Sound effect artist, sketch artist, and writer.
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.
Source 2013 is the current version that we're using.
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.
Merry Christmas everyone!
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.
Send Boker or myself a PM, and we can discuss further there.
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. ;)
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.
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. :)
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.
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. :\
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.
It was a custom one that F®∑∑ϻαNFṙΩmβlα©kϻ∑Sλ made for us.
Also, good work to everyone involved :D
Good that this is out now, I was worried about having to look at vehicles with transparent parts in .551 for very long.
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.
Looking good, I remember playing through this part the most out of the entire course.
Good to see you guys are coming back.
Actually the tracks are just about right: Images.wikia.com
As for the textures: Don't worry, those are still WIP ;)
And don't forget all new ambient sounds! Courtesy of AmbientNoise ;)
I know I might not be very specific but, a few of these look they could fit the setting.
All of these fit, but my favorite would probably be xeno_ev1.
I absolutely love the lighting effects you added to this map. Much much better than MI's lighting.
These canals look a LOT better than the retail ones.
Awesome job, keep it up!