Post news Report RSS 500+ Trackers, Changes

Id like to thank everyone who has supported and helped me throughout the progression of NovaCor. All of your criticism, kind words and advice has helped this Mod progress far beyond its initial potential.

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I want to start this news post by thanking all of you for your support and interest in this project. All of your advice, observations and ideas have been great assets to the progression of this project, and have led to what I have up to this point. I appreciate all of the suggestions and ideas that have pushed me to constantly improve things. I've listened closely and taken all of the feedback very seriously, and will continue to do so in the future. Your input is greatly appreciated.

Now, on to business.

Upcoming Changes:
Maps:

News Screens
News Screens

Labwork
I've decided to focus on one part of this story as opposed to trying to release 8-10 hours of gameplay all at once. The decision was lingering for months, even as I built new areas, though they were mainly conceptual work. Finally, an article on Planet Phillip tilted the scales in one direction.

While Im happy with all of the different areas constructed, they all just dont fit together in a seamless experience. The Tech Maps, with their deep greens and darker trim just dont dont fit with the Lab Maps. The Crew Quarters dont match either, and none of it really fits together in a seamless experience. Each style is distinctly different, which was the original intent. Unfortunately, they wound up being so different and distinct, they really just break the atmosphere of the Mod. Even if I changed the textures to match, the construction of each is so vastly different that I think it still wouldnt fit together.

And so, I am most likely not going to include the Tech Maps in this particular chapter of the NovaCor Story. I am most likey not going to include the Crew Quarters maps either. However, both locations will most definitely be used in future chapters of the NovaCor story.

This decision was very hard, as it essentially puts months of work on a backburner, but I really feel it is a good move for overall progression of this Mod.

The benefit of this decision is that I now get to focus all of my efforts on the Lab maps. Instead of trying to create hundreds of new models for each different area, I can focus efforts on making a specific set of models in a specific style. This decision will also extend the play time of the Labwork Chapter of the story.

Location:
I am also going to slightly change the location of the Mod, to not a Research Station orbiting planet R96b, but a Station on one of its moons. This will allow me to construct outdoor areas as well as retain the isolated, sometimes confined atmosphere I have created. The promised space battle will still take place, and the low gravity sequence will still be included, so nothing is lost in this change.

Related to the change in maps, the Labwork Chapter is to take place on a facility dedicated solely to several types of research, from genetics to weapons to other technology and biology. In doing so, the maps will still have a great variety of style, from confined, clausterphobic levels to open areas and levels with a heavy vertical element. The difference is, all will be constructed in the style of the previously constructed Labwok maps, with the support ribbing, color scheme and general construction techniques.

Textures:
Finally, Ive begun the process of adding bumpmapping and specular reflectivity to the textures in this chapter. Ive had a few comments over the months about how everything is flat. Ive reinforced all along that I will be adding these extra parameters, and now progress is coming along. Along with that come some revised textures for the doors and trim, as well as a whole new library of animated textures to bring life to the models and environment in general. Many of the computer screens are being replaced with updated skins, so keep your eyes open for updates on that.

Texture Art Progress
Reflectivity

News Screens
Updated door skins, specular masks (normalmap alpha channel)

Models and Props
Last but not least, we have a bit on models and props. I am once again reworking many of the models previously shown. All of the computer terminals and consoles are being redesigned, as well as their skins. The Infected NPCs are being reskinned to be a little less bloody and a lot more believeable, as are the uninfected Crewmembers.

News Screens
Updated Terminals

As far as weapons go, pretty much nothing is set in stone yet. You may have noticed a wrench from HL2 in a few of the recent screens, just one of many melee weapons Ive been playing with. This particular one was purely experimental; and will NOT be included in the Mod. I have asked permission to use a few models from experienced Modellers, and have gained permission from at least one as of this posting. The modeller was vey kind in allowing me to use any weapons I should see fit for my Mod, which was very generous. (The creator of the laser P90 I am using for now) Ive also been granted permission by 8472to use his M16 from Dissolution, which, by the way, you should check out.

Aside from those two, I have a couple of prospects for the Pistol slot, the shotgun slot and the slot used by the Pulse Rifle and M16. Grenades I will model myself, as well as the melee weapon.

Post comment Comments
Mr.Walrus
Mr.Walrus - - 5,806 comments

500 isnt a small number, congrats man!

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agent00kevin Author
agent00kevin - - 1,276 comments

Thanks :) Its not huge like some Mods, but its a milestone nonetheless. Id eventually like to be where Titan XCIX and Tales From the Galactopticon are, both in terms of quality and fans.

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SIGILL
SIGILL - - 1,157 comments

It looks like you're definitely on the right track regarding the quality, although I'm obviously just basing that on the articles, images and videos.

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jjawinte
jjawinte - - 5,067 comments

This project is all your baby agent00kevin - follow your creative instincts and you can't go wrong. Plus, you have a great deal of invaluable " sincerely constructive " feedback from the community ( which is what it's all about imho ) to utilize.

500 + is no small thing sir - fine progress to date and continued success on future development !

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Nullen
Nullen - - 92 comments

Good job, you've earned it.

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EvilAngel
EvilAngel - - 600 comments

The maps just look amazing, the weapons and textures look amazing.. been following your mod for a longggg time... <3 can't wait!

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Coppermantis
Coppermantis - - 175 comments

Gratz on getting to 500! Your work is really impressive, keep it up!

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Steevee
Steevee - - 4 comments

I don't see how an M16 and an M1911 fit with the sci-fi theme of the mod, and no amount of reskinning will change that, as they are both easily recognisable. An FN F2000 would be suitably futuristic.

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agent00kevin Author
agent00kevin - - 1,276 comments

"As far as weapons go, pretty much nothing is set in stone yet."

(last paragraph)

"I have a couple of prospects for the Pistol slot"

(last paragraph)

"the slot used by the Pulse Rifle and M16"

Just a reference to the slot.

People have seen a wide range of weapons in this Mod. I get a lot of 'I dont think that fits" You know what? I never ever said that those weapons would be in the Mod. It helps me when I test to have some variety in weapons. (when not testing for difficulty)

Have you any idea how many times I have played these maps now? :P

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TheSniperFan
TheSniperFan - - 376 comments

As WiFiDi and SPY-maps already said:
Have the different parts in different buildings, connected through outdoor-parts. It would get rid of the connectivity-problem and improve the overall-quality, because Episodic-gaming sucks IMO (*looks at Valve*). But in the end, it's your decision.

As for the mod itself:
When I started tracking it, I thought of it in such a way:
"If it will be released at all, it won't be anything special. Some hours of gameplay, but hey! It's free and the developer will gain experience."
The quality of the mods content (graphics,...) was very cheap and the setting was nice, but wasn't realized properly.
However, it improved and improved and improved and still does. It's one of those mods that I don't only track, I follow it closely. I'm always excited when I see that there is an update on it. :D
However, as always, I criticize the points that I don't like and will continue to do so. Although most of the people here do so, I think that:
"[...] the cruelest thing you can do to an artist is tell them their work is flawless when it isn't. -Ben "Yahtzee" Croshaw"

The mod has so much more potential and there are still things you haven't explored yet (at least so it seems). To prevent this post from being huge, I will tell you in future updates. Hope you'll think about it, because your mod has potential, because YOU are doing it RIGHT, because YOU listen to US. :D

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WiFiDi
WiFiDi - - 343 comments

heres an idea make an outdoor areas in between each area to help with the bridging of levels. to the indoor areas making it more seamless. i like the different looks you could make it look like each area was built at separate times not all at once even making some areas have better technology than others based on when they were built. just a thought.

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SPY-maps
SPY-maps - - 2,906 comments

that is exactly what i wanted to say WiFiDi!
why not build something between the different map styles, like outdoors or so. because now it is a shame that it will be at least very delayed before we can play those parts.

ofcourse i do understand what you mean, but it still is a shame. and also do i personaly think that they are not THAT different that they couldn't exist beside each other (with outdoors between them).

but, please do what YOU think is best. its always good to listen to other people, but YOu have the final saying, its YOUR project!

ofcourse will i keep tracking and hopefully will this mean that we now can play something much sooner because of that you don't have to finish all those other parts. but, don't hurry, take your time. we'll be here,
:D

leon

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ildamos
ildamos - - 226 comments

Congratulations! Keep it up!

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Kamikazi[Uk]
Kamikazi[Uk] - - 1,412 comments

Great work :D. If you want a new HUD designing give me a PM, the current one is abit ugly doesn't suit the rest of the quality of work :D.

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K05T4R
K05T4R - - 503 comments

I do have 1 question, what is that blue block and yellow writing in the second pic under your ammo ? Is that some kind of message box related to weapon/ammo or ?

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agent00kevin Author
agent00kevin - - 1,276 comments

No, thats the 'squad status' box. Its misplaced but it wont even be there in the future. As a matter of fact, I just removed it a few hours ago. I want a minimal HUD :P

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agent00kevin Author
agent00kevin - - 1,276 comments

Moddb is putting all my responses in the wrong place now, so Ill come back later to respond to most of you in the right place :)

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