Sound effect artist, sketch artist, and writer.
...In Valve Time obviously. Can't forget that.
Better than having no maps at all. :P
We do have a few other mappers, but work's been slow going for them.
Sadly not, we've been working the past two weeks, but not much is ready yet.
We are indeed aiming for a high level of polish for the mod, both visually and gameplay-wise, similar to Black Mesa I would say. It's just going to take many years before we get to that point, so just hang in there with us.
Hence why we're remaking a lot of our old content as of late. :)
One could say one of the cool features of the Leak is that it could...leak.
*Puts on sunglasses*
We need new weapons in general.
We'll definitely be replacing them with our own versions based off of Valve's old concepts/realistic for the location trains. Since quite a bit of the early storyline fragments likely took place in a more Americanized area, we might switch the European pieces with American ones. Still up in the air though, so that's about all I can say atm.
Just like many of the Leak's sounds...
We'll eventually be adding our own, but we've got other weapons in the works currently ;)
The Airex does indeed exist, we just haven't gotten any custom skyboxes done yet to mirror the different times of day. We'll start working on those once most of the concepting is done, so it'll be a little while.
We definitely have plans for using dried-up reefs in the works, but we kind of forgot to mention those before the art got done. Oh well :P
As for the ocean floor being sloped, it isn't always like that in real life. It is sloped near the coastline quite noticeably, but there are many places further out that are more like underwater plateaus, and that is what the area around the middle of Gordon's wasteland journey is like, minus a few features we have planned to keep things interesting.
Indeed, although we have the Combine Overwiki and our own concepts for that. :)
Indeed. Our artist has been trying out some new methods for making it, so that's why it's taking a little longer than previously expected.
By the time we get around to modeling and texturing it, we might implement a bit more weathering and such, but I think it would make the suit less appealing if the weathering went too far, so balancing it out will be important.
That's assuming a bit too much I'd say, there is much more in the leak than retail-like material.
Also, please stop spamming the comments with stuff about the uncorrected proof, otherwise they will be deleted.
Should be one coming out this weekend.
That'd be nice if we get to that stage this year, but we're mostly focusing on getting core components completed first.
We've already learned of this, but thanks for listing it anyways. :P
Hey guys, just a quick update that we won't be putting out anything this particular weekend. We've had a lot of things going on IRL, and so there isn't much to show at present. We do have stuff in the works that should show up in two weeks though.
Well there are tricks to doing such things in Source afaik, like using obstacles and walls to keep the player away from the map edges. More active stuff might keep the player from progressing outwards as well, like landmines in many of the old WW2 shooter games out there and whatnot.
Dunno about the laser, but the grenade launcher is likely.
Indeed, we've been experimenting with code for them and hopefully we'll be getting a model done within the next couple of months. (Priorities and all that.)
When it's done.
We did consider making it after the red version, but the blue one just seemed more fitting/was more recognizeable. We did carry over the little "K1" logo from the red version though.
It is: Steamcommunity.com
Or maybe he got shot in the head, but his invisible helmet kept him from being insta-killed.
The world may never know...
Can't say much about the gas mask, but we do know that Gordon hates helmets; they give him a bad case of "helmet hair."
In one version of the story, yes. We found that particular version didn't make sense due to it being so far away from the starting areas.