Sound effect artist, sketch artist, and writer.
I updated the drive link, it should work now. Again, let me know if it doesn't.
Should be fixed now. Let me know if it isn't.
Sorry to disappoint, but you might want to read our latest article.
Most of the original devs are still around to help out as well, just not as much as before due to irl reasons. :)
Just remember everyone, it's only dead if the community decides to let it die. Our Discord will be open to anyone, and we are still going to be as available/active as possible. We just realized the small team we had going wasn't enough, especially with all the IRL stuff that just kept mounting up. Simply adding more people hadn't necessarily worked all that well either.
We're adding in everything we can, without things becoming redundant that is.
Whole storyline's being remade from scratch. :)
We're including a good mix of both. The deciding factor comes down to whether or not they suit a role well, or they can just be superfluous either way. We're trying to avoid redundancy in enemy types, either by replacing familiar ones or changing them in our own way, within reason of course.
...In Valve Time obviously. Can't forget that.
Sadly not, we've been working the past two weeks, but not much is ready yet.
We are indeed aiming for a high level of polish for the mod, both visually and gameplay-wise, similar to Black Mesa I would say. It's just going to take many years before we get to that point, so just hang in there with us.
Hence why we're remaking a lot of our old content as of late. :)
One could say one of the cool features of the Leak is that it could...leak.
*Puts on sunglasses*
We need new weapons in general.
We'll definitely be replacing them with our own versions based off of Valve's old concepts/realistic for the location trains. Since quite a bit of the early storyline fragments likely took place in a more Americanized area, we might switch the European pieces with American ones. Still up in the air though, so that's about all I can say atm.
Just like many of the Leak's sounds...
We'll eventually be adding our own, but we've got other weapons in the works currently ;)
The Airex does indeed exist, we just haven't gotten any custom skyboxes done yet to mirror the different times of day. We'll start working on those once most of the concepting is done, so it'll be a little while.
We definitely have plans for using dried-up reefs in the works, but we kind of forgot to mention those before the art got done. Oh well :P
As for the ocean floor being sloped, it isn't always like that in real life. It is sloped near the coastline quite noticeably, but there are many places further out that are more like underwater plateaus, and that is what the area around the middle of Gordon's wasteland journey is like, minus a few features we have planned to keep things interesting.
Indeed, although we have the Combine Overwiki and our own concepts for that. :)
Indeed. Our artist has been trying out some new methods for making it, so that's why it's taking a little longer than previously expected.
By the time we get around to modeling and texturing it, we might implement a bit more weathering and such, but I think it would make the suit less appealing if the weathering went too far, so balancing it out will be important.
That's assuming a bit too much I'd say, there is much more in the leak than retail-like material.
Also, please stop spamming the comments with stuff about the uncorrected proof, otherwise they will be deleted.
Should be one coming out this weekend.
That'd be nice if we get to that stage this year, but we're mostly focusing on getting core components completed first.
We've already learned of this, but thanks for listing it anyways. :P
Hey guys, just a quick update that we won't be putting out anything this particular weekend. We've had a lot of things going on IRL, and so there isn't much to show at present. We do have stuff in the works that should show up in two weeks though.
Well there are tricks to doing such things in Source afaik, like using obstacles and walls to keep the player away from the map edges. More active stuff might keep the player from progressing outwards as well, like landmines in many of the old WW2 shooter games out there and whatnot.