TWHL Mix 2? Created 17 years ago2007-02-17 21:35:50 UTC by monster_urby monster_urby

Created 17 years ago2007-02-17 21:35:50 UTC by monster_urby monster_urby

Posted 17 years ago2007-02-25 09:57:14 UTC Post #213843
Hmm yes, well i suppose it's all up to whoever is actually mapping the hub to keep that in mind. The hub is a really important part of this collaboration and it goes without saying that it should definately look the part, it is after all the part people will see most frequently.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-25 13:02:56 UTC Post #213861
Redone the screenshots in JPG to make Ant happy (for what it's worth :roll: ), and OpenGL to make everyone else satisfied.

Upstairs, downstairs, and in between.

The huge 'exit' textured wall in the first pic is the space avaliable for the exit to the hub.
Posted 17 years ago2007-02-25 13:11:55 UTC Post #213862
Posted 17 years ago2007-02-25 13:24:39 UTC Post #213865
Last one strider. Only that I think you should make the hub last, after all the mappers will send you their maps. This way you could match the entrences to the exits from the maps.
Posted 17 years ago2007-02-25 13:30:47 UTC Post #213869
Posted 17 years ago2007-02-25 16:43:59 UTC Post #213892
I thought on a simple transation through a door... :
Posted 17 years ago2007-02-25 17:30:11 UTC Post #213901
Make that the end points so the player isn't wondering around the hub with guns only to have them taken away when they choose a map.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-26 02:00:24 UTC Post #213918
Hmm.... Yeah, you're right. Ant is such a prick.
Damn straight.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-26 06:14:20 UTC Post #213938
He's a prick in terms of size, too.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-26 06:54:02 UTC Post #213940
I'd love to do the hub map, but i need to know how to do the transition from the hub map to the other levels.
Posted 17 years ago2007-02-26 07:13:44 UTC Post #213946
an appropriate transition should be made for each map, whoever is making the hub whip up a template for the entrance to each map (they should all be the same), and the mapper can make their own appropriate changelevel, with similar texturing to the rest off the hub.

in the case of espen, it wouldn't be necessary, as what he wants is easily described.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-02-26 08:03:10 UTC Post #213950
I'd love to do the hub map, but i need to know how to do the transition from the hub map to the other levels.
I think it should be like this: you'll design the hub after you'll get all the enteries and know how people want the player to return from their map.
Posted 17 years ago2007-02-26 08:14:06 UTC Post #213951
Nah, i prefer Penguinboy approach. Each level is accessed and exited by a teleporter-ish level change.

And Elon, Christmas is over.
Posted 17 years ago2007-02-26 08:25:32 UTC Post #213954
And Elon, Christmas is over.
That's debatable, Muzz. I just saw a Christmas commercial the other day, and figured that the advertisers know the seasons better than us, so I just supposed they were right. Maybe Elon is keeping up with this stuff?

Happy holidays, guys. :P
Posted 17 years ago2007-02-26 08:38:01 UTC Post #213956
I know it's over, it ended about a month ago. I just keep this avatar since I like it. So nice and colourful, makes me feel warm. :)
Posted 17 years ago2007-02-26 08:42:58 UTC Post #213958
Fine by me.

@ Espen: i know a coding tutorial that can do just that.
Posted 17 years ago2007-02-26 11:03:04 UTC Post #213960
I can't wait to play this conglamorate of maps.
Posted 17 years ago2007-02-26 14:43:19 UTC Post #213989
Shouldn't see why not. I don't see mine reaching that point TBH but If you have to then you have to.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-26 14:48:05 UTC Post #213991
I think, that since the portal's gonna be the very main structure of the hub - we should only keep one.
Let's make the user step through the main portal and then navigate in the warp, where he could choose the map he wants to go to.
The only problem would be letting him know, which map he's heading for.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-02-26 15:24:59 UTC Post #214004
Also since the player is getting parts for the portal if the player nvde in warp then how would you get to the levels cause the portal isn't built?
Posted 17 years ago2007-02-26 15:34:11 UTC Post #214006
Well in dev stages - you'd probably be forced to use the console..
Daubster DaubsterVault Dweller
Posted 17 years ago2007-02-26 16:51:55 UTC Post #214016
Finally decided how to do the electronics - Player approaches an open crate in front of an electronics storage thing. Storage doors open, electronics move into crate, which becomes a func_pushable. Lights go out. Player pushes crate towards motorised cart. Electronics appear in cart, then Player activates the cart to send it back to the beginning of the map.

I may add a shootout part. Hey, that can be during the cart ride. Shooting grunts/Xenians and keeping an eye out for low pipes and doorways at the same time. Don't suppose anyone could make me a 'Mind your head' sign texture? :D
Posted 17 years ago2007-02-26 17:01:11 UTC Post #214021
Posted 17 years ago2007-02-26 17:16:12 UTC Post #214024
Bandicoot spirit!
Posted 17 years ago2007-02-26 17:21:22 UTC Post #214026
Posted 17 years ago2007-02-26 19:06:22 UTC Post #214048
I thought I was handleing the hub/teleporter/final assembly?

if someone else wants to try to make an epic enough teleporter go right ahead, but I have such a good (secret) hub idea that I don't want it to go to waste. It allows me to attach any map to it by whatever means the author has and is visually impressive.
Posted 17 years ago2007-02-26 20:37:19 UTC Post #214062
My level:

Gameplay - Horror, Puzzle
Difficulty - Moderate
Lifespan - about 5 minutes
Enemies - Nasty Creatures of my own creation
Allies - Your weapons. :P
Weapons - Crowbar and Small-arms (Don't expect the rpg, gauss, egon or crossbow anywhere here.)

So far I have 10 seconds of gameplay with 3 point entities. Rome wasn't built in a day.

(For the Record: I'm not building Rome.)
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-27 07:05:19 UTC Post #214124
I thought I was handleing the hub/teleporter/final assembly?
Really? Sorry, didn't know.
Its yours if you want.
Posted 17 years ago2007-02-27 23:00:52 UTC Post #214224
kk

but if someone has a good idea for a teleporter, by all means build it. in my head the hub is pictured but theres this blig shrowd over the teleporter because I haven't thought of it yet
Posted 17 years ago2007-02-28 03:35:23 UTC Post #214268
Well, actually, it would depend on the size and shape of the teleporter parts in people's maps, unless they haven't put them together yet. I've got one of the easiest, seeing as all I need are cables and perhaps a couple of dampening locks, but...

I'd gladly try building the teleporter, but I need to know what parts have already been made.
Posted 17 years ago2007-02-28 03:47:06 UTC Post #214269
hmm,

one person should make all the parts, then give them to the peeps to use in their maps.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-02-28 04:19:45 UTC Post #214270
i'll send whoever makeing it my part then later. Cause if it gets changed i'll have to rebuild a whole lab area (cause I made sure the battery fits into some of the machines)
Posted 17 years ago2007-02-28 04:31:08 UTC Post #214272
Well, I'll attempt the teleporter... if people have already designed things I'll do my best not to modify them.
Posted 17 years ago2007-02-28 05:14:07 UTC Post #214274
I'd always planned to design my part myself seeing as both the oxygen and hydrogen tanks (my part) could easily be located slightly away from the teleporter connected by tubing and such. I'd really prefer it if i could make it myself a) because i have a good idea of what i think it should look like, and b) i want it to suit the design of my map.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-28 09:09:53 UTC Post #214291
Me too. Got to have plenty of tubes and such connected to it. By the way does it have to be a teleporter?
Posted 17 years ago2007-02-28 09:19:26 UTC Post #214295
Speaking of teleporters, use my alien teleportation prefab for those alien teleport-in effects.

http://twhl.co.za/mapvault_map.php?id=3157
Posted 17 years ago2007-02-28 09:27:40 UTC Post #214297
I won't give away what I'm doing for mine yet (mostly because I haven't started, but I have some very strong ideas in my mind). Still waiting on HL1 to finish updating.

As Strideh said, I'd rather design my item, as I want it to suit my map.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-28 13:55:37 UTC Post #214318
Speaking of teleporters, use my alien teleportation prefab for those alien teleport-in effects.
That can be done using a single entity in Spirit.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-28 19:42:25 UTC Post #214354
I will be editing the titles.txt. Thats all.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-01 10:20:47 UTC Post #214434
I will be editing the titles.txt.
Me too, probably.

I have done a lot (ok a bit.. ok a small amount) of planning for my maps, i've pretty much got the mission structure and locations chosen. At this moment, here's what i have planned:

GAMEPLAY:
Stealth and action. Probably more stealth.

CUSTOM STUFF:
Almost entirely custom textures, new music, new sprites.

WEAPONS:
Probably only two or three, and they will be realistic ones.

LOCATION:
A museum of Science, or something along those lines. Set over two different times (night and day).

LENGTH:
Two maps, going for about 10-15 minutes of gameplay.

Here's a screen of what i've done so far:
User posted image
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-03-01 10:32:32 UTC Post #214435
Astounding detail!

I plan to include some voice acting.
AJ AJGlorious Overlord
Posted 17 years ago2007-03-01 10:35:35 UTC Post #214436
;)
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-03-01 10:36:31 UTC Post #214437
Two maps, going for about 10-15 minutes of gameplay.
That's going to be harder than you think :( Unless you're planning on a lot of backtracking... (Sandscroll is made up of two maps with puzzles, and takes 5-7 minutes to complete)
Posted 17 years ago2007-03-01 12:07:01 UTC Post #214440
User posted image
I'm crazy about this pic, especially that black object in the middle, how did you make it? :P

GAMEPLAY:
Action, maybe few puzzles and of course the destruction countdown at the end.

CUSTOM STUFF:
Textures and sky, gonna be in space.

WEAPONS:
Donno yet, maybe a few high tech weapons but mostly the standard ones, no alien.

LOCATION:
A base in midth of space on an asteriod. Already have the sky to give the right feeling.

LENGTH:
Don't know how many maps and I don't really know how to determine the length in minutes.
Posted 17 years ago2007-03-01 12:49:00 UTC Post #214445
GAMEPLAY:
Mostly puzzle, but involving a shootout between the player in a cart and grunts on platforms.

CUSTOM STUFF:
Couple textures, maybe voice acting if I can find out how to convert the files to the right type.

WEAPONS:
Standard human/military.

LOCATION:
An old lab and rail complex beneath a storage room.

LENGTH:
What Elon said. :P
Posted 17 years ago2007-03-01 13:01:27 UTC Post #214446
GAMEPLAY
Lots of shooting but also the call for thinking (eg without cheats you are not going to kill the turrets near the start in a gunfight so you going to have to stop and think.)
Lots of use for verticle space such as catwalks ect.

CUSTOM STUFF:
As i'm new not to much lol... But couple of textures and mayby a model or two if I can get my mate to make them.

WEAPONS:
Standard Human weapons mainly but the gauss will be later in the lab area ready for some kind of boss battle.

LOCATION:
Modern Lab being built as a replacement for Black Mesa (The goverment still want there laser gun lol)

LENGTH:
Well 5 is the very min however good the player is. To do everything (Like get the hidden weapons and stuff) mayby 15-20
Posted 17 years ago2007-03-01 16:43:58 UTC Post #214476
Well I will use costum textures, not sure if I'll make them or use gunman's. Making some for one of my recent maps improved my skills with photoshop and now I think I can make almost any metrial from metal to stone, yet I think gunman's will still be better. I'd use gunmans, concidering that the textures in it are mighty nice. :)
Posted 17 years ago2007-03-01 17:40:24 UTC Post #214489
Correct me if I'm wrong, but that looks like a long, square-walled hallway. Throw some brushwork variety in there! :)
Posted 17 years ago2007-03-01 18:56:20 UTC Post #214501
Hay gusy I want to make a map for this.
Posted 17 years ago2007-03-01 19:03:25 UTC Post #214502
Why not, we can always add ideas, this is TWHLmix, we can always add maps, there is no connection between each other. Think of a theme, and a title, just so we could persume what you are doing. Something like waste dump, or reactor core...ect
Really? Where are they located? I feel i want to look at them.
Gunman is an offical Half-Life mod made by rewolf in 2000. I think you may still buy it. :P Acording to what they usally dememd for their games I say valve will want only 10$-20$.
You must be logged in to post a response.