In this paper, in a project still in the making, I will present how we developed a process for collectively producing the explorative soundscapes, using specific constraints of the Abadyl framework influenced by theories from art and architecture. I will show how we worked with a design methodology that brought together an editor and the final expression of the artwork into one surface of interaction and execution using a virtual cityscape as an iterative ground for sound and music explorations. I will also discuss how we tweaked/iterated with the parameters of the framework, the sounds and the final visual expression to match our artistic intention, and finally to bring some noise into Abadyl.