Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Welcome, timadam, our newest member!


Site Stuff






Feeling Blue

What's your favourite shade of blue?














4 mins


10 mins

Dr. Orange

10 mins


25 mins

Kurosaki Ichigo

29 mins


54 mins


55 mins



A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

Competition 27 - Map From Another Layout

Competitions > View Original Brief

Finally, we have the results of the 27th TWHL competition! Big thanks to TheGrimReafer for doing the reviews time time round.

We have three Goldsource winners this time, and a lot of good quality entries, so it was hard to choose the top three! Congratulations to all the winners!

What I found really cool with this competition's entries is the sheer amount of variety in the maps. In the winners alone, we have a firey lava castle, a snowy military base, and a watery industrial type setting. Very colourful and creative!

The Results

trophy map pic Flow Control, by zeeba-G


What sets this entry apart from the others is its level of what I'll call 'completeness'; There's so much to take in from so many angles. The scale alone deserves a trophy. It has some of the best VM i've ever seen on top of some interesting water usage. The lighting and ambience also contribute heavily to its industrial theme. It's clear a lot of work went into this entry. Well deserved.

trophy map pic Unnamed, by hlife_hotdog


This entry was a very close second place. The castle was done incredibly well. The textures and skybox were perfectly chosen to suit the theme of the map. The texturing in combination with the lighting and ambience came together to create an awesomely clich? castle. The only thing missing was evil pipe organ music. Aside from a few texture alignment problems and some lava resistant wood, this map was extremely solid.

trophy map pic Snowy, by Moaby


The snow in this entry was a great change of scenery from the normal. The blocky architecture, which is bad under normal circumstances, did help contribute to the 'cold' atmosphere of the scenes. There were also several subtle and small details such as icicles and "concrete to snow" fading textures that helped to immerse the player. The ambience was good, although the steam sounds indoors were a little overbearing. I know its supposed to be windy, but the moving puddle outside looks out of place. The abundant use of orange decals outside also detracted from the theme.

And the Rest...

- tetsu0 -
This entry was the only entry with story esque gameplay. The setting was enjoyable, and the trees were nice. The architecture was blocky, but the VM on the cliffs and caves were good. There could've been better player direction (I didn't expect 5 grenades to be in a huge box). The sentry guns were annoying and unavoidable with the doors, and the AI was often stuck behind something (lack of info_nodes). Lastly there were a few missing/HOM faces and entity setup malfunctions.

- Muzzleflash -
The only thing preventing this entry from placing was a lack of atmosphere and 'character'. There was very little ambience. The architecture was very nice and detailed; bare walls were very rare. The ceiling work was superb and the lighting was good. Of all entries it was the most true to the layout. On the gameplay side of things the lack of cover and widely open rooms made people almost 'too' easy to find.

- Rufee -
This entry had a great use of quake textures. The lighting with the red skybox created a great color palette for the map. The ambience was also good. Some rooms were detailed rather well, while the others remained a bit bland. The hiding place under the stairs was also rather anti-climactic. You could at least put a good weapon down there :P

- WorldCrafter -
The buildings looked appealing although many of the walls were rather plain. The 'reasoning' for clipping the player off should really be better than an invincible and all encompassing rope. That in combination with a lack of landmarks made the layout of the map particularly hard to navigate. The views behind the ropes didn't help on a gameplay perspective (although they were nice). "Ill just go through that hallway! Wait, there's an unflinching invinci-rope there."

- IMUS -
Once again I hand out the weirdest entry award, but this time to IMUS. The best way to describe this map is.. Claustrophobic. It had a cool feel to it, I wont deny, but the theme wasn't unified. Ankle high in water I could look around to find electrical equipment, bathtubs, alien/spider web thingies, and even minecart tracks (Only they were on the wall). The lighting was good, although the over-usage of glow sprites made the scenes look washed out. The floaty lamps were rather cool, though.

- DocRock -
The lighting in this entry was pretty interesting with all the overcast shadows. Beyond the lighting this entry was plagued with jagged VM and texture mis-alignments. It was probably a conscious decision, but I didn't like that the map was sky boxed, and that you could essentially walk on top of the entire map. From the top of the map you could even jump to see a hole revealing the inside of a VM structure. Overall I found myself disappointed in expecting the colorful mapping style displayed in the map vault.