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8. September 1997, somewhere in Russia. 58 years have passed since the complex has been cut off from the outside world. You wake up in an abandoned tunnel, without even a name ...
Dienstbier, from hlportal.de, interviewed recently MasterDonut and UnkSoldieR about Raindrop. Here's the English translation of the interview.
Posted by Berserkr on May 31st, 2009
Interview and atmosphere video
Dienstbier, from hlportal.de, interviewed recently MasterDonut and UnkSoldieR about Raindrop. Here's the English translation of the interview:
HLPortal: Who develops Raindrop?
UnkSoldieR: Our team consists of about 15 people at the moment, a more precise list will be released on our website when it's finished.
HLPortal: The stuff you released so far seems very professional, could you gather experience earlier?
MasterDonut: I started in 2004 to work with Valve's Hammer editor. At first just for fun, then I've created some Half-Life2:Deathmatch and CS:S maps. I didn't work on bigger projects like Raindrop so far. Raindrop originally was merely intended to be an exercise, but the whole project became something bigger than I could imagine.
Unk: Generally we can say that our team consists of talented people, who have partly already worked in the industry.
HLPortal: The setting of Raindrop reminds at first sight of S.T.A.L.K.E.R., is it a tribute to it?
MD: The setting may remind of S.T.A.L.K.E.R., but it's completely independent from it. I was merely inspired by that game, among other things. It may also be the setting "Russia", which in S.T.A.L.K.E.R. is "Ukraine".
HLPortal: The back story is very detailed, is it fictitious or based on real facts?
Unk: Concerning the run of events of the II. WW, it all happened; but if there were ever such secret plans of the soviets – we don't know; we fabricated it ourselves. Nevertheless it's not revisionist, since we don't question proved facts.
HLPortal: The screenshots promises a lot. Does Raindrop look in-game that good?
MD: The screenshots, which we released, show exactly how the game looks like. There have been rumors that some of our screenshots are edited with Photoshop, but that's not true.
HLPortal: Do you plan voice acting, for every character?
Unk: Yes we do, we initially wanted to let everyone speak Russian, but now we can say that the final voice acting will be in English.
HLPortal: Will the player be playing in the first person, like in a classic fps game?
Unk: Yes, we use classic first person gameplay and add here and there some new features.
HLPortal: Will you borrow content like textures and models from the Valve games?
Unk: The hands of the protagonist are from DoD:Source (re-textured) and we probably will use some NPC models of Half-Life 2 (also modified).
HLPortal: May the player expect game elements similar to the Half-Life 2 series, like physics riddles?
MD: Definitely. The player will be confronted from time to time with various obstacles and puzzles in the levels.
HLPortal: On your modDB profile you're mentioning "a bunch of new code features". What can we exactly expect?
Unk: Head bobbing (the view moves dynamically with every step), of course in an appropriate way; lens flare; iron sights; a new stamina system and the ability to shoot through walls.
HLPortal: That sounds like more realistic gameplay. Does that influence the level of difficulty?
MD: The mod will be more difficult, how exactly we can't tell right now.
HLPortal: 2010 is the official release date, will you really release Raindrop then? Is there already a more precise date?
Unk: Yes, we will release Raindrop then, more precisely it's the first or second quarter.
We also released an atmosphere video which shows some rainy scenes.