My names Jamie, but I prefer to be called SpooBoy. I play games, CSS and L4D2 mainly. I work for Opposing Forces 2 as their storyboard consultant, if you got any questions about the mod don't be shy to ask. Anyways if your looking at my profile I've either pissed you off or got your attention by pissing someone else off, please, comment.

Comment History  (0 - 30 of 2,065)
Spooboy
Spooboy May 28 2015, 9:23pm says:

Brace yourselves,

Indiegogo campaign is coming.

+3 votes   news: Devblog #52
Spooboy
Spooboy May 13 2015, 3:08pm replied:

My mistake.

+1 vote   media: The infamous drawbridge
Spooboy
Spooboy May 13 2015, 3:08pm says:

Looks great!

+3 votes   media: It's a freaking minitrain!
Spooboy
Spooboy May 3 2015, 2:15pm says:

Every single pic gets me more and more hyped for the mod. Cannot wait.

+3 votes   media: The infamous drawbridge
Spooboy
Spooboy Apr 23 2015, 7:50pm says:

Hey man! I'm so happy I found this little known mod. It's great! Saw the news article and the reddit post, and I gotta say you have some serious talent!

+1 vote   download: Transmissions - Element 120 1.05
Spooboy
Spooboy Jan 31 2015, 7:56pm says:

This has professional written all over it. Beautifully done guys.

+2 votes   media: Portal Stories: Mel Trailer
Spooboy
Spooboy Jan 22 2015, 3:21am replied:

EDIT: I'm a *******... apologizes Goldeneye team.

+1 vote   media: Archives Classic
Spooboy
Spooboy Jan 20 2015, 10:31pm says:

Okay, guys please don't take this the wrong way. I've followed this mod for quite some time now, years (almost from the start). I've patiently sat and followed the developments, read the articles and got hyped up whenever a map was updated or released. A while back everything got a nice polish on it and maps like silo and casino were top notch awesome. Then I look at this map. It's boring. In fact it's ugly. Yes, I understand that the original game was like this, too, but that's not an excuses. There's so much that you could add while keeping the flow similar. At the end of the day, it's your mod, and your assets, I'm just one person saying it'd be nice to have a better looking archives (and library).

+1 vote   media: Archives Classic
Spooboy
Spooboy Jan 2 2015, 4:01am says:

Hype train! Bmrf.us choo choo mother *******!

0 votes   mod: Black Mesa
Spooboy
Spooboy Jan 1 2015, 12:35am says:

Yinz guys got a problem with that?

+1 vote   media: Media Update!
Spooboy
Spooboy Jan 1 2015, 12:33am says:

Not digging the big cylinder brushes. Might just be the angle, though.

+1 vote   media: Media Update!
Spooboy
Spooboy Dec 20 2014, 7:35pm says:

Holy ****! The voice acting was amazing! I almost wish the entire trailer was done with the POV narration, because those sequences were bad-***. Still though, this is - and I say this confidently - the best trailer for a mod I've ever seen.

Good job guys!

+3 votes   media: Alchemilla Trailer
Spooboy
Spooboy Dec 20 2014, 6:44pm says:

Really well done. You guys rock!

+2 votes   media: City streets
Spooboy
Spooboy Dec 6 2014, 4:40pm replied:

I wholeheartedly agree. From the images and videos I've seen so far this music is a perfect fit.

+3 votes   news: Devblog #43
Spooboy
Spooboy Dec 6 2014, 4:37pm says:

Wow! I love it!

+2 votes   media: Main menu
Spooboy
Spooboy Dec 2 2014, 8:16am says:

Looks great!

+7 votes   media: Dev Screenshots
Spooboy
Spooboy Nov 30 2014, 7:02pm says:

Wow this is beautiful!

Edit: Or should I have said "No trained architect would put a (insert stupid thing) here"

+2 votes   media: Office Complex - c1a2
Spooboy
Spooboy Nov 19 2014, 5:08pm says:

Please never give up on this mod. Take as much time as you want, but never abandon it. I've followed for quite some time and I hate seeing awesome mods die out.

+4 votes   media: More natural and show accurate lighting
Spooboy
Spooboy Oct 24 2014, 2:14pm says:

Awesome update with some awesome media. However, does anyone else notice the hand holding the flashlight looks extremely weird?

+6 votes   news: The Bush Update
Spooboy
Spooboy Oct 24 2014, 2:11pm says:

I don't mean to be a ****, but I like the old version (in some aspects) better than the new. For example, the far wall covered in foliage is more appealing to look at than the rocks, as the texture just looks nicer. I also like the texture overall compared to the new wall texture. However, I do like the foliage and path in the new version a lot more. Maybe a compromise would do this area some good?

+8 votes   media: Tunnel entrance, then and now
Spooboy
Spooboy Aug 11 2014, 1:33am replied:

You shouldn't have been downvoted. This content doesn't really fit in with the rest of your media.

+3 votes   media: Police station
Spooboy
Spooboy Aug 9 2014, 4:46am says:

If that explosive barrel went off in the wrong place what other option would the player have to advance? A re-load or suicide isn't really a good idea in terms of game-play. A puzzle should always be passable, even if a player makes an error on their first attempt. This isn't true to all games, but it's portals style. If you die, you die. But a lot of it is trial and error. This is an example of one shot or you're stuck.

In addition, it's not exactly clear what to do in that particular segment. For instance, I (while playing) may pick up the barrel before walking into the next room, and walk it near the fire, wondering what would happen. The second it caught on fire I would drop it and run.

My suggestion (and I'm no dev), would be to do what Portal 2 did, and have the explosive type balls keep shooting out of a broken tube. You have a big corridor right there already. All you have to do is throw in a switch and when the player sees the explosives drop, in addition to the wood, they will figure out they have to fling a explosive at the wooden barricade. It's really up to you, but this is my suggestion.

Alternatively, I would eliminate that small puzzle all together. It kind of throws off the flow of the set-piece you have going. It's in a rather small environment in contrast to the large area before and after, and is kind of a 'rest stop' if you will. I feel like for in terms of pacing it would be better to simply just let the player admire the scenery and continue up the lift to the next timer puzzle.

Anyways, looks fantastic. One of, if not the best, Portal 2 mod I've seen. Sorry if I offended you for this post, but I think it needs to be addressed. Best of luck on the release of your mod. I will be playing!

+3 votes   media: Transition
Spooboy
Spooboy Aug 9 2014, 4:34am replied:

Looks like this said giant fan has a purpose, and isn't just there for ascetics.

+1 vote   media: Update #6
Spooboy
Spooboy Aug 9 2014, 4:33am says:

My god.

+3 votes   media: Update #6
Spooboy
Spooboy Jul 31 2014, 5:52pm says:

My eyes hurt. It's too beautiful!

+5 votes   media: Abandoned steel factory
Spooboy
Spooboy Jul 20 2014, 4:30pm replied:

Hmm, yeah I have a lot more important things going on in life than checking my moddb profile. But thanks for the comment, it's appreciated.

+1 vote   member: Spooboy
Spooboy
Spooboy Jul 6 2014, 3:50am replied:

Good point. Personally, I think the DEV here is showing us that he knows what he's doing and wanted to show off a little. Nothing against the DEV because I think this is ******* sweet.

+1 vote   media: Lift Transfer
Spooboy
Spooboy Jun 23 2014, 10:31pm replied:

Damn that's sad man. Back I appreciate being able to assist you with story/news and all that back in the day. If anyone picks this up I'm a 20yo unemployed ******* who needs something to do ;)

EDIT: I hope the story is going somewhat in the same direction, but hey it's your mod.

+3 votes   news: Regarding Opposing Force 2
Spooboy
Spooboy May 19 2014, 3:07pm says:

That's pretty cool. Glad to see something from you guys, it's been a while.

+7 votes   media: Doom 3: Phobos Wolfenstein easter egg
Spooboy
Spooboy Feb 24 2014, 5:59pm says:

Great. Now I don't know if a fan of the mod made it, or if it's an actually concept for a fan puzzle. Looks really cool, though.

+2 votes   media: Fan Concept
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