I am a developer for the "Guard Duty" and "Operation: Black Mesa" mod teams. My main focus and skill set lies with Level Design, though I also create world textures and 3D props as well. I have been Source mapping since 2006 and have been creating textures for just as long. My skills with 3D modeling has been gaining ground since May 2011. Level Design, and video games in general, are truly a great passion of mine. I am always striving to learn more and become the best artist I can be, so that one day I can achieve a career doing what I love.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

As you can see from looking at any of our screenshots, it's not an exact 1:1. It's more along the lines of a reimagining like Black Mesa.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

The PCV is a huge part of opposing force, so of course it's in the game and will be on HECU soldiers :)

Reply Good karma+3 votes
EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

lol your optimism is pretty epic, although your expectations are probably a bit too high honestly :P
We'll do our best to make sure you enjoy it!

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Maybe. The model still needs textures as far as I'm aware, but there's always a possibility of showing some untextured renders.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Thanks for your support, man. We're doing our best to make sure it's a game that won't disappoint the fans :)

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

We always have stuff done that we haven't shown off. I'll continue to update my dev blog on our forums every once in a while, and we are aiming for a media release of some sort in the next couple months. You just have to be patient.
As for the HEV - although personally I agree that it could benefit from being slimmer, we can't just go changing something because you don't like it. Plus most things we show off are not final.

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EvilGoodGuy
EvilGoodGuy @ Guard Duty

As much as I personally would like to, I just don't see it ever happening. The logistics of it would be very complicated - picking and choosing which assets to share - not to mention the financial aspect, among other things.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Not enough to justify giving you a guesstimation of any kind. If we are ever in a position to give out that kind of information, you will see it in a official post/article.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Thanks for your patience and well wishes!

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

No. Although to give some people perspective, if we had all the assets/content that BM has, then we would probably finish in a year or less. Content in general is still something we lack greatly. For example, I could make a prop a day, for the next year, and we probably still wouldn't have the same amount of props as they do. We also have 0 character models that are totally game-ready, and we don't even have all the weapons done.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Thanks for sticking with us for so long! I've been on the tripmine team since 2010. So I can definitely relate to how you feel ;) Hopefully we'll have it released sooner than later.

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EvilGoodGuy
EvilGoodGuy @ Captive Freight

We will definitely have a news update of some kind in the future that's dedicated to all that stuff. Just not sure when yet.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

There will already be a generic enemy HECU model for use in Guard Duty, so I guess the answer is yes? :P

I'm sure the console command will spawn them with weapons.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

We are still figuring that out honestly. It's really quite a complicated feature.

Reply Good karma+6 votes
EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

What we have listed on the forums is still what we need. But to repeat ourselves:

We need a skilled character artist and could make use of a experienced and efficient environment artist. To be clear, we need skilled individuals who can work at a decent pace and can, at minimum, output work that matches the quality level of official Valve titles. Environment artist, for example, needs to be very familiar with everything related to creating props and world textures for Source games and be able and willing to work on both small, and large complex props.

Just a FYI to save time for people who want to be a level designer for us (since it's the most common application): at this stage, unless you are of equal or greater skill compared to myself, and can prove it without a shadow of a doubt, there is a 99.9% chance we will not hire you.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

That's like asking why you can't move into your new home when there is only the wooden frame of the house and nothing else. Hell, not even the concrete foundation is done curing yet. Would you really want to live in a house with no ceiling, roof, walls, electrical, plumbing, and no stairs to even get from floor to floor? I've said this a million times, but we are nowhere close to where Black Mesa was in terms of progress when they even released the mod version. Comparing their situation to ours is ridiculous and a bit annoying at this point honestly. We do not have, and have never had, the workforce/support that they have had. We are a super small team, full of mostly amateur developers, who all do this in their free time.

Reply Good karma+5 votes
EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

I disagree. From my perspective, Black Mesa is not unfinished. Crowbar Collective simply has not released the final chapters that they have planned. Both the mod version of Black Mesa and the commercial version have a beginning and an end that you can play through with few to no major glitches/bugs, with the major gameplay and content in place. Essentially, it's an in progress development with a already solid and stable game available to play. What they have released, is by all means, a complete gameplay experience. If we released, it would be unfinished in literally every way imaginable.

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EvilGoodGuy
EvilGoodGuy @ Guard Duty

No planned release yet.
We are not using any Black Mesa assets.

Reply Good karma+1 vote
EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

1. A lot
2. yes
3. Not available
4. Sort of
5. Mp5 is default. M4 is selectable via options menu
6. I don't see why not

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

We have no Russian team members

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

their textures have been tweaked, but other than that, no.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

you beat me to it, Chris <3

Reply Good karma+6 votes
EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

dragonor hasn't been part of this project for like 9+ years lol. So whatever he said/says has absolutely 0 value.
Thanks for poppin' in and taking time out of your day to be a total ******* though. It's much appreciated.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

It's not dead. There will be no release anytime soon, nor any information about one.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

Sugar is the only Czech, but TheSixtyEight (our weapons lead modeler) is Slovak.

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EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

There is no such thing as "720p" textures. Textures in video games range from as small as 32x32 pixels to 2048x2048 pixels generally. Just depends entirely on the use.
Weapons generally are 1024 or 2048.
World textures are generally 512 or 1024.
Props can be anywhere in between depending on importance and scale and efficiency of the UV map.
Also, the pixel scale of the texture doesn't inherently make a texture high quality. It only offers more potential for higher quality. It's up to the artist to actually make it look high fidelity.
So it all just depends. But you can expect ours to use the same standards as most Source games, BMS included.

Reply Good karma+2 votes
EvilGoodGuy
EvilGoodGuy @ Operation: Black Mesa

We have a few team members with the name "Chris". Crypt is still on the team and alive and healthy last time I checked. I'll let him know you miss him πŸ˜‰

Reply Good karma+2 votes
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