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Blog RSS Feed Report abuse Latest News: Raindrop Source Release!

11 comments by NNihad on Oct 31st, 2013

Happy Halloween!

Happy Halloween!
We would like to thank everyone for your continued support! We have received an overwhelming amount of positive feedback, comments, questions, job applications, business proposals, and advice. While we are attempting to respond to everyone in a timely manner, we are also working on our next big update, in which we hope to significantly increase our audience. We appreciate your patience! In the mean time, we have a little Halloween treat.

Throughout the years we have had a great amount of support from our fellow Source modders and indie game developers. We are proud to be recognized for the quality of our artistic direction and we would love to thank all those who have supported us in the past with something special.

If we reach our initial funding goal we will release a map from the Raindrop mod version, ported to a popular Source game of your choice!

Vote on your favorite map, and choose from a range of Source games.

Since there are a variety of Source games out there, game play will change drastically depending on the title.

You will be free to use our models, textures, and all of the content in the map in which ever way you desire.

Learn how we constructed our levels by loading our map into Hammer editor.

Experience our first public playable Source build.

In order for us to make this a possibility, we would need to invest a large amount of time polishing and porting a map into the targeted game. Clearly this would only be possible if we reach our initial goal, since currently it is more important to allocate time towards developing Raindrop in Unity instead. As always, if you want to delve further behind the scenes of Raindrop, check out the Re-hydration logs with dissections of environment breakdowns and level design overviews. Here we demonstrate and share the layered process of developing Raindrop.

Check us out on Steam Greenlight!

Thank you and please stay tuned for more updates!

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Post comment Comments  (60 - 70 of 849)
dufake Jan 9 2012, 12:45am says:

Model for the Masses.

You can pay for the models you need, just let you know.

+1 vote     reply to comment
VagrantPostman Creator
VagrantPostman Jan 10 2012, 8:53am replied:

looks like this service is only for Source engine. As stated, we're now using CE3 FreeSDK.

0 votes   reply to comment
SinisterExaggerator Jan 11 2012, 9:01am replied:

might be an idea change game used on moddb engine listing to cryengine 3 then

+3 votes     reply to comment
VagrantPostman Creator
VagrantPostman Jan 11 2012, 12:49pm replied:

We'll make an indiedb page once more media is ready.

-1 votes   reply to comment
dufake Jan 19 2012, 8:44am replied:

He worked for OGRE engine too, as he mentioned.

Wait..... I'm confused.

+1 vote     reply to comment
SwallyBoy Jan 6 2012, 10:27am says:

Is there any word on this project, is it officially dead in the water? I hope not, this looks so good and has got me hooked already. Fingers crossed.

+1 vote     reply to comment
VagrantPostman Creator
VagrantPostman Jan 6 2012, 11:33am replied:

It's not dead, we're just not focusing on media releases yet, since we're still in prototype stage.
Combat and basic gameplay works now, we're still tuning it. Right now, biggest emphasis is on enemy rig re-weighting (I suck at weighting), IK footholds, and weapons testing.
Level design will resume after that.

+1 vote   reply to comment
SwallyBoy Jan 7 2012, 6:54pm replied:

That is music to my ears. The trailer is immense and the post apocalyptic-like design looks spot on. I shall be following this all 2012.

+2 votes     reply to comment
Zay333 Jan 1 2012, 7:35am says:

It has been one year since the last update...
I think it's safe to say that this mod is dead.

+1 vote     reply to comment
VagrantPostman Creator
VagrantPostman Dec 24 2011, 2:30pm says:

Far from it, in fact, it's very much in active development, all our old props and most assets (models, textures) are ported over to the CE3, our game's core codebase is almost working as we'd expect, and the main enemy mesh is fully rigged in Max and ready to export. We start writing and unit-testing the weapons code early next year.

We're just being sneaky and not showing media. But...when it's ready!

+1 vote   reply to comment
TaylorMoe Dec 25 2011, 3:06pm replied:

Postman, that's the best Christmas news I could hear, good luck!

+1 vote     reply to comment
VagrantPostman Creator
VagrantPostman Dec 24 2011, 2:32pm replied:

In the meantime check out my other projects, openOutcast and Scintilla :D.

+1 vote   reply to comment
andrewmaster0 Dec 20 2011, 9:19pm says:


+1 vote     reply to comment
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