Sound effect artist, sketch artist, and writer.
We could use all the help we can get; we've lost a few members here lately. I've been thinking about posting a follow-up article on here to outline what needs to be done, dunno if it'd be too soon after the last article though.
It's not as simple as it sounds, Black Mesa already had everything in place that they needed to replicate. The leak and concepts are very nebulous, and so any mod that would successfully try to tackle them with a coherent story would have to have a ton of material that they made up. If mods like ours combined, many conflicting (and potentially good) ideas would either lead to many of them being scrapped or fragmenting the newly joined teams again.
Retrowave is awesome. Check out NewRetroWave on YouTube, they have some great stuff.
Derp, ignore this.
A mix of both, it will be elaborated on more once we have more of the city mapped out in-engine.
Don't forget Viktor Antonov too :P
We're eventually going to have many more textures done for the mod; many of them will have that worn down look to them. One could also wonder how the air would react with non-organic objects indeed, although there would likely be a few types of materials that could withstand that for some time (not saying these would be that kind of material).
We're working guys, it's just slow work. School and other stuff IRL hasn't helped speed this project up any.
Still hard at work as usual!
"In what section of the history are you guys working on right now?"
The first few levels needed reworking, so we've been rebuilding those lately.
"How much GB will take the mod approximately?"
No idea at the present time, it depends upon how much content we eventually create and how well we can compress it.
"will the team make the earliest Vertigo o The Palace?"
Don't want to spoil too much here, but let's just say that we're being as inclusive as possible ;)
No vamos a estar lanzando un demo en el corto plazo, como Mega se dijo anteriormente. En cuanto a una futura actualización, todavía estamos trabajando en el contenido que podría ser muestra fuera luego. La paciencia es la clave. :)
That should hopefully answer many of your questions. :)
Funnily enough, I designed a pulse carbine with a similar loading mechanism ages ago. I based it off of the Combine soldier art, where there was a greyed-out weapon that they were holding. Turned out interesting, if not a little thin for a tried service weapon.
For anyone wondering about it, it won't be in the mod. Just putting that out there XD
I hate to butt in when people are talking about our mod on other people's pages, but I would like to help clarify a bit. It's a bit more detailed than simply merging, there are a lot of particulars that are extremely subjective when reconstructing the "old storyline" as one may call it. Merging would serve no practical purpose other than adding a few more team members into the mix, and on top of that it would restrict who could carry over what in terms of story and content. Speaking for RtB, we do like having other mods working on this stuff, as it not only gives more avenues of approaching this style of mod but also gives us a little bit of friendly competition too.
Where in the world did you hear that? We've been working on this just as we always have, no plans of quitting any time soon.
Depends on your definition of 'atmospheric', really. The way Valve illustrates their concepts, it almost always looks better than how it will look in-game. That, plus many of their concepts overlap and contradict each other, which is problematic to say the least. As for the 2nd piece, we already have plans for how the trainstation fits together with the surrounding levels, and that area isn't there. We might try to fit it in if we can though, it is indeed cool-looking.
Yeah, it'll be in the mod.
We do plan on it being free, yes. If by the will of GabeN this gets greenlit, then we'll likely still keep the free version on here anyways. :)
We'll hopefully be getting voice actors to do the new lines we've got for them, pretty much completely replacing the old leaked lines. As for the monsters, we'll be making our own sounds for those.
Well, we're doing concept art alongside mapping so it's more direct and saves me a little time and effort (as I do quite a bit of concepting).
I doubt we'll be making a linux port, but we will have the crab synth and mortar synth.
I don't know if we've decided for sure on different combine skins, but there will be the alien assassin and combine guard featured, yes.
While we may alter a few things to fit our take on the early content, we will try and include as much as we can from the original story fragments.
Indeed, we are.
Indeed we do, and the fact that we are making models means we are still working. We aren't paid nor contracted to work, and many of us have many things to juggle irl; hence the progress is slow. We do have a particular lack of active texture artists at the moment though, it would be helpful to get somebody on board soon.
Take your time with it and learn well; we'd rather have less mappers now and better ones later than quite a few inexperienced ones as soon as possible. :)
Had me laughing there lol.
That's from Decepticoin on DeviantArt, he does some very nice renditions of concept maps.
There are many areas that would be very difficult to convert over to a New York-style C17, and in that conversion unique gameplay elements could be lost, although it would be interesting to try. For the most part though, it allows us to have more variety of locations to keep things fresh.