Sound effect artist, sketch artist, and writer.
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.
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. :)