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  (2370 - 2400 of 3,084)
SinKing Sep 29 2008, 4:35am says:

this aims at console-players mostly, so they have no choice but to make it simple and easy to use. I don't think Far Cry 2 will get better by some custom maps made, but you'll never know until it happens, do you?

+2 votes     article: Far Cry 2 - Mapping made easy?
SinKing Sep 22 2008, 4:11pm says:

god, this engine is gonna rock for the next seven years. It overshadows anything Epic have done and let'S Cryengine look like a Sandbox for real. Never before have I seen such realistic terrain with so much variation and the overall visual quality is outstanding.
No SDK means there still will be an editor and the Doom3 community will probably figure out how to code for Tech5 (unless that ain't a violation, when there is no SDK released)? Hands up for Rage, best game in years to come, best engine ever!

+4 votes     game: RAGE
SinKing Sep 18 2008, 3:04am says:

nice reflections and detail. Very cool model!

+1 vote     download: Knight Rider Platinum Edition
SinKing Sep 17 2008, 4:41pm says:

I only played alone, because there was a time when Killing Floor was the only game I played. I must say I'm coming to terms with 2.5, even though my favorite map is from Resident Evil. Attacking Fleshpounds needs a new strategy now, but it can be done.
I don't understand your bitterness Mr. K. You made a great game and we all cherish it. But if you want to deal with life you'll have to deal with criticism.
I agree with you on many things, including our project MechO looks desastrous on the profile. The thing is, I won't stop struggling, because anyone criticises my work, I'll try to understand what is wrong about it and after a while probably can reflect on other oppinions. Even though that may not be worth the time in every case it brings you closer to people's ideas and thoughts on a project. Also, it brings you closer to people...

+1 vote     mod: Killing Floor
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 Sep 16 2008, 4:57pm says:

hello, thanks for becoming friends with me. I dig the work you put into AFF and the map in the sky looks really great.

+2 votes     member: AStepIntoOblivion
SinKing Sep 16 2008, 4:56pm says:

I agree. Even though the models use simple geometry they always bring forth their wanted expression. This one looks like a heavily armored freighter, or troop transport.

+1 vote     media: Medea Combat Carrier
SinKing Sep 16 2008, 4:52pm says:

Well, this looks ten times more original and interesting than Unreal Tournament 3. Been waiting on a media update from you guys and I must say: very wise you waited with it. This way you could really make it impressive and show something representative. Nice work!

+4 votes     article: The Angels Fall First Universe
SinKing Sep 16 2008, 11:29am says:

Hah, cool Alex is replying to me. That's like two dicks having almost a conversation ;).
You have to understand that what you are experiencing with me is something you have most likely done yourself in the past. You see, I love Killing Floor. To me it's the best mod there is and I wished the best for it and got 2.5.
I played the Hive again yesterday and this is the new Killing Floor. Of course you can play Downtown25 and giggle at Starshit Coffee Signs, or camp in the safe areas. Wow - that must be the kind of challenge you spoke of?!
Challenge is only good when you are up to it and maybe your view on games is a bit too exclusive. See, the challenge in KF2.5 consists in finding a spot on the map where the infected can't reach you and camp out there. This results in the better players having to watch a Noob shoot Fleshpounds with the Beretta for 20 Minutes. You simply can't survive a crowd of Fleshpounds in this iteration of the game; if you have to make them hit you that hard, can you at least increase the distance between you and the FP after the hit? I think if I had three meters between him and me, I might be able to escape.
Also it might get better when the bugs are fixed, as I still have the weight bug quite often and obviously the Winchester and Crossbow aim is foxed and the Aimpoint on the Bullpop don't show up right. Another thing you might consider is the possibility to evade a blow, or sprint for some time. Sorry, I sound so harsh in my criticism, but I'm not a bad player. I can't say on what level I finished alone, but the only map I could pull it off on was London in 2.0.

0 votes     mod: Killing Floor
SinKing Sep 16 2008, 2:41am says:


+1 vote     media: Playtest Screens
SinKing Sep 16 2008, 2:40am says:

Way to go! I like the ground combat already! This is very different from your old material, wich reminded me more of homeworld than anything else! Great job coding all those vehicles!

+2 votes     article: First Live Tests!
SinKing Sep 15 2008, 1:23pm says:

Coming to revise my harsh criticism, but I won't drop it entirely!
The models look better than in 2.0 and gibbing is a great feature, but the noise filter you put on top of it stinks. It seems to be disabled in some levels, so I am grateful for that.
Sounds - I often get so many that I get none at all. I assure you I have a supergood soundcard and it might be server-sided, but sometimes I just got so many shuffling sounds and zombie-poetry, I could hardly hear the shooting. (I think audio meter to track the location of zeds)
I definately think the way KF plays has changed, because in 2.0 you were adapting your movement to the situation. I survived 14 rounds on my own in my best days and it was entirely possible. Just by using your wits and talent for ammo-conserving. In Kf2.5 everybody is always looking for a base then they all mass up there and start mowing down masses of infected. That's lame, so I wish you put in some objectives into the map, which forces people to stand on different grounds. The Hive is a good example for a good map for Kf2.5. London is a terrible map these days and so are a lot of others from the 2.o release. Stalemate shooting...
What really, really annoys me is you don't have a chance to outrun a Fleshpound any more. They hit you once and drop your health to 1/3rd, even with Kevlar. Afterwards you can't outrun a snail and get ground to nutmeg. That's a real pity, because I used to have a lot of fun with the fleshpound in earlier versions. They lose part of their scare when you know they'll kill you anyway. Another annoying thing are crawlers jumping on your head making aiming difficult.
Overall this is still the game I used to rule at, but it's not the Killing Floor that I loved. The visual style may be good, but the game really needs a sound designer. I'm kind of exited about KF2.5 though, because I think this iteration can still become the best KF ever.

+1 vote     mod: Killing Floor
SinKing Sep 14 2008, 11:43am says:

if you got these tons of props and concepts, will you start producing animation, soon? Or are you first gathering your entire stock of assets and then cast actors and technical personel?

+1 vote     article: THE WIND - New Media Release!!
SinKing Sep 14 2008, 11:27am says:

ahhhh, no more halo modding, pls...

-2 votes     member: MrTaxikiller
SinKing Sep 14 2008, 8:11am says:

hmm, have to try this. Can you make a version, which let's you change settings on the fly (e.g. "drop a bot" here, so that it is a faster way of changing things than in UnrealEd, where you have to testplay in a tiny editor window.

+1 vote     download: MapMixer 3.00 ALPHA 6
SinKing Sep 14 2008, 3:13am says:

What was a often tactical and intelligent fighting turned into lame and static firing of the bigger guns. Seriously - in most levels I hardly found the need to move at all. That's partly because the creatures/zombies either hit faster, or harder now. Where I would go out and challenge them in 2.0 I get killed in 2.5, not risking more, but losing more health. Gameplay is often static now and either you survive all rounds, or you don't stand a chance, depending how well people can exploit hard to reach spots. I know this was partly the same in 2.0, but in 2.o it was fun!
This was the greatest mod I knew, had great team-play and a great sense of coop. Now it has the same problems like Killing Floor 1, namely weighing the guns. You put a shader on top of this (clouds), which doesn't really help the visuals and makes 2.5 looks a lot worse than 2. Like a blend between Kf1 and Kf2, but not a well thought-through.
I don't mind the darkness in some places, but sometimes you wonder what's the point of it. Just plain annoying to not be able to see anything without your pistol, sometimes.
Overall this gets 3/10 from me, because the new version sucks compared to 2.0. I don't see how weapon balance got better, except for the dualies. Visually its desasterous and the good features of the gameplay have almost all succumbed. Why did you make the zombies even harder to kill than before? No one would dare to come close to one any more and heroism is impossible in Kf 2.5.

0 votes     mod: Killing Floor
SinKing Sep 14 2008, 2:54am says:

I downloaded FH2 now and it's a great-working mod. One thing seem certain - this is much better (made) than the original Battlefield 2 and, though this kind of gameplay is getting old fast.
Super well produced mod and very well made maps. Fierce fights on the village map make me wish there are more maps inside towns (or around towns) in future releases.

+1 vote     article: Noesis Presents ModDB TV: Forgotten Hope 2 Interview
SinKing Sep 12 2008, 3:19am says:

cool, build the buildings, so you can use them as a racetrack trough the city. Pitch and roll through gaps between walls and drop into ventilation shafts to find precious upgrades for your ships.
Will there be any way to deal something on the planets? I think I'd like to venture into interplanetary arms and drugs business ;) - Space Mafia.

+1 vote     media: Centaurus city.
SinKing Sep 11 2008, 5:30am says:

Why are there mods announced for RAGE, when id stated they don't have mod support in mind for Tech5?

+3 votes     game: RAGE
SinKing Sep 10 2008, 6:16am says:

lol what the hell is going on here? He is throwing his noodle-wood after youand you're swinging away on a chain?
Those fires below the chef look a bit overscaled. Even though fire is basically fire, this makes the models and machines seem small. This is a very nice custom map with some custom meshes, though.

+1 vote     media: Ghostwriter SAND '08 Image
SinKing Sep 10 2008, 6:11am says:

wow, someone learned some serious Kismet.

+1 vote     media: Kismet Examples
SinKing Sep 10 2008, 4:53am says:

Even after all those years Doom3 mods still look good. The new weapons are amazing and seem to offer some fun gameplay and playing as a demon is cool. The buggy models seems a bit weird in this kind of surrounding, but everything in the trailer looks very sweet and well-done.
Must have been a lot of work, so congrats for the release!

+1 vote     mod: Fragging Free
SinKing Sep 8 2008, 2:34am says:

It isn't Pirates, Vikings, Knights and GoGo-Girls now, is it?

+1 vote     article: Beta 2.2 this Friday!
SinKing Sep 5 2008, 7:12am says:

Excellent work! Your leader must spend his life inside UnrealEd.

+2 votes     mod: Angels Fall First: Planetstorm
SinKing Sep 4 2008, 10:15am says:

Yeah, thanks for the kind words. We are trying to make it look nice, but the shader puts us in front of some hurdles to overcome. One example of the problems is that our shader works globally, affecting not only all meshes and actors in a map, but also lights and particles/fog.
So, we are testing out alternatives at the moment and thus the delay for another update. The Main character is in-game and looks and works fine, but I don't want to post any further screenshots, until we are dead sure about the look we want to achieve.
I'm sorry for delaying our update, but I must make sure the next one will convince most people entirely of our choice of style.

+1 vote     mod: MechOverride
SinKing Sep 2 2008, 12:05pm says:

Way to go E-LZZU (glad I don't have to order that by phone). As soon as the blobs turn into models and the textures become textured, I'm in for battle.

May your screen shake on!

+1 vote     mod: Elzzu
SinKing Sep 2 2008, 10:12am says:

sorry to hear it is dead. Seems like a good idea, still. Will you try to "remake" it on another engine, now?

+1 vote     mod: Depth
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 Aug 20 2008, 10:32am says:

HI Matt! I didn't expect to be the first to leave a comment, or issue a friend request...it's high time you get some possee!

+1 vote     member: matt_barry
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
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