Concerned Extras

February 27, 2006

Garry’s Mod Community

Filed under: Mods — Administrator @ 10:23 am

If you haven’t been to garrysmod.org, it’s a relatively new site for the G-Mod community, featuring news, updates, and downloads.

Some exciting news for G-Modders — a new incarnation of the physics gun, that allows you to pick up and move any entity. As in, live models.

Check out some screenshots here. And if you just heard something that sounded like my boner ripping through my pants, that was just the sound of my boner ripping through my pants.

Also, someone in the screenshot section put Frohman’s solution to the boat-ramp puzzle to the test with the actual airboat. See the series here. Looks like it worked!

February 23, 2006

Fan Art

Filed under: Fan Art — Administrator @ 11:27 pm

This image popped up in the forums, drawn by a member named AnotherMingeBag. Despite the unfortunate name, I love this drawing. I think it’s the first hand-drawn fan art I’ve seen. Definitely nice to see Frohman in a new medium. (Based on this comic).

Anyway, I dug it! If I could draw, that’s how I’d want to draw.

AMB also had this creation, which I liked a lot too. Good stuff!

February 21, 2006

The Concerned Interview: James Brandt

Filed under: Interviews — Administrator @ 12:44 pm

It wasn’t the first Half-Life 2 comic made with Garry’s Mod, but it’s certainly the biggest in terms of scope, storytelling, and impact. James Brandt’s “Apostasy” is more than a web comic, it’s an online graphic novel; the veritable Godfather of Garry’s Mod comic creations. Moody, grim, and gritty, it follows the paths of several characters as they make their way through the world of Half-Life 2, their original stories interweaving with characters from the game itself, such as Barney Calhoun and Judith Mossman. James was recently kind enough to take some time to answer a few questions about his graphic novel, gaming in general, and mobster toilets.

Chris Livingston: The vast, unbearable gulfs of time between the release of new issues of Apostasy lead me to believe that you are either busy with other projects, or are simply cruel and hateful to fans of the series. Provided it’s the former, what have you been working on lately, and what else causes such a delay?

James Brandt: One: Burnout. I did issue 2 too fast and was burnt out on working on the series, so I took several weeks off from working on it… several weeks soon expanded. Once I got back into the idea of doing the series, I had some horrible PC problems that plagued me for sometime.

Two: Another Project. I was working on a project for the people at Ubisoft doing a small wordless comic for their game Prince of Persia: The Two Thrones. The comic was for the fans who could edit in their own stories.

Three: Lastly, about this time, the Christmas season hit. Working in retail, there is little time for anything but work and sleep between other holiday stuff to do.

Four: World of Warcraft… no other explanation needed.

CL: Ah, yes. World of Warcraft has claimed several of my friends as well. So, are you a big time gamer? What else have you played in the last couple years?

JB: Yeah, I am pretty massively into PC games… not console really at all… I do not even own one. I have played most of the MMOs that have come in the market recently. Even though I am not a big fan of WoW’s cartoon like style, the gameplay is unmatched. It is simply the best MMO I have ever played.

Other than that, I mostly do FPS games. I played Red Alert 1 so much several years ago, that I pretty much ruined that genre for me forever. Every game I play, I am like… okay, now I have to make this, to make that… then… ARRRGG! I am sick of it. I pretty much cannot play any of them more than once or twice.

Recently, I just finished Call of Duty 2. I don’t feel it was quite as good as the first one, but still probably the best WWII series going. It takes a real good game to make me play yet another WWII game.

Right now I am running through F.E.A.R. and Quake 4. Not so sure about Quake, I think I just do not like that engine as much as source… looks very Doom-like. Everything looks so… dismal. F.E.A.R. I wish I could have an opinion on. I lost the ‘Play’ disc and have been looking for it for several weeks. The first level seemed cool… I’ll have to see how the rest goes.

I hear they just released the date for HL2: Aftermath. Of course, I am looking forward to that, big time. From what I have read about it, I am going to have to slightly alter the ending I had planned for Apostasy. I’ll have to wait and see. I should actually play Lost Coast sometime too… ironically I have not played it yet.

CL: Speaking of the ending of Apostasy, how long of a series do you expect it to be? Do you have pretty much everything planned out? And, since I get asked this a lot, I assume you do as well: Will Freeman make an appearance?

JB: The comic is supposed to be around 10-12 issues long. It really depends on how thing pan out time wise. The outline to the entire story was planned out before page 1 was even started. Making anything (comic, screenplay, book) without knowing where it is going is like driving in the dark with no headlights.

As for Gordon, we’ll have to see.

CL: For the first main character we meet in Apostasy, Markis Meriwether, you chose to use male model #7. This model is used by Clover in his off-beat humor comic series “Jeff“, and it’s the same model I later chose for the lead in my own comic. Do you recall why you chose this particular model to be one of your leads, and why it seems to be a favorite for HL2 comic artists?

JB: Well, I did not even know Clover, or really read many other HL2 comics when I started this. Honestly the answer is more simple… the character looks a lot like one of my brother’s friends from high school… and his name? Mark.

As for that character’s popularity, I think that is pretty simple too. That model looks more like a traditional hero… more actor-like… more like a leading man in the vien of Cary Grant or something. Several of the other models seem older also which limits the choice. The character that I used for Billy was my other choice (can’t remember the model number off hand — he kind of looks like Russell Crowe). Like I said, the final decision was the thing with my brother’s friend.

As for Jack, that model was instantly chosen for him. Has a much more hardened look. Galena was originally named Jennifer and was going to be the Asian girl model… but now that character is going to perhaps have a smaller role later.

Looking back on it, I wish I had used perhaps one of the black models for one of the characters. No one ever uses them at all. If I had known how popular Male 7 was going to be, I for sure would have used something else.

CL: And how did you get involved with PHWComics (now PHWOnline)? Did you know any of the artists before you started Apostasy?

JB: The first person I met was Major.Dump. When I was working on my posing before working on the comic at all, I contacted a couple of people who made a few more serious comics on the FacePunch forums. Major was one of them, I contacted him for his old series Barney Noir. So I have known him longer than anyone really.

A bit after the series came out, I was approached my Michael (jian) about joining. At first I was a little apprehensive because I didn’t really know any of them. I soon warmed up to the idea because everyone there was so cool. Then after a week, it became a mandatory emergency when my images on ImageShack inevitably started failing.

Turned out being great. All the people there are a lot of fun and I have made a lot of friends. I have had a couple of other offers (even some with pretty big sites) but it was just too hard to leave everyone.

CL: Garry’s Mod is an amazing tool, but certain aspects of posing comics can be a bit frustrating. If you had a wishlist of future Garry’s Mod changes, what features would you enhance or add?

JB: First and foremost, fingers. I know there has been some models with fingers, and wishing for them mod wide is not a practical choice, but neither is my second one… working deltoid muscles. You cannot really pose any one’s arms over their heads without it just looking 100% awful. It works out will in comedy comics because it looks silly, but in something serious, you have to just avoid those poses.

These are not so much Garry’s problems though. These are just the way that Valve made the ragdolls. I am sure they never thought anyone would be doing anything with them except knocking them across the room with grenades.

As for the more realistic answers, I must say that I am pretty happy with how it is now. Most everything I really wanted was put in the mod with v8, the face poser was a godsend.

I suppose I wouldn’t mind seeing a bit more finesse in the manipulator. Being able to change how sensitive the mouse roller is for example… or perhaps a way to rotate items in a slightly different way. Sometime you just can’t the item rotated correctly and have to spin the item a few times before it gets where you want it. Honestly in logistics, I am not even sure what I mean by this… perhaps almost having something like another arm to manipulate with (now that is just crazy talk).

What I really want is something not from Garry’s team, but the community… MORE MODELS!!! Especially ragdolls with working faces.

CL: How do you plan a single page of Apostasy? The layouts are often very complicated and intricate, reminiscent of a comic book or graphic novel. Do you have to plan them out exactly before you go in and take your screenshots, or do you take the pictures first and then figure out how to layout the page? Do you storyboard at all?

JB: Well usually when I am writing the script for the issue (usually in a pub somewhere), I get a few ideas in my head for how it should look. Sometimes I draw a quick sketch or two of some layout ideas.

The real work starts when I file up Photoshop. In there I start making boxes which gives me the general layout. I do all of this before I even go into gmod. The reason you ask? Easy… if I want a panel to be kind of skinny, I need to know that before I go into gmod so I can make sure everything is tightly together in the shot.

After I get all the shots, then it is just time for choosing the best shots, editing them down, perhaps some design extras (odd borders, outlining, etc).

CL: Speaking of which, how did you develop your layout skills? Is Apostasy your first effort at making a comic, or have you done some old school (ie: hand-drawn) comics in the past?

JB: In college I took a lot of art classes. I had designs on being a comic artist some day. I actually started several comics back then. Eventually I gravitated to writing, then screenwriting… and somehow along the way ended up a computer tech… go figure.

CL: What sort of writing did you do? What sort of screenplays did you write? Is any of it available online?

JB: Yeah some of it is kind of online. I think I will want to clean up the stuff there a bit first though before showing it.

Most of the stuff I wrote before Apostasy was drama with lowlifess. Very modern film noir with drug-dealers, prostitutes, etc… all getting themselves into horrible situations. I also had a few others though. One, for example, was a Hitchcockian thriller in Thailand that I was writing with Brad Pyott (who was also helping with Apostasyat the beginning). We also wrote a ridiculous comedy short that was a hard-boiled detective story that spoofed several films. The main character was a detective who was a toilet brush. All of the characters were things you’d find in a bathroom… for example, there was a crime boss named Don Porcelaini who was, you guessed it, a toilet.

CL: Mobster toilets? Well, I’m interested! James, thanks so much for taking time for this interview.

Apostasy, and many other HL2 comics, can be found at PHWOnline

February 17, 2006

FROHWNED!

Filed under: Site News — Administrator @ 7:53 am

Gosh. Woke up today to a couple dozen e-mails from people wanting “FROHWNED!” t-shirts and custom sprays (see today’s comic).

I’ll have a spray for you to “gank” this weekend (I didn’t even save the image I used, but it’s easy enough to rebuild), and I’ll see what I can do about getting some t-shirts made (I’ll have to clear it with Valve first).

February 13, 2006

To The… Finish Line!

Filed under: To The Death! — Administrator @ 10:45 pm

Yes, it’s the 2006 Olympic Games, brought to you live from Italy!

Cs_italy, that is. This charming Counter-Strike map will host today’s event, the marathon, or as they say in Italy, marathan-o. That’s right, this isn’t a deathmatch, it’s a race! This twenty-six mile footrace will take our competitors through the narrow streets of cs_italy roughly 265 times, so I hope you’re ready to see hundreds upon hundreds of pictures of running!

Let’s meet our competitors, who hail from many nations and dimensions!

Representing the Xen Borderworld, we’ve got the wise, the wondrous, the incredibly ugly Vortigant! The Vort is one of the few Xen creatures that qualified for the marathon, being one of Xen’s only bipeds. Vortigaunts are a bit slow and methodical, but you know what they say: Slow and methodical wins the race! Provided it doesn’t stop to dispense confusing bits of wisdom, it should have a good chance of bringing home the gold.

Not that this matters, since this is a race and not a fight, but Vortigaunts have a number of attacks available to them. They can summon some sort of weird green lightning from the earth and blast opponents at range. Up close, they can swipe at their opponents with their claws; they’ve even been known to kick any enemies lurking around their ankles.

All the way from the Combine planet of… the Combine dimension of… well, we’re not sure where the Combine are from, really. Anyway, it’s the Combine Elite Soldier! He’s armed with an AR2 pulse rifle, perhaps a poor choice, considering all the running he’s about to do. I can’t imagine the heavy, bulky body armor doing much to help, either. I’d say he’s in for some serious chafing.

Barney Calhoun is representing the planet Earth. He’s a solid runner, though he expends a little too much energy making wisecracks. He’s armed with a shotgun, for reasons unknown, because as I’ve said, this is a marathon and in no way some sort of combat exercise.

The Poison Headcrab! An odd choice, perhaps, as a fast headcrab might be better suited to a marathon, but no matter! The Poison Headcrab is representing the dual nations of Xen and uh… Dead People, I guess.

Here’s some trivia: the Poison Zombie carries four poison headcrabs on its body, three of which may detach and leap at its enemies! And not only is this zombie extremely durable, it has a deadly claw swipe that can slash opponents to the ground. Good thing this is just a race and not a fight or it could get totally gruesome!

And finally, who could be better suited to a long road-trip than the irascible rollermine? This metal Combine contraption starts off slow but can really pick up speed. It can also leap into the air, extending electrified prongs to shock its opponents to death, which it won’t be doing because this is, of course, a race and not some sort of horrible battle to the death. I can’t stress that enough.

Is everyone ready? On your mark! Get set! TO THE… RACE!

Oh my God! They’re not racing! They’re fighting! To the Death! I cannot believe this shocking turn of events!

The Poison Zombie has lurched sideways and takes a swipe at the Combine Elite, who opens up, point blank with his pulse rifle! Meanwhile, the Vortigaunt is summoning up some of that deadly green lightning I coincidentally mentioned earlier.

Ka-Pow! The Combine Elite is blasted out of frame and up the street! Our first casualty, though he is technically in the lead at this point, since this is a race. The zombie lurches over to deal with the human, Barney.

Americans, huh? No sense of sportsmanship. Here, just as the race kicks off, Barney blasts the Poison Zombie right in the legs. For shame. And with the world watching! Bob Costas would be aghast.

Wounded, but still game, the Poison Zombie detaches a headcrab, introducing four more legs into the race that doesn’t appear to be much of a race at all at this point.

It appears to be a divide and conquer strategy, as the headcrab scuttles over to the Vort and postures in a threatening fashion. This scuttling cannot be construed as taking a lead as it hasn’t advanced down the road, simply across it, sideways. The Vort’s battery is recharged, however, and ready to deal with this brash upstart.

Ka-blastie! The venemous little head-hugger goes hurtling harmlessly away, overtaking the dead Combine! The zombie team is now in the lead!

Well, finally, some actual running! Barney, reloading his shottie, flees the zombie who has detached another headcrab and thus moves into third behind the dead Combine and dead headcrab. You won’t see this shit on NBC!

Several things happen at once! Barney is shocked in the leg by the rollermine (out of frame) and the Vort blasts the Poison Zombie to death, or whatever you call it when zombies die. Re-Death? Death 2? Death: Episode One? Who knows? Still a couple loose headcrabs running around, though, so the Team Zombie is still in what I am stubbornly continuing to call a race.

Speaking of teams, Vorty and Barney are taking on one of the headcrabs together, though it looks as if Barney may have also shot the Vort in the foot. Man, a lotta cheap shots by Calhoun today. There goes his endorsement deals.

Whoops! Don’t forget about the rollermine! It rolls up, as rollermines tend to do, discharging electricity and looking for a little payback.

Ka-Kneecap! Barney gets his comeuppance, as the rollermine jolts him right in the knee! He manages to repel it with a shotgun blast but the damage is already done. And… the race is actually, finally, truly underway, as the rollermine bounces a hundred feet up the road, taking a HUGE lead!

See, I told you it was a marathon. In the lead is the rollermine, but the Vort thuds up the road, hot on its tail, passing by the dead headcrab who has now fallen into third.

The rollermine suddenly changes directions, slamming into the Vortigaunt’s crotch! Ouch!

Despite the internal genitalia, it is a fatal injury for the Vort, and it falls, just fifty or sixty feet from the starting line. The agony of defeat.

We’ll spare you the rest of the photos. The rollermine is more or less indestructible except if submerged in water or blasted with explosives, two things this map is lacking in. And Barney just repeatedly unloads his shotgun at a safe distance, never venturing close enough to entice the rollermine to backtrack and kill him, and not making any real headway in the race.

So, this marathon ends with the Rollermine in first place, winning the Gold Medal, the Silver Medal going to the dead Vort with the scorched groin, and the Bronze going to Barney Calhoun. Though many have died, the Olympic spirit lives on!

Half-Life 2: Episode One (?)

Filed under: HL2 News — Administrator @ 9:05 am

So, this “news” broke on Gamespot.

First off, other than renaming “Aftermath” to “Episode One”, I’m not sure what the news really is. Valve mentioned their shift to episodic content ages ago, and we knew that Aftermath was to be the first in a series of downloadable (via Steam) episodes for HL2. I sort of assumed from this that there may never be a Half-Life 3, just a continuation of HL2, given (sold) to us in installments a couple times a year.

Also, Half-Life 2: Episode One? Wouldn’t Episode One be Half-Life 2 itself? Wouldn’t HL2 Aftermath: Episode One be more accurate?

Concerned in PC Gamer UK

Filed under: Site News — Administrator @ 8:29 am

Reader Ben was nice enough to alert me to an article about Concerned in the March issue of PC Gamer UK! Keep an eye out for it on British newsstands everywhere (mainly in Great Britain, I suppose).

Thanks to Graham Smith and Tom Francis of PC Gamer UK for including me in their fine magazine and on their coverdisc.

February 8, 2006

SMOD

Filed under: Mods — Administrator @ 8:40 am

I read about SMOD in PCGamer recently, then promptly forgot about it, but it was brought up in the forums so I finally downloaded it and tried it out. Wow. Great fun.

It reminds of the Half-Life 2: Substance mod a bit. You’re still playing HL2 with the same maps and chapters, but it’s been given a super-charged remix: More weapons, more enemies, more bloodshed, and lots of fun surprises.

I started in the Route Kanal chapter and went through most of Water Hazard, enabling cheats and giving myself all the weapons with the impulse 101 cheat. Lots and lots of fun stuff to kill enemies (or NPCs) with. You’re got your crowbar and grav gun, of course, but you’ve also got a G-Mod-ish physics gun, a shovel (a shovel!), and a friggin’ Strider cannon that can wipe out just about anything in its path. You’ve still got your pistol and .357 Magnum, but you’ve also got Alyx’s cool machine pistol, which you can set to single fire, 3-round burst, or full automatic. Sweet.

Plenty of machine guns to play with, including the airboat cannon. You don’t have to settle for just using grenades, as you’ve got bunches of exploding bananas to chuck. Tripmines, sticky bombs, even scissors to fling at enemies, not to mention the “stuff cannon”, which you can fill with just about any object you want (including live NPCs) and have it spit out copies. Neat-o!

Also nice, you can drop weapons you don’t want which will de-clutter your weapons menu. Great feature. Also, if you need to arm a bunch of NPCs, you can drop a weapon, clone it with the stuff cannon, and make enough copies for everyone.

You can crank up the difficulty with a couple console commands listed on the above linked page. This will throw some tougher Combine your way. You can spot the more durable cops and soldiers because they’re colored differently, and some of them even carry personal sheilds, making them even harder to kill.

My single-favorite part of SMOD, I think, is the ability to look down the sights of most of your guns. It just adds a little more oomph to firefights, instead of using the regular crosshairs. I think all first-person shooters should have this option, really. It added a lot to Call of Duty 2, which I played recently. You just feel a bit more in the battle that way.

I’m looking forward to completing the game with SMOD. Water Hazard had some great little alterations, such as when you discover the Combine have stolen your boat and you need to proceed through the canals in the buggy until you track them down. Plus, mobile rocket-launching APCs, Striders, and gunships sure spice things up a bit.

If you’ve played Half-Life 2 a couple times and want to kick it up a notch, I’d recommend this mod highly. Just be careful not to kill any progress-related NPCs (ie: anyone who you need to move further ahead in the game). There are a number of little bugs and the mod could use some ironing out, though. There are Combine soldiers with RPGs, but there’s no animation when they fire them. As Freeman, you can now kick things (like dead bodies, which explode into a red gibby mist), but you can’t open supply crates with the kick, which would be nice). When I used the Strider cannon, it messed up my weapons menus (fixed by entering impulse 101 again). Problems aside, SMOD is a fun kick in the pants, so give it go!

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