Source mapper, musician, and indie developer.
We're still working on it, though progress is slow as usual. A lot of us are dealing with school, finding work, etc. and have personal projects that aren't A&K, so work is usually done in small but productive bursts where we can find the time.
In addition, most of what we've been working on for the last year or two is stuff we'd like to keep secret until everyone gets to try the mod out for themselves, which is why we haven't published much.
A large portion of what isn't finished yet is my responsibility, and I have what seems like a lighter load of courses than I did last semester. Hopefully we'll be making more progress than we have in the last few months. Don't get too excited, though - we're still on a "It's done when it's done" release schedule.
1) This will be a Portal 2 mod. Porting to Source 2 isn't possible at the moment, and probably wont be for quite a while (if ever). It'd be nice, though!
2) Nothing official. We do have some closed playtesting, although the number of playtesters we use is pretty small. That might be changing soon.
3) Most of us on the development team are continuously getting better at what we do, and finding new ways to improve our mapping. Unfortunately, that also means going back and editing all of the old levels to meet the same standard. Parts of the escape section have been completely tossed out and redone multiple times during development.
That, and school. I know at least one of us is doing a double major. Pretty much the only active development time for us is during Winter and Summer (mostly Summer).
Speaking of which, here's a picture of our Github commit history!
The lighting doesn't quite make sense. The shadows cast on the ceiling imply that there's an individual light source behind each window - if that was sunlight, the shadows should all be going in the same direction.
Otherwise, this looks really slick.
Looks alright, but it looks too much like a big cube around the level. You should make the overall shape more organic and random. For inspiration, look at the Geth Consensus level from Mass Effect 3.
Recently bought this on Steam. I highly recommend it to anyone who enjoys puzzle games.
I'm feeling a bit blue.
Wow, that's really pretty! The only thing that bothers me in this screen is that the player's trail looks kinda weird at tight bends.
Reminds me of the PS3 system menu. Really digging this.
I'm purchasing an Android tablet soon, and this definitely looks like something I'll have to get.
I think you mean crisis, not Crysis.
Lighting-wise, your darks aren't dark enough to be dramatic. I don't know if that's what you were going for, but I would tone down the ambient light a tad. Other than that, nice!
Not sure if I like the use of the foliage. Either way, it looks nice overall.
I like the recessed lighting.
Just because it isn't finished doesn't mean he can't critique it.
Prettiest clean chamber I think I've ever seen.
I love how the computer is running Hammer.
The room is far too dark. I would definitely stick some more lights in.
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I was waiting for an inception horn at the end there. Very nice!
Check the download page for special instructions on playing co-op maps by yourself.
He's saying that, despite the Alive and Kicking mod, this mod is still around. I think.
Also, energy balls! Yay!