I am the lead developer of the Half Life 1 mod Deflections. Working for over 9 years with the GldSource engine, I have started back in 2005 creating a mod that will not feature something new or spectacular, in terms of coding, texturing or modeling. It will include only an interesting and complex storyline and good mapping. Due to the love we have for our mods, me, along with 23-Down, Neclipse and m82Sniper created the developing group InDeFi and work together now on the mod each one of us created-Deflections, Firestorm and The Infected. Make sure to visit our group's page and don't hasitate to sent a PM to me or to InDeFi directly. We are happy to help whoever is in need of anything regarding Half Life 1 and the GldSource engine. I am also a writer, a voice actor and a translator, eager to help whoever need help. Cheers!

Comment History  (0 - 30 of 843)
Thanoshld
Thanoshld Jul 29 2015, 6:42pm says:

Your maps are always so dark and atmospheric! That's exactly how I imagine Black Mesa being after the Resonance Cascade. Perfect use of lighting and awesome architecture once again!

I don't mind the two wires that hold the concrete part of the wip corridor, they look strong enough, but how's that light below it powered up? I believe you should either turn it off or remove the lamp, leaving only its casing.

Keep going!

+1 vote   media: Surge
Thanoshld
Thanoshld Jul 29 2015, 5:26pm says:

Well, Thanos is my name and hld stands for 'Half Life-Deflections' :) .

+1 vote   member: EXU_SKULLY
Thanoshld
Thanoshld Jul 24 2015, 5:40pm says:

That's a sweet-looking door you have here, congrats! I really like the general architectural design of this map, it really reminds me of the original Half Life. Keep going!

+2 votes   media: Redone reception
Thanoshld
Thanoshld Jul 24 2015, 5:36pm says:

Very good! Still, I would prefer more lights around the reception area. And the green and blue paint-signs should be on top of each other, since they are pointing to the same direction ;) .

+2 votes   media: Redone reception
Thanoshld
Thanoshld Jul 22 2015, 10:54pm says:

One of the best games I've played in years.

+1 vote   game: Dead Space
Thanoshld
Thanoshld Jul 22 2015, 6:49pm replied:

Ah, good to hear :)

+1 vote   media: Media release 7/21/2015
Thanoshld
Thanoshld Jul 22 2015, 6:41pm replied:

Yes, but all the crates and containers could have been moved directly there (to the storage room below the parking lot in OpFor) or the storage areas along the rail sector. Not in the middle of busy parking lots. There are no cranes, lifts or other equipment to move them down there. And if a forklift is used to load them in trucks, then why did the trucks leave them there randomly in the first place? They could easily have transported them to their destination beforehand.
Nah, they probably placed them there for gameplay reasons and as props to fill the void. You can't find much logic in older games, when devs were trying to make fun games and not real-life simulators (like nowadays :S ).

+2 votes   media: New Areas
Thanoshld
Thanoshld Jul 21 2015, 10:52pm says:

Really, really good!
-You could add a light at the bottom of the sign (below the 'Facility'), all across the sign and facing upwards.
-Or, you could make this sign much smaller and place it above the door. In the big sign's place, make (or try to find one) a custom Black Mesa texture, depicting the training center (maybe the beginning of the Hazard Course with the hologram?) and a motivational phrase.

Keep going! Can't wait for your next update ;)

+4 votes   media: New Areas (WIP)
Thanoshld
Thanoshld Jul 21 2015, 10:48pm says:

That's a sweet-looking reception! Once again, I really like these rounded corners , I should really use this feature more in my maps :) . You could add a couple of Black Mesa posters on the empty wall on the left and a sector diagram on the wall on the right. Also, try to add a couple of lights above the counter of the reception area, so people who ask or write something there, can see better.

+3 votes   media: New Areas (WIP)
Thanoshld
Thanoshld Jul 21 2015, 10:42pm says:

The parking sector of your mod looks really good, congrats! I always wondered why they (official devs, I think it was in OpFor) placed random crates and containers around the parking lots, I mean, what was the point?

+2 votes   media: New Areas
Thanoshld
Thanoshld Jul 21 2015, 10:37pm says:

Really great! Reminds me of the original Half Life stairwells at Office Complex :) .

+2 votes   media: New Areas
Thanoshld
Thanoshld Jul 21 2015, 10:35pm says:

Lovely! I like the rounded-up corners :) Maybe add this yellowish, changing-floor elevator thingy above the elevator doors?

+2 votes   media: New Areas
Thanoshld
Thanoshld Jul 21 2015, 6:36pm says:

I always loved corridors with grids, where you can see the level below! Great work mate!

+1 vote   media: Media release 7/21/2015
Thanoshld
Thanoshld Jul 21 2015, 6:34pm says:

Looks really good! I would recommend you to try to align the ceiling tiles a bit better, but I know how hard it is to have them always perfectly align :) . Also, what about the red HUD? Are you going with yellow after all?

+1 vote   media: Media release 7/21/2015
Thanoshld
Thanoshld Jul 21 2015, 6:05pm says:

Yep, really nice to see an update from you indeed! Looks good, though the building's texture seems a bit repetitive. You could add some windows (even though if you don't visit the rooms inside) or change the texture to the one with the gray bricks. I think it will look a lot better ;)

Also, the vents in the back don't make a lot of sense. You could leave their entry points on the wall and cover it with a grate and add some pipes to have the same architectural effect. But, I do not know the map and their functionality, so you probably have a reason for putting them up this way :)

Cheers mate and keep going!

+2 votes   media: Media release 7/21/2015
Thanoshld
Thanoshld Jul 20 2015, 10:04pm replied:

Oh my! Are you sure there is no DeLorean parked somewhere near? And I am pretty sure I've spotted some ice cubes in these whisky glasses ;)

+1 vote   media: Half-Rats' Home 1
Thanoshld
Thanoshld Jul 20 2015, 6:31pm replied:

Half-Ratsception :) Man I love this mod...

+2 votes   media: Half-Rats' Home 1
Thanoshld
Thanoshld Jul 20 2015, 4:42pm replied:

Damn! I would swear this was an actual, last century pic you've found on the web. Awesome work once again! Though I must ask, who is portraying Half-Rats?

+2 votes   media: Half-Rats' Home 1
Thanoshld
Thanoshld Jul 20 2015, 4:27pm replied:

Ah, you're probably right. This is Half-Rats's den of awesomeness and not a generic, 19th century room after all ;) !

+2 votes   media: Half-Rats' Home 2
Thanoshld
Thanoshld Jul 20 2015, 1:47pm says:

Lovely! A few wooden shelves would fit nicely up these walls :) And/or maybe an old Winchester? A prop, of course.

+4 votes   media: Half-Rats' Home 2
Thanoshld
Thanoshld Jul 20 2015, 1:28pm replied:

And I was wondering what that thing is! Nice to see you are adding such kind of small easter eggs :)

+2 votes   media: Half-Rats' Home 1
Thanoshld
Thanoshld Jul 20 2015, 9:35am says:

It wouldn't be Half-Rats's home, without random bottles of whiskey laying around :) Nice and cozy indeed, it really looks like a real life room (of that era). You could change one of the two frames, but I am sure that the second one is a place holder.

+3 votes   media: Half-Rats' Home 1
Thanoshld
Thanoshld Jul 18 2015, 11:37am says:

I really like the scenery and general architecture of your maps! And the lighting is suberb.

But, bear in mind that the equipment shown to the right and the capsules in the back were designed for human use probably months or years after the invasion and certainly not during the 7 Hours War. That's also the reason why there are no human soldiers or elite soldiers during this time. And even if they had developed them prior to the invasion (if they have captured/experimented on humans during the portal storms period), I doubt they would set them up immediately.

Nevertheless, I really like your concept and the story itself. I really wish more mods would focus on this timeline of Half Life's storyline. I wish you the best of luck with Abyss. Cheers! :)

+3 votes   media: Intro
Thanoshld
Thanoshld Jul 17 2015, 8:31pm says:

This is exactly the spot I'll stop, reload my revolver and think if I'll go inside or around it...

+4 votes   media: Church of Filth
Thanoshld
Thanoshld Jul 16 2015, 10:52pm says:

Looks really good! Can't wait to see what else you have for us in the next update ;)

+2 votes   media: Update again!
Thanoshld
Thanoshld Jul 16 2015, 10:50pm replied:

Ah, no worries :) I saw a couple of seconds around 03:00 and closed it after I noticed that I have not played it.

+1 vote   media: Remember this area?
Thanoshld
Thanoshld Jul 16 2015, 7:41pm replied:

I never played that chapter! I only played through the original campaign, I had no idea that this one existed! Now I HAVE to reinstall Decay :)

Oh, I understand why you've chosen to place it there. Still, is this mod taking place just one day before the resonance cascade or the morning before it? Because there's a high change the SUV is not there every day :)

Ah, too much analyzing about the SUV :) The map rocks, you rock. Keep going and I am eagerly awaiting for you next update ;) .

+1 vote   media: Remember this area?
Thanoshld
Thanoshld Jul 16 2015, 5:44pm replied:

Damn I had no time to edit my comment :) I just remembered it is an official Decay designed map so, you should leave it as it is. The only thing you could implement is my SUV suggestion. Other than that, keep it as it was in Decay :) .

+1 vote   media: Remember this area?
Thanoshld
Thanoshld Jul 16 2015, 5:35pm says:

Great improvement from the last pic! And is this indeed a map from Decay? Damn I must replay this game :)

So, time for some constructive criticism (although it is okay as it is. After all, it's still WIP :) We don't have to over-fill maps with stuff, especially in GldSource :) :
-I don't really like the texture change in the wall straight ahead (the yellow stripped wall/the white wall). Maybe add some vertical pipes there to hide the transition? Or a vent?
-It really bothers me that the SUV is parked on the yellow lines :) Maybe move it somewhere else, have its hood opened and have a Barney and a scientist trying to fix it? Or talk in front of it (if you can't find fitting animations). And/or add a truck on the yellow lines which outloads equipment (food or electronics) ?
-I don't mind the dumpster there. It looks good. Maybe add some pallets and/or some gasoline canisters beside it?
-Vents and lighting are just fine. You could add an emergency phone somewhere though and some signs.

Again, you could leave it as it is. I really like your classic, old-school mapping style. I can't wait to play your mod! It's of top quality and I always wanted to play a good pre-cascade mod :)

Keep going!

+2 votes   media: Remember this area?
Thanoshld
Thanoshld Jul 16 2015, 5:15pm replied:

There is no such thing as 'overuse' of G-Man :) It's a character I love seeing in Half-Life mods, even if he was supposedly following only Freeman and Shephard.

You could make it as an achievement kind of thing: if someone sees them all, a door unlocks in a certain level with goodies in it (while those who haven't seen all his appearances, will find it locked). But, there is no easy way of telling the game that the player has seen them all...

+4 votes   mod: Half-Life : Echoes
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