. I wonder how people can be motivated to work on a mod for a game that may not even be released this year. I find it hard to motivate myself on it sometimes...

+1 vote   article: In game content, and a name change. It's time for Update #2
SinKing Apr 1 2007, 2:50am says:

skimpy underpants and a really buff body - everybody would like that!

Would you agree that it's easier to model a muscular type than just an average-looking man? I'm quite smitten by the render, this is fantastic work and I hope it will work as a character model for UT07/UE3. Looks like a lot of polys to me.
The only criticism I have is that, in my opinion, the belly-button is too high, it should be lower down the belly in mpov.
If you feel like linking to some tutorials that would really be great, but since you seem to use mudbox and zbrush, they won't be any use to me, because I don't own them.
Great work!

+1 vote   media: Leonidas body WIP
SinKing Mar 24 2007, 7:49pm says:

I think I need a bigger tablet. I always mess up on the details. Which type do you use? And also a nice drawing! Photoshop or Corel?


+1 vote   media: Fallen Angel Concept
SinKing Mar 18 2007, 3:21am says:

You really got an original look. I like the plane models and I should try and model one of the gunships, if you don't mind. Just for fun, of course.

+1 vote   article: The Big One
SinKing Feb 3 2007, 5:54pm says:

despite the 695 megabytes I'm downloading this baby. Had a lot of fun with the first releases and I wanna see what's changed and improved with the mod. I always liked how you can combine so many great guns. I love your gun models, really admire the guy's modelling and texturing skills!

Great mod! It distinguishes itself from CS:S by having a very different feeling of gameplay and a much faster and direct feeling of control. I love going into it again. Hope people haven't gone all pro, since I last joined. Gonna deal some headshots now!

+1 vote   article: TO:Crossfire 1.6 is here!
SinKing Jan 24 2007, 10:03am says:

looks terrific. I must admit I underestimated what will still be coming from this team. I see how this mod is gonna be real interesting after a few more updates...well not to say I didn't like it up to now, but its good to see some new content coming. Keep it up, it's getting better and better!


+1 vote   article: Iron Grip January Media Release
SinKing Jan 4 2007, 4:24pm says:

I love Coop games and I think Starship Troopers can give an exellent atmosphere for it. So will this be like Killing Floor with enemies coming at you in waves? I hope you incorporate some traps and gadgets into the game, so its not only shooting and throwing nades, but a bit more strategical. Gonna modwatch and inform myself anyway.

Good Luck!

+1 vote   article: Starship Troopers: Outpost in Production
SinKing Jan 1 2007, 3:35am says:

Hey, I played the first two missions yesterday and I'm getting back on it today. I almost forgot about how things looked in the WC universe, but everything you built looks pretty fithful to what I remember. Some things (cockpits, space, planets) look a lot better than in the "Tiger's Claw" and this is something I cherish.

Who made the 3D-model of your ingame-avatar? These head-models are wonderful and make one tempted to find out how Freelancer2 Open works for FPS games, too.

+1 vote   article: Wing Commander Saga Prologue Released!
SinKing Dec 19 2006, 10:03am says:

man, modelling lego stuff must be fun! Pretty basic shapes, but looking great and very much like something I still wanna play with. Especially since they can shoot 4 real now!
FUNmod of the year?


+1 vote   article: Brickfield Update #4
SinKing Nov 11 2006, 4:10am says:

Your models are really looking cool. More like drawings - badass ones - than 3D. Really distinctive style. What prog do you use for textures, PS? Looks really sweet and promising. Keep up updating with more beauty!


+1 vote   article: Carpathian Crosses Update: Mortar & Sounds!
SinKing Jul 9 2007, 1:38am says:

grrrftblx! not galactica - colonial one.


+1 vote   media: Colonial One
SinKing Sep 19 2006, 6:50pm says:

Can you limit the sky? Strange question, I know and i never played HW2 (except a demo I think - I played HW). I always felt there is a lot of space in homeworld, but its not always really needed and can getconfusing at times when you are trying to keep your ships together. I ended up making groups out of everything and this organizing my fleet took to long and you have to redo it when you lose ships. So can you somehow limit the size and make it more detailed and with a planet surface underneath? I think this won't make much sense if its homeworld with blimps. It must have some other benefit. The ships might not rise as fast in the higher speres or the likes. A lot may be done, it just mustn't have that out-of-space-fell that Homeworld has.

I like the carriers. I will model some more, this time with XSI. Hope you will like it!


+1 vote   article: Carriers, Cruisers and Battleships
SinKing Sep 14 2006, 5:40pm says:

How do I get Spring games to play online? I only get single-player missions seemingly without AI. I know there are some settings for this, but I can't find a setting that says "Online play" or something in that direction. Its my 1st time with spring though and if its more difficult than "push that" I will check the forums, otherwise please post!

Thx, Sin

+1 vote   article: Prepare to be Exterminated!
SinKing Sep 16 2006, 6:23pm says:

So you're not gonna run around here and get your helmet shot off when a bullet hits your head? And your not gonna get medpacks thrown in your face when you feel dizzy? I alwys felt the Medic should get some more attention in war games, because a real squad would defend their wounded and not just run on and die.
These pics look very good, I'm really interested in this mod and keep following its tracks. It has always been high class, but it will have to compete with some other very good warmods, some even WW2. I wonder how special this is going to be in the end. You have raised the xepectations high and I think it will be justified. Much better than DoD from almost every point of view!!!

+1 vote   article: Media Update and Interview
SinKing Sep 19 2006, 9:23am says:

I can't wait to playtest this mod. The flaw of Empires for HL2 is that you got a comm and a team - which can be nice if everything's working - but too often people just run by their own free will instead of letting the Comm boss them around. Here in Iron Grip this problem is resolved and there can be no more blameshifting and bad blood at the end of a round, since either the entire team played badly, or the commander made some mistakes. This is a good concept of a new style of game and I do like it alot.

Great work, fast work, too!

I played the lottery last week, but I didn't win a mod at all.

+1 vote   article: Iron Grip: The Oppression Release in September!
SinKing Sep 8 2006, 10:27am says:

I'm gonna cry and tear my hair out when I see any more of this beautiful artwork. I can't figure out how you do it, but I will practice until my cuts and brushes match the power of my sensei!

Haaai - konishiwa Koshime?


+1 vote   media: Infinity Artwork - 30
SinKing Sep 2 2006, 12:31pm says:

is that with antialising on the floor? Looks blurry on the left image. Looks very stylishy Star Wars, yet uniquely new. Really nice screens and good loook. Only floor concerns me.


+1 vote   article: Medic!!! Medic!!!
SinKing Aug 30 2006, 5:46am says:

The best thing I noticed about your mod is the music so far. I'm not gonna download it again, because last time it was so bugged, I couldn't even move or see a car. Does it maybe have something to do with the HL2-engine? Shouldn't you change to the Episode1-Engine altogether? I don't know, maybe just bad coding, but until I get some positive remarks about this mod as beeing a working game, I won't download it again. Its good you show some progress, but I think there are different issues at hand with this right now than getting more maps done. I like the style of it, but it sucks when I download it and find its all bugged and don't work.


+1 vote   article: Newest Level for Racing!
SinKing Aug 26 2006, 5:14am says:

I really wanna join the kf-forum, but whenever I get an activation code (I tried 4 or 5 times) and enter it in combination with my user nam sinking - which should be SinKing really - I get an error. I'm onbe of the regulars on this game and i know most people on the froums from reading their posts. I don't know, maybe I did something wron initially, but I don't know how to get rid of that problem. Until then I will post only here on moddb, maybe you could find out what Imdoing wrong or just kinda authorize me without the activation thingy? I'd appreciate it gentlemen!

Load your barrel! Sin

+1 vote   article: Killing Floor 2.1 !
SinKing Aug 23 2006, 9:58am says:

Warhammer series got me hooked early. I always liked the designs and you did your job very well, since all the models look really cool. I think I'm getting a bit old for the warhammer-style now, but I will give this a try when it comes out, because of the good times I had with the warhammer franchise. Its nice to see it in full colour, but I hope the final game will be a little gritty and dark. Looking mighty good! Nice mod, good luck!


+1 vote   article: Is it a bird? Is it a plane? No it's...
SinKing Aug 23 2006, 9:51am says:

Well this looks quite like the Atlantis Setting from the series, the problem is the panels look fake in the mod as well. Why did you choose to make a mod out of SG Atlantis, since every other Stargate mod I ever heard of was shutdown in the end? SG Atlantis is such a cheesy Sci-Fi, its gotta be one of the worse I have ever seen and unlike BSG - Mod I can't fgure out how to turn this into anything good. I guess there will actually be portals, so that's the cool part of it, but if you wanna see a role model which worked with portals and did a great job at it, don't look at Atlantis the series, but at OUTCAST the game. I truly loved this game, it was so wickedly intelligent and different. So please don't copy the most boring Sci-Fi of all times and make yet another space-shooter. Give this something really unique. Right now I don't see a point - besides the gates - why anyone would want to play this mod.


+1 vote   article: Its been a Long time...
SinKing Aug 22 2006, 5:18pm says:

Its so amazing, this game is like a dream come true. Its seamless engine is impressive all the art looks incredible, some really cool ships coming up and infinite space to explore. Is it gonna cost a lot to have an account? I know this question is not appropriate here, but no matter how cool the game looks, I gotta afford it sometime and it'd be really nice if it didn't cost a fortune. Always a pleasure to hear from you. Keep on keeping on!


+1 vote   article: Infinity nebulae update + vid!
SinKing Jul 28 2006, 6:34am says:

i have seen older vids of online sessions and in comparison this looks really nice and I can telly you are making a lot of progress (version of the combat engine i saw looked more like blue and red gotcha playin). I wonder though why this download is so small. Is it cause you got no textures for the ships yet?
Anyway gonna try it when its done downloading. Thanks for the update!


+1 vote   download: Infinity combat prototype 1.0
SinKing Jul 4 2007, 2:28pm says:

you got my attention...so easily

+1 vote   media: Half-Life: Peaces like Us
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