Sound effect artist, sketch artist, and writer.

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AmbientNoise
AmbientNoise Mar 26 2015, 12:52pm replied:

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).

+1 vote   mod: Raising The Bar
AmbientNoise
AmbientNoise Mar 20 2015, 5:04pm replied:

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 vote   media: Trainstation Update
AmbientNoise
AmbientNoise Mar 19 2015, 4:12pm replied:

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. :)

+3 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Mar 19 2015, 4:01pm replied:

Thanks for the support, it means a lot when the community appreciates our work. :)

+1 vote   mod: Raising The Bar
AmbientNoise
AmbientNoise Mar 3 2015, 10:43pm replied:

I hope so, their mod has been dark for quite some time now.

+2 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Mar 2 2015, 2:21pm replied:

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.

+2 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Feb 16 2015, 6:10pm says:

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.

+1 vote   media: When Death Is Better than Life
AmbientNoise
AmbientNoise Feb 15 2015, 12:55pm replied:

You can send the chocolates in bulk when we're done :P

+5 votes   article: Valentine's Day Update
AmbientNoise
AmbientNoise Feb 15 2015, 12:55pm replied:

Indeed it is.

+4 votes   article: Valentine's Day Update
AmbientNoise
AmbientNoise Feb 15 2015, 9:11am replied:

We are eventually, yes, along with the rear drum sight as well.

+3 votes   media: Mp5k Texturing/Modelling
AmbientNoise
AmbientNoise Feb 15 2015, 9:08am replied:

Also, Marius gets a cookie.

+4 votes   media: Mystery Level
AmbientNoise
AmbientNoise Feb 5 2015, 3:47pm replied:

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.

+2 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Feb 3 2015, 9:36pm replied:

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.

+3 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Jan 31 2015, 1:32am replied:

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.

+2 votes   media: Bullsquid
AmbientNoise
AmbientNoise Jan 31 2015, 1:13am replied:

Fixed the post.

+4 votes   media: Ambient Loops
AmbientNoise
AmbientNoise Jan 28 2015, 8:33pm replied:

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.

+3 votes   media: Citadel Artwork
AmbientNoise
AmbientNoise Jan 18 2015, 3:52pm replied:

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.

+1 vote   mod: Raising The Bar
AmbientNoise
AmbientNoise Jan 12 2015, 3:07pm replied:

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.

+1 vote   mod: Raising The Bar
AmbientNoise
AmbientNoise Jan 9 2015, 2:57pm replied:

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.

+2 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Jan 9 2015, 12:26pm replied:

Source 2013 is the current version that we're using.

+1 vote   mod: Raising The Bar
AmbientNoise
AmbientNoise Jan 4 2015, 1:30pm replied:

Yeah, I think anyone who's payed attention to the 357's reload animations in the retail game have noticed their low quality. We haven't decided yet whether to make the bullets use a full moon clip or just load them individually, although for balance reasons I would lean toward individual loading.

+2 votes   media: Python - New Years 2015 Update
AmbientNoise
AmbientNoise Dec 25 2014, 1:52pm says:

Merry Christmas everyone!

+5 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Dec 22 2014, 8:36pm replied:

Trust us, we're working. It's just a slow process. Right now we're mostly working on the back-end of the mod, such as coding and whatnot. It would be rather difficult to show off to say the least.

+4 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Dec 22 2014, 8:34pm replied:

Send Boker or myself a PM, and we can discuss further there.

+5 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Dec 12 2014, 7:08pm replied:

You might see them return, albeit differently than anything you've seen so far. Trust us, we know how redundant they can be, so we'll be doing some...tweaking to them. ;)

+3 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Dec 9 2014, 12:20pm replied:

Weather Control in particular does have a few pages of its script in the RtB book, so we won't be going into it blindly, that's for sure. We'll likely figure out how it works with the story, how can it be made interesting to play, and etc. Basically, we're going to put our own spin on it while keeping it familiar to those who have read the RtB book and/or played the leak; this goes for the rest of the chapters in our mod as well.

+5 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Dec 7 2014, 12:38pm replied:

I would think so. Some of the weapons would be redundant if we did just rip them out of the leak and/or concepts, so we might change a few of them to make them more relevant... and interesting. :)

+3 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Dec 3 2014, 10:01pm replied:

We're currently considering this method of ammo distribution. On the one hand, it wouldn't be as realistic since irl the AK and the OICW use two different types of ammo. On the other hand, it would be more convenient and would simplify the ammo situation for the player. Personally, I'd sacrifice the realism for a more simplistic approach. We might go at it the same way Valve did, with small, medium, and large ammo boxes, plus specials as their own individual pickups.

+6 votes   mod: Raising The Bar
AmbientNoise
AmbientNoise Nov 20 2014, 5:18pm replied:

We do have a website, but it's pretty unfinished and there's no forums or anything. It exists mostly just to say we have one, I guess. :\
Bokerjkm.wix.com

I've also been commenting sparsely on the HL2 Leak thread on Facepunch, it's more than 70 pages long now, so it's a pretty long read.
Facepunch.com

+1 vote   mod: Raising The Bar
AmbientNoise
AmbientNoise Nov 16 2014, 5:56pm replied:

It was a custom one that F®∑∑ϻαNFṙΩmβlα©kϻ∑Sλ made for us.

+3 votes   media: Consulcast Animation
AmbientNoise
AmbientNoise Sep 17 2014, 9:40am says:

Also, good work to everyone involved :D

+3 votes   article: FHSW 0.552 released!
AmbientNoise
AmbientNoise Sep 17 2014, 9:40am says:

Good that this is out now, I was worried about having to look at vehicles with transparent parts in .551 for very long.

+3 votes   article: FHSW 0.552 released!
AmbientNoise
AmbientNoise Aug 18 2014, 8:47pm replied:

Well, we wouldn't want to give away too much about how our version is going to play out, but check here ( Half-life.wikia.com ) for some info. Take it with a grain of salt however.

+3 votes   media: C-130
AmbientNoise
AmbientNoise Feb 24 2014, 10:52pm says:

Looking good, I remember playing through this part the most out of the entire course.

+7 votes   media: Firing Range 2
AmbientNoise
AmbientNoise Jan 13 2014, 4:41pm says:

Good to see you guys are coming back.

+2 votes   article: Back to Work
AmbientNoise
AmbientNoise Apr 29 2013, 7:11pm replied:

Actually the tracks are just about right: Images.wikia.com

As for the textures: Don't worry, those are still WIP ;)

+1 vote   media: Trainstation WIP
AmbientNoise
AmbientNoise Apr 16 2013, 10:30pm replied:

And don't forget all new ambient sounds! Courtesy of AmbientNoise ;)

+1 vote   media: Trainstation WIP
AmbientNoise
AmbientNoise Nov 12 2012, 8:12pm says:

I know I might not be very specific but, a few of these look they could fit the setting.
cc_core_01
cc_cold_4
breencast_cc_cold
cc_1
cc_2
xeno_ev1
All of these fit, but my favorite would probably be xeno_ev1.

+1 vote   media: Dark Interval — Airex color corr. test, by xDDGx
AmbientNoise
AmbientNoise Oct 15 2012, 4:39pm says:

I absolutely love the lighting effects you added to this map. Much much better than MI's lighting.

+3 votes   media: Backgrounds
AmbientNoise
AmbientNoise Oct 14 2012, 8:04pm says:

These canals look a LOT better than the retail ones.
Awesome job, keep it up!

+2 votes   media: Canals
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