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Yes, we are still working on it.
No updates in works yet.
Though, if you want to be informed about everything, we recommend you to subscribe to our Facebook page and Twitter.
Besides big media updates, we will post some smaller stuff there ;).
Imo, it's nonsence to set specific engine license right now. What if mod running on Source engine wins? Of course, there is possibility to port it over to UE3, but if it's in later stages of development, it's not so easy. So I would say, let it be Engine license, but the one developers choose, or ket it be money, so they can decide what they want to invest it to...
i'm working on that part actually. I hope to deliver very similar experience, just better.
We keep it the same way it used to be in the original game.
You don't need Half-Life 2. This is completely free and stand-alone on STeam ;)
The best place would be our official forum, right here.
We are looking forward to see some :).
Sure, you can count on that there will be some easter eggs scattered around :).
I managed to import some Operation Black Mesa content and map to this editor, so the answer is yes. At least for maps and models are pretty much easy to port. Just not sure about NPCs, coding side is quite unclear for now.
You can still do Decay.
There is no need to be nervous about the lack of updates. It's just that we think it's more effective to release them less frequently.
Yes, we would like to support Linux and MAC with both, OBM and GD
Maybe, there is one thing we plan to implement from the early builds of Blue shift, but it will also be optional.
The glass is still there, even after the accident. It's good way how to keep player in the tram ;).
It's hard to say, as each level designer has his own chapter and usually doesn't work on other chapters extensively. So far, I believe Xen maps are going to be the most challenging ones.
Not yet, sorry.
If you mean if it's possible to gib the glass, then this is not planned.
Well, we will be able to elaborate on this more after we do some playtesting and stuff like that :)
While it sounds awesome, it would be a lot of extra work for something that has no real positive impact on the game. The introduction is already long enough, if we make it any longer, game would suffer. Not good especialy for repeated playthroughs.
We will reveal more about Uplink at some point. While the main point will be the same, we aim to intergrate the storyline better to the story and make it cannon, at least in terms of our universum. This may bring some changes you wouldn't expect. But later about this
It's a surprise whater we keep it as surprise or not. :P
I can't honestly see us doing this. The thing is that I believe most of us would prefer to move on something brand new so we can unleash our creativity even more.
Yea, though it's still unclear what exactly will happen. Our team, in terms of PR, is focusing on OBM more right now and Guard Duty is being developed behind the curtain. And so far, it looks like we are never going to post it to Greenlight (or any kind of future Steam-approval process).
No plans to do it so far, mainly because Greenlight will shut down soon.
Yes, some new zombie types will appear, for example those "worker zombie" you mentioned :)
I don't want to play the game!
Maybe in the future, we can consider is as kind of DLC. But we dont rly know just yet
We considered this in the past, though still sticking with the original concept (as a weapon replacement) for now.
Due to some changes our game will go through, there is no sense in working on the trailer at the moment. We will speak about these more in our upcoming updates for sure. We can't tell much right now though.