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Hiya! Welcome all to my profile! Well, not really a lot can be say here, I mostly mod and map for the GoldSource engine, though I do mod other stuff here as well. Anyway, hope you enjoy your visit!

Comment History  (0 - 30 of 506)
ZikShadow
ZikShadow - - 506 comments @ Screens

Reminds me a bit of Nuclear Winter, the OP4 mod.

Good karma+1 vote
ZikShadow
ZikShadow - - 506 comments @ ZikShadow

I'm currently inactive in Goldsource modding, mainly dabbling in Doom mods for the moment. Nevertheless, I don't think I'll be doing a Remod any time soon as I'm focusing on TRP if I do return. Sorry.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ The Robotropolis Project

I'm still suffering from the same issue I mentioned aeons ago, so it's tricky to get development really going aside from occasional bouts of a room or two per month when I can tolerate the minutes long loading times.

Map5's layout is done, atleast. Mainly the actual encounters and scripting stuff that's utterly unfinished at the moment.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ Get Ready to Duke It Out

I quite like the look of the new M16 world model, but I'm noticing that the barrel/heatshield part is a pinch short. Almost makes it look M4 in a way.

Is it because of the itemboxes' size? I imagine if they're a bit small, that might cause some horizontal concerns for weapons' world models compared to their view ones.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ ZikShadow

Mediafire.com

Hope this helps. Bit strange why ModDB decided to remove the original's page and haven't returned it to this day. Wonder if the original author did it himself or if there's admin shenaniganery.

Good karma+3 votes
ZikShadow
ZikShadow - - 506 comments @ The Robotropolis Project

The hand meshes are stock Opposing Force that I reskinned, to be precise. Not quite Counter-Strike, heheh.

Also, don't worry too much about scaling. Even I kinda mess that up in the maps at times. With some areas being huge while others only moderately large.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ The Robotropolis Project

1. Yes.
2. Maybe. We'll see if fate smiles on me.
3. Timeline-wise, it's pretty flexible. I tried not to have any events intersect with any of the episodes, so you can easily fit this in either seasons, really.
4. I kept The Operative vague as much as possible to leave room for the players' imagination. The idea being that they're so good at stealth, most people don't even know what they look like (or remember for long). At best you got brown fur and black gloves in the view models, that's the only identifier you'll get that I can't do anything about. The rest is up to the player.
5. I was sure I made the SWATBOTS taller than the player. Odd.
6. I don't really plan on TOO much lore. Wanted this to be simple and easy to digest for the most part. Maybe if I ever expand on the malleable Part 2 idea I had, but that'll have to wait until I actually finish the blasted thing.

Good karma+3 votes
ZikShadow
ZikShadow - - 506 comments @ The Robotropolis Project

Saw the whole thing, a bit unfortunate that it wasn't your cup of tea, but your feedback's been very useful indeed. Took some notes on the lighting and the broken noclippy escape route bit, will try to fix that whenever my install works again. At the very least doubling the compile light values so the mod overall'll be brighter.

Yeah, I wanted to have TRP be more of an objective-based kind of mod instead of the usual A to B thing from other mods. Made the text showing what you need to do last a bit longer than regular env_messages would, but only so much I could do without custom coding to implement a proper pop up objectives screen. Maybe I'll add glowing sprites to all usables to help direction later down the line.

The robot grunts line of sight aren't quite as inconsistent as you think. You did get a message when entering the facility outdoors that enhanced models are deployed. The ones that have better eyesight are colored in purple (they're also the only ones that patrol instead of standing still).

I made the early half of the mod stealth focused as it was kinda how the FF operates in the actual show, even with Sonic when they're not spotted yet, wanted to give my respects and all. Not to worry though, in the event that Part 2 comes along, it'll be a more action packed romp. I hope it'll be more palatable then.

Good karma+3 votes
ZikShadow
ZikShadow - - 506 comments @ The Robotropolis Project

This poorly aged. Hahah.

Good karma+3 votes
ZikShadow
ZikShadow - - 506 comments @ ALIENS: ERADICATION

I have several thoughts regarding this mod:

1. M41A firing sound is weird. It sounds like a bunch of short burst sounds stitched together, rather poorly too with all the pauses and stops. At the very least you could put the bursts closer together so it sounds like proper full auto.

2. Unlimited ammo pistol in a horror mod? The pistol itself is a versatile weapon with hitscan speed, good stopping power, lightning quick reload, and a generous 12 round mag (if you're playing as the Colonist). It's possible to beat most of the Colonist's campaign using nothing but the pistol, not counting the landing pad assault. Might I suggest giving the pistol limited ammo? Maybe have them randomly drop from crates and dead AI colonists if going through all the maps isn't feasible? You could also equalize all the classes' pistol damages so every mag found would count.

3. The M41A grenade frames have you do a mag reload instead of the grenade launcher pump. Would be nice to have the grenade launcher be something you need to reload too on top of the normal mag.

4. The shotgun reload frames just has you swinging the shotgun side to side instead of making a motion to properly reload.

5. HUD has no air indicator and keys list. Makes the underwater section in map06 unnecessarily difficult since you can't tell if you're drowning. Irritating too needing to swap between fullscreen HUD and statusbar just to see your keys.

6. The satchel charge still uses Doomguy hands, the difference from the Alien Trilogy hands is rather obvious.

7. I feel like the tracers shot from firearms and enemy gunmen are generally slow. Feels more like I'm playing a bullethell game than I do survival horror.

8. Personal opinion, but I don't like how arcade-y the motion detector is. It tells you which thing detected is which, it tells you if there's an enemy nearby with the red overlay, and it tells you if there's a facehugger nearby. It's also not a true motion detector, more a glorified enemy radar. It doesn't detect doors opening, props moving, gibs flying, shrapnel or grenades thrown. I realize that these are probably not something that's easily done without doing a bunch of overhauls, but it'd be nice if I could atleast disable the silly gameyfied bits and bops.

9. Another personal opinion, but it'd be nice if there's a way to not pickup things automatically as you run through them, maybe a Use to Pickup thing? I often run around a lot in order to dodge xenos or hostile gunmen, and would run constantly into pickups I'd rather save for later than use now when I don't need it.

10. A melee weapon that you don't have to look the entire map for to even use would be nice.

11. You can't open vent grates unless you're using the powerloader, either that or throw an ACTIVE grenade/satchel through. Not even exploding near them, you have to throw one that's ready to explode THROUGH. This is beyond irritating as EVERY enemy on the roster can just go through vent covers like it's nothing, and I'd get softlocked every now and then because the only way forward is through a vent and I can't open it 'cause I don't have the necessary equipment (map5 comes to mind). A melee weapon that's both useful as an emergency weapon and to break open the grates would be a godsend.

12. On that note, would it be possible to turn the powerloader into more of a vehicle than a chainsaw reskin? It's silly that you can just holster a 3 ton forklift twice your size.

13. The flamethrower is rather disappointing. It doesn't go through enemies, it doesn't set them on fire, and it doesn't even do all that much great of a damage. It's a rather poor flamethrower, I'd say.

14. It's strange that the M41A is the only weapon that has ironsights. The ironsight sprite itself doesn't look good, not even fitting to the actual weapon it represents, and also lifeless as it doesn't even emit muzzleflashes when you shoot through it.

15. Map07, Yutani Operative. Approaching the northern blue key door has enemies teleport directly behind you, IN PLAIN SIGHT. Like I could see them pop up out of nowhere.

16. The satchel charge is an odd anomaly. I feel like it'd serve better as a demolitions/traps weapon than "Grenade 2.0", especially since we have the M41A for that. The altfire fuse is also extremely poor, only activating once it hits the floor and barely giving you enough time to run once it activates. If the trap weapon idea doesn't come through, atleast it'd be great if the altfire fuse activates immediately upon being thrown and not only set after 1 second.

There's probably more that comes to mind, but I've yet to finish the mod, only getting through the later half of Yutani Operative's campaign. I'll post any other things I find odd as I finish the mod. Other than these irritations, the mod is really great. Love the atmosphere and architecture. Some small texture misalignments and typos occasionally, but it's nothing to fret much about.

Good karma+4 votes
ZikShadow
ZikShadow - - 506 comments @ ZikShadow

Indeed. I've got a couple of updates in progress for some of the older remods, then it's off to the races for new remods. But TRP comes first.

Good karma+4 votes
ZikShadow
ZikShadow - - 506 comments @ The Robotropolis Project | Perfect Stealth Gameplay

Improbable, unfortunately. I lack the intelligence necessary to code in custom enemies in HL for the moment. Beyond that, there's still stuff like models to worry about, and I'm far from being a half decent modeller. The SWATBots are going to be the one enemy available in TRP aside from the Flamer Bot itself.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ ZikShadow

I tend to not touch Source mods a lot. The Closure was the exception, not the rule. I just prefer Goldsource.

Get a Life was actually pretty good enough, even has full HD models too that don't really need all that much changing. The Remod effect wouldn't be as noticeable there.

Good karma+1 vote
ZikShadow
ZikShadow - - 506 comments @ The One Year Media Update

Infiltrate a facility, torch the stuff inside, get out. That's about it, really. I don't plan on having more than just 10 maps.

The first 4 maps are stealth focused (well, 3 really, the first map's more of an intro), though you can go guns blazing if you want. The rest are guns blazing focused. This mod also only takes place in Robotropolis, no other locations are planned to show up.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ Cedric 'Zaxtor Znort' Lutes 1979 - 2019

This is quite a shock to hear. Zaxtor's maps may have been a journey and a half to finish, but they had their memorable moments. RIP, you magnificent fossaman.

Good karma+5 votes
ZikShadow
ZikShadow - - 506 comments @ Survive in Catacombs 1 - Remod

That map that you're going through is famous for crashing in Half-Life when loaded. It got pretty much cut out when I did my Remod of it.

Good karma+1 vote
ZikShadow
ZikShadow - - 506 comments @ A Break For Now

Indeed. The majority of the problems in this mod were caused by the code, of which I am unable to tamper in any way due to lack of skill and/or source code. Missing game_text, broken or overpowered weapon mechanics, moderate amounts of crashing, entities losing properties upon reloading a map which lead to me tossing saving and loading, the list goes on.

Most of the updates in this are pretty much just small tinkers here and there, nothing majorly game changing.

Good karma+1 vote
ZikShadow
ZikShadow - - 506 comments @ New Half-Rats Mod? Maybe!

I, like many others hopefully, shall await with great anticipation. More Goldsource HR experience is always welcome!

Good karma+4 votes
ZikShadow
ZikShadow - - 506 comments @ Half-Payne: Black Ops | Remod 1.2a

Yes, you can have both without removing the other.

Good karma+1 vote
ZikShadow
ZikShadow - - 506 comments @ Half-Payne - Final Pain update

For the Remod stuff, I'll be doing an update for those in the upcoming week. Should make installs/uninstalls take less steps along with a few additions in between, like adding the SAW somewhere in the BO merge.

Good karma+5 votes
ZikShadow
ZikShadow - - 506 comments @ Total Chaos 1.0 Released!

Been playing this over and over since the 0.97 releases (finding the alternate ending took me a bunch of replays). Magnificent mod. Guess it's time to replay it once more with 1.0.

Good karma+3 votes
ZikShadow
ZikShadow - - 506 comments @ The Robotropolis Project

As this would most likely be a short experience, I have no plans on releasing any demos.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ The Robotropolis Project

You're not playing as Sonic in this mod, or anyone from the Knothole team. As the description says, no one close by is available.

Good karma+3 votes
ZikShadow
ZikShadow - - 506 comments @ Ralsei Friend Addon!

Indeed a masterpiece in motion.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ Afraid of Monsters DC - Remod

I tried to make it look different, but the main base of David's new model is Simon's.

Good karma+2 votes
ZikShadow
ZikShadow - - 506 comments @ Afraid of Monsters DC - Remod

If the SC version uses untampered models from AoMDC, I'd reckon this'll fit right in. Keep a backup though, just incase.

Good karma+1 vote
ZikShadow
ZikShadow - - 506 comments @ Afraid of Monsters DC - Remod

1. Always read the instructions. Some of my remods do stand alone on their own, but I always manage my installation instructions if a remod is more addon than mod. In fact, this remod has a giant IMPORTANT banner at the description with bold lettering that explicitly says that you need the original AoMDC for this to work.

2. Mac? That might explain some of the oddities. Still though, a lot of times these remods are simply just graphical or sound improvements (with the occasional map replacements on others), to have it all malfunction stumbles even me. A problem others get but I don't always stresses me as I never know what's the real issue and how it can be solved.

3. If you can't do it right the first time, keep doing it until you do. It's how you get good at things.

Good karma+4 votes
ZikShadow
ZikShadow - - 506 comments @ Afraid of Monsters DC - Remod

I know that my remods aren't exactly everyone's cup of tea, but surely the anger is unnecessary?

By saying the word "needless", I suspect that you just don't like HD models? I actually tried to follow the fear-of-the-unknown thing by manually blurring some of the monsters' models, but I understand if it fails. I'm not perfect, none of my creations are. You could always just remove the monsters' models if it discomforts you, it's an addon after all.

My addons do not attempt to replace the original in any way, you can still get AoMDC and play it the way it always was.

I apologize for my terrible writing if it made you feel like I despised AoMDC, the fact is that I praised it the whole way with the only problems I had being the unfairness when fighting enemies in certain situations along with the unsatisfying bad ending that required you to play the mod 4 times over to understand. How you saw me as this hideously pompous villain who thought he could replace everything and have it be good is most peculiar.

Lastly, the player model is an inside joke. Sorry if it once again made it seem "insulting" or "egotistical". The new David face is not mine (as you can probably deduce from my avatar alone), but it's actually Stig Sydtangen, Simon's voice actor from Cry of Fear.

Good karma+9 votes
ZikShadow
ZikShadow - - 506 comments @ TC D2 Replacer 1.1

Good point.

3D Models (not recommended as is, it ruins dodge, had to remove the ACS and modify DECORATE to remove references to ACS, minimal damage to overall addon): Forum.zdoom.org
Subdued Lights: Forum.zdoom.org
Dark Textures: Zandronum.com
SBrightmaps: Forum.zdoom.org
DarkDoomZ: Forum.zdoom.org
Ambience Music: Forum.zdoom.org

Good karma+3 votes