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  (2490 - 2520 of 3,079)
SinKing
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).

GL

+1 vote     article: May Media Release
SinKing
SinKing Apr 22 2008, 12:02pm says:

seems great. time for a reinstal...

+2 votes     download: SA-MP 0.2.2 R2 Client Installer
SinKing
SinKing Apr 22 2008, 12:01pm says:

Hard to believe this is Cryengine (1). You got the environment a whole lot more realistic looking than in Far Cry.

+1 vote     download: Delta Sector Beta Demo v0.9
SinKing
SinKing Apr 22 2008, 11:05am says:

Why the hell did you leave the frame count on? I was really impressed 'till I saw that.

+1 vote     media: Voodoo2
SinKing
SinKing Apr 22 2008, 10:58am says:

the immortal mortar...excellent work!

+1 vote     media: M-1939 Mortar
SinKing
SinKing Apr 22 2008, 10:58am says:

dead horse - very nice!

+1 vote     media: Images to go with the release
SinKing
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
SinKing Apr 20 2008, 4:28am says:

It's getting better with every update. If you get proper AI routines for your dinosaurs, this mod is going to be tons of fun, I can see!

+1 vote     mod: Lost World Returns
SinKing
SinKing Apr 13 2008, 4:11am says:

About time for an update from you guys. I already forgot about R'nL, even though it used to be a mod, which I fillowed with great interest? Did you lose your Pr-guy, or what happened?

I would have liked to see some of the more innovative aspects of your game in these films, but have to agree that everyting looks supergood. There are few times in video games, I see a sewage canal that actually resembles one and isn't two meters wide and one high. Bad idea getting stuck in there...

+1 vote     article: Resistance and Liberation News: 4-12-08
SinKing
SinKing Apr 8 2008, 10:43am says:

Stupid Mods for PS3! What the hell am I supposed to make a mod for, when I can't use my own sounds? How then can I get some atmosphere of my own into it!?
Right now this kinda modding is only a better mapping and maybe some coding for the visuals. Really disappointing! I was looking forward to porting our film to the PS3, as a mod, yet without customizable sounds, that'S impossible...

+4 votes     game: Unreal Tournament 3
SinKing
SinKing Apr 8 2008, 10:40am says:

Progress is slow, as we are lacking environmental artists. We have setup the first team of environmental artists and they are working on the first scene we are creating.
The scene will feature a short encounter with one Mech and will most likely end up being in the trailer, too. So WIP work of that is sure to come, yet I can't exactly say, when.

You can join our forums on www.Gaiamedia.de and I'll keep you posted on updates. A first batch of concept art should be released before the map (and scene) in mid May.

+1 vote     mod: MechOverride
SinKing
SinKing Apr 6 2008, 3:55am says:

Okay, finally watched it all, and while it clearly has a message, it maybe a bit over the top.
I think I understand what you want to say about life and virtuality and how we are messing up our being human, by becoming sucked up by a virtual world that is merely an illusion. By accepting it's rules we leave the social bonds of human society and become outstanders, independent and untouchable.We don't belong to society as a whole, but we instead become unchangable islands of solitudes, which will never change, or get better. We are the smallest particle of society, which isn't subject to its ongoing changes. We are like Monads, nothing exterior has an influence on us any more and we seperate from other forms of happiness, like friendship, or love.

Well done. I never heard anyone bringing Leibniz into the equation, but his "Monadologie", is a pretty interesting piece of philosophy, because it tries to build bridges between this world and one we would today call: virtuality.

+1 vote     article: The Monad - HL2/Source machinima
SinKing
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
SinKing Apr 3 2008, 10:13am says:

I watched it down to about four minutes and while its' production values are high, the guy really needs to learn keeping the viewer interested. After all, no one is interested in someone's bloody life, until that someone comes across with a really intersting story (and some diversion to it). Having a great ending does not mean you can waste the rest of the film on talk. Why are Machinima either all talk, or all action? There is hardly one, which manages to keep a balance and not be merely depressing or boring.
Good work with the Lip-Synch and editing. I'll watch it entirely, when I'm up to it.

0 votes     article: The Monad - HL2/Source machinima
SinKing
SinKing Mar 31 2008, 6:09am says:

cool! the release of Wheels of War made me come back here and see what Interstate looks like, now. I never understand how these projects for the newest engines can make such rapid releases, but as long as you are still doing the Interstate and getting us ready to race on BF2, I'm very greatful!

+1 vote     mod: Interstate Nitro
SinKing
SinKing Mar 30 2008, 5:47am says:

It's difficult: in order to attract new people you need to make some media updates, but if you do it too early, you might not have anything to show for a long time after.
I guess my recipe is to start having media updates, when you are about 30% done with your mod's features. That way you have some more content you can show, yet aren't that far in development, to make change impossible. Media updates are one way to get good feedback from the community and see how much interest there is in your project. However - there are some problems.

At the moment our team is lacking Environmental Artists and Concept Artists, while we have a lot of modellers, two animators, and so forth. Without producing more concepts and some maps for show, no new people are going to join, but at the same time, we are lacking the necessary content for a satisfying release. So, the question is: should we release media, if it shows untextured WIP or B/W sketches, when it still isn't like we imagined it. Or should we keep in silence, until we are able to make a bigger media release with the things we find show-worthy? I'd really love to be able to have the luxury of showing only finished models and ingame renders, but we need to recruit some more people in order to help create this material first; so you could say it is a vicious circus. Only slowly, we are breaking free from it by doing jobs ourselves, we'd rather let someone more specialised in on (concepting, mapping).

+1 vote     article: Eye Candy
SinKing
SinKing Mar 29 2008, 4:13am says:

Doing it slow hopefully means doing it right. man, Nuclear Dawn was already in production, when I joined ModdB...and that was almost two years ago. Time passed without big updates.

Any idea when you'll finish this beast?

+1 vote     article: New media and Level Designer recruitment
SinKing
SinKing Mar 27 2008, 2:10pm says:

anyone ever wondered, why we won't need pockets any more, in the future?

Great media! Your mod was looking good from the very beginning. It will probably be a great game.

+2 votes     article: Media Update 20
SinKing
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
SinKing Mar 22 2008, 4:40am says:

looks like a real cool mod. I never heard about either of the two great new mods for Unreal and I now regret having uninstalled UT2004 to free a couple of gigs on my drive.
I'll probably have to reinstal and give it a shot. This really seems like an original game, completely different from any other Unreal mods, I know.

Congrats!

+1 vote     article: Philip Muwanga's Squad Commander Version 1.0 Released!
SinKing
SinKing Mar 18 2008, 8:13am says:

What I can see looks interesting. Levels seem a bit empty at the moment, but I guess that's the idea. We will see how good architecture study translates into map design...

What I dislike are your character models. From what I can see they look more like machines than humans. Maybe it becomes clear when I know more about the mod. Since some are called drones, I guess the robot-like appearance may be wanted.

Congrats on getting this far on Doom3! It's good you found coders, who love the engine, as there are some cool things possible with Doom3 now, which were entirely coded by the community. Some good things are in this projectand I sure wish I had ten hours a day to spend on our mod. You will probably finish this, when the Tech5 engine becomes available and I hope we'll see more interesting projects after this one!

+1 vote     article: Pillars Interview
SinKing
SinKing Mar 16 2008, 5:10am says:

Which programs did you use to create the manual? It's very nice looking!

+1 vote     article: Carpathian Crosses: Soldier's Manual
SinKing
SinKing Mar 11 2008, 6:51am says:

Nice! How do I get in contact with these mappers, especially with Far?

+1 vote     article: Gears of War SP Maps
SinKing
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
SinKing Mar 10 2008, 7:46am says:

The worst thing is, TimFX never gave a damn about the community following this mod. This thing could have worked out, since KOTF has/had a huge fanbase, but instead of listening to complains and looking for solutions, the creator just erased threads and deleted unpleasant answers on the forum.

I still believe he had the best intentions when he started the project, however these didn't work out and in the end it was just a hoax-project, releasing no real "new" content. Perhaps he should have just made the Star Wars Encyclopaedia. We would have credited this effort for what it is: a small fanbase contribution. KOTF was big, too big in ambition, but if Tim had told the truth about it at some point, he would have been shown mercy. Going on pretending like that wasn't advisable...

+8 votes     article: Knights of the Farce: We've Had Enough
SinKing
SinKing Mar 9 2008, 7:03am says:

He won't learn anything. This whole idea to get back onto the modding sites, was his last straw ro re-gain credibility; so he must have thought at least.

ModdB staff took the only responsible decision. We can't allow people to take advantage of the great open community of modders to augment their own riches! Well done and thanks for doing this!

+7 votes     article: Knights of the Farce: We've Had Enough
SinKing
SinKing Mar 5 2008, 11:08am says:

sorry for double post, but I have to add that I'm not speaking of windows from rooms, which are accessible, but about the dummy windows on some of the taller buildings.

+2 votes     article: A Walkthrough of Kezman
SinKing
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
SinKing Mar 5 2008, 10:57am says:

you should say: after ONLY 7 months...
Seriously amazing what you managed to do in little time. I hope you have some good maps, so it don't get anywhere near boring for the coming months!

Congratulations!

+1 vote     article: DIPRIP Launch date announced
SinKing
SinKing Feb 26 2008, 10:09am says:

Unreal III didn't really convince me as a game. It offers no depht, has no connection to its storyline and the maps are beautifully made, but I found them a bit boring. Some parts give a kick to look at, but I never found myself immersed in a believable, or even interesting universe.

It's what it is: a multiplayer shooter. It can be fun, I do enjoy some of the guns and sniping around, but that doesn't make it anything special. The tools, on the other hand, offer all possibilities to create a better game with a stunning engine, which only began to show it's beauty in Unreal III. I'm pretty sure we will have incredible games to look at, which will be create with Unreal Engine.

I liked your article. I think the same about it in many ways, yet I also try to look beyond the current state. I'm not much interested in current Unreal-Affairs. More interested in what's going on with it in the future.

+1 vote     article: Unreal Tournament 3
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