Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Say hello to novandro150, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

16

Cobalt

32

Turquoise

10

Cyan

11

Royal

11

Teal

3

Onliners

38 secs

Solokiller

9 mins

Jessie

46 mins

23-down

1 hours

Mr Gnang

2 hours

Tetsu0

2 hours

Snehk

3 hours

ZikShadow

Affiliates

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

TWHL Pockets

<< ... 2 3 4 5 6 [7] 8 9

Forums > Maps and Mods

28 Aug 17, 21:47
By Luxasz
avatar
Member
Urby once asked how the stuff is going, it's all right, I made a cube, and even managed to compile it!... I hope the deadline won't be as deadly as it sounds. grin - :D
Edit: Just saw that it's not September 1st anymore, plenty of time then I suppose.
28 Aug 17, 23:06
By NineTnine
avatar
Member
SSB's comments may come across as a bit headlong but I think largely his intentions in his comments are a bit miss-understood and people interpret them incorrectly from what he means, considering his skill of English.
Lets just try to listen and learn from each other.
28 Aug 17, 23:33
By MistaX88
avatar
Member
@Windawz

Basically, the premise of the map is that the TWHL portaling has inadvertently set off a chain reaction causing this particular universe to decay and collapse into nothing. All the red textured stuff is "decaying" parts of the universe and you are on the edge next to the void. The red material gives off red light.

The blue bits are basically decaying material that's about to collapse into nothing. They no longer give off light and are partially transparent. Most of the blue pieces you see are func_breakable to simulate them "collapsing" into nothing.
29 Aug 17, 11:06
By Windawz
avatar
Member


I guess my map isn't gonna make it to the final mod.
29 Aug 17, 12:41
By UrbaNebula
avatar
Entirely brush based
Huh? Why not?
31 Aug 17, 03:09
By MistaX88
avatar
Member
How is everyone's map coming along? I'm really close to finishing mine at this point. The only thing I have left to do now other than alter one of my textures a bit is to add in all the monster entities and get them to do what I want them to do; which is new to me since I've only ever mapped for CS prior to this.
31 Aug 17, 04:46
By DiscoStu
avatar
Member
If everything goes well, by the weekend I'll have added a second brush.
31 Aug 17, 05:01
By 2muchvideogames
avatar
Member
Quote:
How is everyone's map coming along?


I seem to have used around 40% of the alloted space so far. But I'm stuck.
I had just finished a pretty good idea but no idea what I should do after that. You mind if I borrow your 'red-light' or 'blue breakable' concepts in my map? Though I'd prolly have to play your map to have an idea what the concept is.
31 Aug 17, 10:16
By Windawz
avatar
Member


I don't know if I should replace it with a spiral staircase... I wasted so much time making this texture.
01 Sep 17, 00:31
By MistaX88
avatar
Member
Quote:

You mind if I borrow your 'red-light' or 'blue breakable' concepts in my map? Though I'd prolly have to play your map to have an idea what the concept is.


Basically the world is supposed to look like it's "falling apart" with pieces of the world that have started to decay turning into that red glowing texture. The red glowing texture is still very solid and safe to walk on. The blue textured things are supposed to be much closer to falling apart and are partially transparent. They don't give off light. They are all func_breakable but are set for different things. Some things can just be destroyed by the player (in my map, this includes two doors that have "decayed" into the blue stuff so you have to smash through them with a crowbar) but other things are either triggered by player actions/button presses or triggered on a timed basis just for a nice effect of the world "falling apart" in real time.

On a personal level I wouldn't care if you used that idea on your map as well. On the other hand I'm torn about it though because I think the cool thing about this kind of project is the uniqueness each mapper brings to the table.

@Windawz

Is that supposed to be a little elevator? I think what affects that decision should be whether or not it fits in with the theme/aesthetic of the level. My impression from all your screenshots so far are "stone ruins" so maybe if that is an elevator it would fit in more (and look cooler) with a stone "counter-weight" that moves in the opposite direction of the elevator next to the elevator.
01 Sep 17, 03:33
By Victor-933
avatar
Member
Mine is "finished" but it's extremely small... might screw with the layout a bunch more and see if I can fill out the space better.
01 Sep 17, 04:27
By MistaX88
avatar
Member
Mine is basically finished now, but I'm trying to figure out if I can stop all the grunts from blowing themselves and each other up with grenades.
01 Sep 17, 04:36
By 2muchvideogames
avatar
Member
easiest way is to not let them have grenades.

There are also soldiers in my map and I found that giving them granades is a big no-no with the architecture that they are in.

You give a good point about the importance of uniqueness in each map. I'll try to come up with something else.
01 Sep 17, 04:37
By MistaX88
avatar
Member
@2muchvideogames

I made a separate topic about the problem, but I didn't give them nades, yet they somehow have them anyway.
01 Sep 17, 18:07
By Windawz
avatar
Member




13k faces in-editor.

So, what do you think?
02 Sep 17, 05:14
By MistaX88
avatar
Member
@Windawz

Much nicer brushwork than mine usually is, that's for sure.

Edit:

@Urby

I know health will be replenished on each map change but will the suit also be charged back up or is that left up to the mapper?
02 Sep 17, 10:50
By UrbaNebula
avatar
Entirely brush based
Suit charge is up to the mapper really. There is no way to strip it in vanilla goldsource, so the player may well enter your map with full suit charge already.
02 Sep 17, 16:07
By 2muchvideogames
avatar
Member
I think it's a nice reward, suit charge is. Unless someone puts 20 wall chargers it's hard to keep suit charge high in combat especially against soldiers. I think urby can handle rearranging maps so that easy and hard maps are ordered appropriately.
02 Sep 17, 16:45
By Windawz
avatar
Member
Quote:
"There is no way to strip it in vanilla goldsource"


Wait, so suit charge strip is a SoHL feature?
02 Sep 17, 16:47
By 2muchvideogames
avatar
Member
urby had a slew of entities set up to remove it in vanilla for twhl tower but when spirit had a single entity to do it I think he switch over to that
02 Sep 17, 19:46
By Victor-933
avatar
Member
I'm sure if you screw around with trigger_hurt enough you can rig it up, just depends on whether or not that's worth doing.

Also,

03 Sep 17, 09:58
By Jessie
avatar
Ladytype
Just had a different idea for a Pocket map. Which is convenient, because I still haven't touched my original idea since this project started. Now, how to implement it...
03 Sep 17, 12:56
By UrbaNebula
avatar
Entirely brush based
Congratulations to MistaX88 for being the first to get his map submitted. Just ran through it and had a blast. Well done. grin - :D
03 Sep 17, 13:55
By Windawz
avatar
Member
Can't wait to try it out myself.
03 Sep 17, 13:56
By Victor-933
avatar
Member
So uh, is there any specific syntax you want us to use for sound folder names? Right now it's just "pockets_v933", will that work?

Fun fact: I decided to forgo ripping sounds from other games this time and instead mixed my own from various HL1 sounds.
03 Sep 17, 16:01
By MistaX88
avatar
Member
@Urby

Glad you liked it.

@Victor-933

I just made a folder called "sound" like in stock HL1 and then a sub folder called "mistax88" where I put my sounds (which is also what I do with my CS maps in case I accidentally give a sound the same name as a sound distributed with another map).

BTW, love those screens from your map.
03 Sep 17, 17:59
By Windawz
avatar
Member


Am I allowed to replace the button with something else/remove it completely so the door is opened by a trigger?
03 Sep 17, 18:04
By MistaX88
avatar
Member
I replaced mine with a different button (the same keypad used inside the starting airlock). I also had it trigger a multi_manager first so it not only opens the door but starts up a few events. I'm pretty sure you can do whatever you want as long as it works and opens up the airlock.
03 Sep 17, 18:23
By Windawz
avatar
Member
@MistaX88

Oh, well, thanks!
__________________________________________





Does that glow effect look out of place?
03 Sep 17, 19:47
By MistaX88
avatar
Member
I should add though that there should be some kind of indication to the player that whatever happened or whatever they did in the map is what caused the door to open. Like, if they just have to go through the level and they cross through some trigger_once in a random doorway that opens the airlock then that would be kinda lame. But if that trigger once was actually linked to some audible and/or visible event that led to the door opening it would look a lot better.

Though this is my first single player map just doing mapping in general has made me notice and analyze things in games that I play; like how events or lighting are used to attract the player's attention to certain things or how certain things are used to let the player know that their actions may have effected something off screen. These things can be obvious or a bit more subtle. For example, once all the chaos begins on my map you have two directions you can go, but you have to go up one way first. I specifically set the grunts that come running out to first stop in specific places to entice the player to move away from them, thus, towards the side of the map they should go to first. I also have one of my blue func_breakable brushes underneath a ladder on the ground where it would stand out and catch the players eye, making it just a bit easier to spot the ladder they need to climb when they start getting shot at.
03 Sep 17, 19:56
By Windawz
avatar
Member
Quote:
"Like, if they just have to go through the level and they cross through some trigger_once in a random doorway that opens the airlock then that would be kinda lame."


Don't worry. Maybe I'm a beginner, but I'm not that bad.
03 Sep 17, 20:08
By MistaX88
avatar
Member
Haha, I just figured it was worth mentioning. Plus it was an excuse to go off on a tangent about some of the thought process I went through making my map. grin - :D

I also forgot to comment on the glow effect. It doesn't look too out of place based on the impression I'm getting about your map so far but without seeing the whole picture I'm not sure.

The impression I'm getting based on the screens are that the map consists of mysterious, desolate ruins with hints of possible magic/fantasy tech in it's past. But I could be waaaaay off base.
03 Sep 17, 21:02
By Windawz
avatar
Member
@MistaX88

It's called "Xen Anomaly". Basically it's a stone structure levitating somewhere in Xen, so I can use Xen monsters in my map.

Quote:
"The impression I'm getting based on the screens are that the map consists of mysterious, desolate ruins with hints of possible magic/fantasy tech in it's past."


Oh, then I guess I'm doing everything right. Thank you.

@Urby

It looks like you've left the bottom faces of the airlock doors untextured:

03 Sep 17, 21:24
By MistaX88
avatar
Member
I just took a look on my own map. The start airlock door is textured underneath but the end airlock isn't. I just fixed it on my map now so when we make edits later after playtesting it'll already be done. I didn't notice it before because of the way the lighting works it's usually pitched black.
04 Sep 17, 03:05
By Victor-933
avatar
Member
too proud of this sequence to not show it off

https://www.youtube.com/watch?v=Vo2GFH50efw
04 Sep 17, 04:17
By MistaX88
avatar
Member
Does that actually take control of the camera for a second too? I like it.
04 Sep 17, 04:44
By Victor-933
avatar
Member
Yeah, it uses a trigger_camera and some func_train hackery. I just wish I had more control (or any control, really) over the camera pan speed.
04 Sep 17, 12:12
By Jessie
avatar
Ladytype
Out of curiosity, has anyone shown the outside of the airlocks (not counting the doors, obviously)?
04 Sep 17, 15:28
By MistaX88
avatar
Member
You can see the bottom of one of my airlocks (with the ceiling/floor it displaced in pieces and on fire under it). You can also see one side of both the start and end airlocks. You can also see most of the front of the start airlock around the door because it was supposed to have popped in within an existing hallway.


05 Sep 17, 14:02
By Windawz
avatar
Member
05 Sep 17, 15:54
By Victor-933
avatar
Member


The layout has been done for like a week now. Everything since has just been screwing with scripting and adding pointless details...
09 Sep 17, 16:21
By Windawz
avatar
Member




10 Sep 17, 00:49
By Victor-933
avatar
Member
so I just recently thought of something. I noticed everyone else has their airlock door busting out of a wall. Is that like.. a requirement? Because in mine I have them set up more like active wormholes. Might need to do a bunch of reorganizing if that won't work...
10 Sep 17, 16:57
By MistaX88
avatar
Member
Not a requirement as far as I'm aware. It was something we discussed briefly earlier in the topic and Urby had shown how his airlock was busting out of a bathroom wall. I had already been bouncing around a similar idea. One of my airlocks is busting out of a wall like Urby's but you can also see a bit of the outside of it through a crack in another wall.

My other airlock is filling up a hallway. You can see the whole front face of the airlock around the door with cracks on the hallway walls and floor. On the floor below it, you can see the bottom of the airlock, with the floor/ceiling it displaced in pieces on the ground and on fire (which is just outside of the 1024 cube so the fire makes a nice punishment to the player for leaving).
10 Sep 17, 23:26
By UrbaNebula
avatar
Entirely brush based
The above post is correct. It's basically up to you how you integrate the airlock into your world. grin - :D

Just received and played through Dr.Orange's map. Absolutely sublime. grin - :D
14 Sep 17, 03:43
By Victor-933
avatar
Member
welp... while awaiting a response on my question I got to thinking of ways to solve that issue, and ended up completely reworking that map... ...and now I enjoy the rework a lot more than what I had before.

The first iteration had zero combat and was solely focused on puzzles. It was also really small and short and wasted a lot of space. This new version, though, takes on more of a survival horror element and has a lot more meat on its bones...
14 Sep 17, 13:01
By UrbaNebula
avatar
Entirely brush based
Glad to hear it grin - :D
14 Sep 17, 15:44
By Windawz
avatar
Member




14 Sep 17, 19:49
By Trempler
avatar
Member
lovely work here :O
14 Sep 17, 20:11
By Stojke
avatar
= O P L - 3 =
Windawz stuff looks like Unreal style, pretty good.
<< ... 2 3 4 5 6 [7] 8 9

Forums > Maps and Mods

Login to Reply

You must be logged in to reply.