I've been modding Stalker for quite some time. Old Good Stalker Mod for Clear Sky or simply OGSM CS is partially my work. Lately got carried away by Quake retro-shooters mapping.

Comment History
AlexUnderRos
AlexUnderRos - - 20 comments @ Violent Rumble

Are maps in chain like an episode? Or is it like all maps are independent like in AD or jams? It's cool anyway. Cheers. And THANKS for the efforts

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ ITS Dev Kit V1_1

Congrats!

Good karma+3 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ AD 1.7+ Source maps

Thanks.
PS. And thanks for source maps & test maps specifically. Looking into things done properly HELPS A LOT in understanding how everything works

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ AD 1.7+ Source maps

On a test map 1 with breakables I noticed on breakable glass there is a key "angle -1". What is this key doing?
PS. When you simply making a new func_breakable there is even no key "angle", there's only key "angles". Therefore there is no comment on "angle" of what's this.
PPS. Sorry for disturbing and asking questions. Most of times I am asking questions on Quadicted forum, it's kinda polite

Good karma+1 vote
AlexUnderRos
AlexUnderRos - - 20 comments @ AD 1.7+ Source maps

Yeah. That's the plan. Small simple map (but looking good nevertheless) with as little of entities as possible, just to learn how they work. But I would definetly use AD monsters! I love medieval swordsmen & crossbowmen. Not to mention ogre with a helmet. Blowman is also really interesting (that exploding eyeless guy you know). Anyway - small simple good looking map with a couple of interesting ideas

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ AD 1.7+ Source maps

Thank you. Really. You're very patiant while I'm seems to be a bit nasty. I appreciate your patience a lot. I'll try to return the favor in the form of nice enough map

Good karma+1 vote
AlexUnderRos
AlexUnderRos - - 20 comments @ AD 1.7+ Source maps

Where to get .wads? I mean those for these AD source maps. For example I look into Zendar map since it's tricky but not as tricky as Sepulcher. But there are no .wads

Could not load texture collection 'ad_zendar.wad': Cannot open file /// Could not load texture collection 'ad_start.wad'...

I am not lazy. I loaded ad_1_8.fgd into entities. I've checked .pak files with DragonUnpacker. All in all everything's working in TrenchBroom, I can look into everything. But no wads, no textures. Is it intended?

I am VERY SORRY for being nasty, disturbing person. Really sorry.

Good karma+1 vote
AlexUnderRos
AlexUnderRos - - 20 comments @ AD 1.7+ Source maps

I occasionally found even an article about that single map Pcgamer.com

Good karma+1 vote
AlexUnderRos
AlexUnderRos - - 20 comments @ Arcane Dimensions

Thanks for the tips! I am actually thinking about a map with no perpendicular intersections. I mean it might be interesting theoretically if all halls/streets/caves/whatever would be connected in angeles higher or lower then 90. Sounds nice, but there may be problems with sticking to the grid... Anyway I'll try. THANKS again for tips & for AD creation in the 1st place. It should be sellable DLC in my opinion, you and whole team deserve that

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ Arcane Dimensions

Dumpstruck also pointed that I missed his video where he shows how to work with mods & AD too. Which buttons, where to put which folder, etc Youtu.be I'll leave it here, maybe someone else would be searching for similar info

Good karma+3 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ AD 1.7+ Source maps

Jesus Christ. What a top view!

Good karma+3 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ Arcane Dimensions

By the way are there any tutorials on how to mod exactly for AD? I mean there are tuts for usual quake on great dumptruck_ds Utube channel. So it's clear how to mod with TrenchBroom. But it's unclear how to mod for AD. Any tips where to start for modding with AD monsters/textures? Are there some specific dev tools? THANKS in advance

Good karma+3 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ Arcane Dimensions

Oh. Ok. THANKS for the mod creation in the 1st place

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ Arcane Dimensions

Do you plan an inclusion of Oxyblack Fortress into the next AD release?

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ Mature game seeks fans for long walks!

1st of all - THANK you dear sir Simon. I am 40 years of age and YOU made a big part of this particular year truly happy. Played AD thru & thru. Impressive!!!

*My favourites, I think, are ad_swampy, ad_sepulcher & ad_grendel

The story is that I was born on 1980 and grew up on Wolf3D, Doom, Quake, Thief... but I didn't play any of them since than. BUT last year I found Wrath: Aeons and Dusk nearly simulteniously. Both of them brought me here. So it can be considered as a somewhat new wave of interest to old-fashioned style shooters. At least I see it this way, because I met A LOT of people who became aware of Quake modding due to being fascinated by Wrath & Dusk. I mean it's an interesting situation. And I think for quite some time Quake community will grow bigger. Since TrenchBroom exists and it is user-friendly for real... so. Hmm. What I was talking about? Ah! Yes. The question is do you guys know each other? I mean are you AD devs know any Wrath and Dusk devs? I've heard rumors some people from AD devs are Wrath devs now. Is it true?

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ Thunder's Leaves is available now!

You should try to contact some Valve trusted person. I don't know any but I suppose there are some among reviewers. Maybe some modders whos mods are already there on Steam
* Oh and THANKS for the mod. One of the best among all HL2 mods. Top notch

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ Thunder's Leaves

One of the best HL2 mods. In TOP5 for sure. THANKS

Good karma+2 votes
AlexUnderRos
AlexUnderRos - - 20 comments @ Photo Realistic Zone 2.1

Hi there. Is there any connection to the old Argus mod left? I mean I see you mentioning Agrus and saying you're continuing where he stopped. But what's left of his Argus work and what's totally new?

Good karma+1 vote
AlexUnderRos
AlexUnderRos - - 20 comments @ Absolute Nature 4.04

Dear sir Cromm can you please elaborate on this: "... optimized tree models"? I mean can you share tris-count of original COP trees, next tris-count of previous AN3 and finally what is the tris-count of trees now with AN4. Thanks in advance! And good luck!

Good karma+1 vote
AlexUnderRos
AlexUnderRos - - 20 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hi. I've downloaded latest version and found no description.txt or something of that sort. Is there any document describing ALL features at all? Thanks for answering in advance!

Good karma+2 votes