Sound and concept artist.
Breaking news! School has started! Everyone probably knows how that goes, less time to work on mods and live leisurely, more time devoted to, well... actual work. I could go on and on about how school is necessary for the survival of history nerds like myself, but maybe it's better if that's left to a ranting blog somewhere else.
In other news, anybody currently watching what I'm doing here on ModDB might be wondering why on earth my newest sounds haven't been available to to hear. (Now that I have your attention, if you actually read the words in parentheses, I would like to say if you really read my blogs and such, go ahead and watch me, you know, with that little button located in the middle of the page and to the right. It's just nice to know who is actually reading this junk.) The reason is that they are top-secret (omgwtfbbq) at the moment, but once the mod has progressed more and actually starts using videos more often, they will be revealed, melting eardrums across the world.
Also, I recently released a resource pack for Minecraft that adds Half-Life 2 Beta Textures to it to allow for grittier and darker looks to your next big building project. Amazing right? Well, to be honest, the hardest thing to make the pack was just the utter amount of textures I had to sift through (anyone who owns the beta can agree with me here) to find the ones that seemed to be able to be used the most. For instance, at one point I considered using the old brown textures for the combine walls and such, but it wasn't really used anywhere else, so that idea got booted. Further refinements may come in the future, but nothing too soon. The map included with the pack is my personal rendition of the Industrial Sector of City 17, an area that was completely cut out of Half-Life 2, even though they had a version ready for E3 in 2002. Basically how I created the map is I took several different versions of the actual beta maps and just picked out ideas that seemed to fit well from each one. Overall, the map took quite a while. Including texturing, the map probably took around 4 or 5 months to get to it's current stage. Of course, there were periods of time where I didn't feel like working (on the stenographer's chasm...yeesh) but those usually didn't last for more than a few days. And the pack is currently updated to 1.6.2 so anyone with an updated game can run it. Have fun!
Well, it's been a while if anyone has been reading my posts. I've just been really busy with school over the past few weeks and haven't really been able to give any good informative updates. So I decided to address some ideas that are floating around about the Raising the Bar mod.
Q: What are you people doing differently in your mod as compared to other HL2 beta/alpha mods?
A: We are going back to the earliest roots of HL2, earlier the beta and alpha. We are basing our mod off of concept art and scripts found in the book the mod takes its namesake from. We do take some inspiration from beta and alpha in areas where material from an earlier time is not present, however, contrary to some people's beliefs, we will NOT copy over beta maps and call them our own. ( On this note, I still need to work with Boker to fix up the industrial map a little more, it seems too close to the beta for my liking.)
Q: When will the mod be released?
A: When it's done.
Q: There are so many HL2 beta/alpha-themed mods... Why don't you all team up to make one really good mod?
A: Well, to be honest, I really don't know why. One explanation that comes to mind would be that since there are a lot of gaps and missing stuff from the early days of HL2 that all of the different mods are taking their own spin on the story, and combining several mods together would force them to give up their ideas for the story.
Q: Will you be needing any more members in the future to help out?
A: Probably, we will be most likely needing voice actors once we get that far, and a few other positions as well. So far, however, we are nowhere near that point and so this is just speculation. I just hope that when we need extra people to help we can find them.
Q: Are you guys competing with other beta/alpha mods to try and get your stuff out sooner than they do?
A: Of course not. We would absolutely love other mods to come out before ours, that way we won't get bored during down time! But in all seriousness, we hope that other beta/alpha mods don't see us as a fierce competitor or anything like that, as we are just trying to tell the story of Half-Life 2's early days the way we see it. Kudos to mods like Missing Information and Dark Interval, you guys are really doing a great job, I can't wait to see what you guys have been up to! (If you guys somehow go off the internet's equivalent of the beaten path and wind up finding this.)
Q: Will you guys be open to questions?
A: Absolutely! Though, be warned, there are some questions which we cannot or will not answer regarding our mod, such as when it will be released or what we are working on currently. Other than that, feel free to ask on our mod page!
Stay tuned for future mod updates!
For all of you out there who are wondering why the team has removed the Wasteland mod from the site, here is a little explanation.
The mod has been postponed indefintinely. Keep in mind that it isn't officially dead, as I do not know the ideas that pop into Theuaredead's head, but from what I do know it has been shelved. I have other mods I will be working on though, so if you like my work, don't worry, I'm not out of the game yet. :P
The whole team in my opinion was rather uncoordinated and almost too big to work effectively. We did get some things accomplished, but it just didn't work out. Hopefully though, in the future, maybe the mod will be revived (which is a quite optimistic thought).
That's my update as of the time of this writing,
Well, as you can tell from what I have posted on my profile, and my profile name, that I do like to work with sounds a lot for games. I'm still waiting on getting a good mic (haven't got the money for it yet), so that I don't just have to take it off of youtube videos or download already-made sounds.
So far, I've been included in working on the Wasteland mod, if it ever comes out or makes any progress. From what I've been told by the team leader, we are missing a few key areas, since the team (from what I can guess or have been told) consists of a bunch of mappers, a sound guy (Me), a modeler, and the leader. We are also working on the Half Life 2 Beta Deathmatch mod, and that is currently our main focus I think, which might explain the lack of updates for Wasteland.
My prediction is, Wasteland may have a chance if the vacant positions are filled, but if they aren't, it's probably going to die out like so many other leak mods. Just the way I see it, don't think I'm a oracle or anything :P
Anyways, I've been looking at the other leak mods and I must say I'm impressed with the great mapping that they have done, especially Dark Interval, even though it's been dormant for quite a while. I have been trying to locate songs that fit the areas in their screenshots well enough. All songs would be from the HL & HL2 (Including episodes) soundtracks since I can't currently make music with my equipment. Here's a few I've thought of:
If anyone has ideas or comments, feel free to post. I'll most likely respond.