Sound effect artist, sketch artist, and writer.
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.
I've got some ice over here if you really need some that badly. :P
It won't die any time soon, you can count on that. We plan to finish what we started, even if it takes a while.
Don't forget that we've got a website as well everyone! We'd love to see you guys discuss on the forums, and we check the site rather frequently.
We also put up behind-the-scenes material periodically on the website as well.
Indeed it is, although I think you might have had a little bit of an advantage being on the team for a little while there ;)
Make that -18...
We are going to be doing a mix of the two, eventually we will have enough maps and such done to publicly elaborate on how the system of combining the two styles works, right now it's a little bit messy.
It depends on how long we want to spend time working on it, really. We've already had two mappers take turns working on it. What we have planned (which could change) will be slightly longer than retail.
Maybe he lives inside of an unfinished Source map. You should get another mapper to come in and finish the job mate.
The catch is that they don't know that they are actually killing people, they think it's just a game.
Even we weren't told about your comment until it had already been deleted. Regardless, leave the update material up to us I guess, as some of the team members get defensive pretty quickly (as you know).
The Alyxgun is a sticky issue, as it doesn't fit very well in the sense of story outside of Alyx's use. However, if we do end up adding it, it might be an easter egg weapon. Again, that's not certain at this point.
As to the completion date, it will be done when it's done, even we don't really know for sure how long it will take.
1: We aren't using a specific time frame but rather the different concepts and ideas that are known to have existed through HL2's development. That way, we aren't restricted to having to try to remake bad maps or ideas when there are better ones out there.
2&3: We don't really have any dates that far ahead that we have planned out, mostly due to irl issues coming up and general delays in progress for one reason or another. In this manner, we don't really keep track of any percentages in the long term. We simply get stuff done that needs to be done, and then move on to the next project. Eventually we're going to go back through everything and make sure it's polished enough to be at least presentable and fun, but we have no idea how long that part of development is going to take.
4: We are going to recreate a few songs in particular from the early dev days of HL2, but other than that we'll be following our own music direction. It will be a good amount of our own ideas, but we'll also try to keep some familiarity to HL1's soundtrack mixed in as well (coming from the hypothetical idea that HL2's soundtrack never existed.)
And yes, the mystery level is the Air Exchange. :)
Thanks for the support, it means a lot when the community appreciates our work. :)
I hope so, their mod has been dark for quite some time now.
That concept is similar to what Missing Information is doing with theirs. We might use some aspects from it, but we are going to try to use bits and pieces of different concepts wherever they can fit in without being disjointed.
This sounds quite a bit like some videos on Youtube I've seen, called the 'Songs of the Planets' or something similar. Not saying they're the same, but they are similar, in a good way. Check them out sometime, they're pretty eerie.
You can send the chocolates in bulk when we're done :P
Indeed it is.
We are eventually, yes, along with the rear drum sight as well.
Also, Marius gets a cookie.
We plan on including all the known chapters in order to create a full story. If we merely included all the cut content it would be heavily disjointed and wouldn't make much sense.
While I am not a mapper either, I have been talking to them rather frequently. In our current state, yes, most of our maps are either directly copied or extremely closely built to leak specifications; however we do not intend for it to stay like this. We have a few examples of maps that are re-imagined versions of leak maps (such as Eli's hideout and industrial), but we will also be making loads of completely new maps to link the more "leak-like" maps together. It's a pretty common fact that since the leak maps are so old that they are extremely difficult to get working properly. Personally, this seems like more work than it's worth as hardly any of the leaked maps had very good gameplay, or were even finished at that.
In terms of the most challenging area to recreate, I would think that all of them have been difficult to some extent. Figuring out the purpose of a leak area in terms of gameplay and story, and then combining the two in at least a decent manner is not the easiest thing to accomplish.
Sorry for the wall of text.
There's many reasons as to why you would want to make your own version. Copying other peoples' work without permission is taken very seriously in our mod team, and we won't stand for it. Even if we did get their permission, we think ours should be different anyways, even if only a little.
Fixed the post.
It's a combination of several different early versions that I drew up. The design takes inspiration from the tiles, poster, and organic versions of the citadel.
It's difficult to say at the present time, although we've had a few ideas tossing around the team about them. The IRifle might be altered quite heavily, functionality wise, while the binoculars are still undecided for the most part.
We are doing our own spin on the story while using leak levels and concept art as starting points. You can read more about our goals on our website, linked in the latest news update.
There's still a long time left before we'll even be close to getting a full demo out man, but we'll be sure to announce it when it happens.