Skyscraper Co-op Project Created 11 years ago2013-06-01 05:11:34 UTC by Jessie Jessie

Created 11 years ago2013-06-01 05:11:34 UTC by Jessie Jessie

Posted 11 years ago2013-06-01 05:11:34 UTC Post #313766
Original thread: http://twhl.info/forums.php?thread=18355

As general consensus would appear to show, the next TWHL Co-op mapping project will be a skyscraper, where each member creates a floor in their own theme! I'm just booting up a fresh thread here, Tetsu0 seems to have taken on the job of managing this project.

Engine: GoldSource
Game: Spirit of Half-Life (If the link isn't correct, please say so)

Cheers to Tetsu0 for the idea, and the elevator base we'll be working from!
User posted image
Example Map

RULES
  • You cannot change the dimensions of the elevator.
  • Null every exterior surface.
  • You CAN include outside decorations outside of your windows. This doesn't have to make sense, it's a fun project, not a realism contest.
  • Maximum (interior) vertical dimensions of 1024 units. Feel free to connect any other 'floors' within that height limit with stairs, lifts, etc.
  • There are no length or width limitations, but be reasonable.
  • HAVE FUN!
All those in, say "Aye"!
Jessie JessieTrans Rights <3
Posted 11 years ago2013-06-01 09:14:18 UTC Post #313768
I'm for.
Stojke StojkeUnreal
Posted 11 years ago2013-06-01 10:33:06 UTC Post #313770
Aye Sir
Moaby MoabyMk. III
Posted 11 years ago2013-06-01 11:00:26 UTC Post #313771
aye
Posted 11 years ago2013-06-01 13:16:38 UTC Post #313774
Nay; I don't agree with the last rule.
- HAVE FUN!
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-06-01 13:24:37 UTC Post #313775
Right right.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2013-06-01 15:13:04 UTC Post #313781
Who changed it to SOHL?
Vanilla HL peoples.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-01 15:34:40 UTC Post #313782
Who changed it to SOHL?
Vanilla HL peoples.
This is why we can't have nice things. People all agree and one goes "no, I don't like change". Back to the studio.
Moaby MoabyMk. III
Posted 11 years ago2013-06-01 16:46:22 UTC Post #313783
It's been SoHL since the beginning, lol.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2013-06-01 19:25:04 UTC Post #313785
Well one question is for sure, why SoHL? What enhancements do we have with it for this project?
Stojke StojkeUnreal
Posted 11 years ago2013-06-01 19:40:18 UTC Post #313786
User posted image
User posted image
I agree with this one. You couldn't agree on the Source engine but you want Spirit of Half-Life.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-06-01 21:25:02 UTC Post #313787
-.-

Hence why it's called SPIRIT of Half-Life. It retains the retro feel but doesn't use a modern gaming engine however, consists of features used in a modern engine. SoHL wouldn't exist in a practical world, but people wanted the mix of the old style and modern functionality.

We agreed on it due to the 3D skybox that would be useful making it seem like you were in a skyscraper, not a floating box. Did anyone actually read the other thread?

Oh BTW, you can count me out now.
Moaby MoabyMk. III
Posted 11 years ago2013-06-01 21:34:43 UTC Post #313788
Y u rage?

The point of that thread was to form the mini compo not get mad.
I never used SoHL thats why i asked.
Stojke StojkeUnreal
Posted 11 years ago2013-06-01 21:43:58 UTC Post #313789
it was already decided spirit of half-life a long time ago; I realize it was a long thread.

Tetsu0 is the project leader though, so it is ultimately up to him ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-06-01 22:31:22 UTC Post #313790
Yeah, get a mod to change the original post if Vanilla is what you want, Tet.
I just don't see what the big fuss is about. It's exactly the same as vanilla with more useful functions for those who want it.
Jessie JessieTrans Rights <3
Posted 11 years ago2013-06-02 05:51:57 UTC Post #313792
Alright they got it going and ... wait a sec...
User posted image
Posted 11 years ago2013-06-02 06:54:21 UTC Post #313793
^
Jessie JessieTrans Rights <3
Posted 11 years ago2013-06-02 13:00:34 UTC Post #313797
Everybody is over reacting as if this is about bread during 1991 food shortage.

Just take your time and form the compo first, than make a separate thread about it.
You cant take some ones idea and just say: "Aww yeah compo time! YOU ALL AGREE?"

SoHL is fine by me, the current rules are fine by me. If any one wants to expand it with something, say it.
Stojke StojkeUnreal
Posted 11 years ago2013-06-02 13:46:19 UTC Post #313798
I'm in, with no preference for either engine.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-06-02 17:51:39 UTC Post #313801
It's been SoHL since the beginning, lol.
False.
From original Thread:
So if i'm managing, here's how it is because a decision needs to be made.

Engine
Goldsource (Vanilla)
Vanilla.
There's no reason to go SOHL.
Not everyone has it, not everyone has mapped for it.
Let's keep things simple.

Even if people have started mapping for SOHL, all the brushwork can just be copied.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-02 20:40:07 UTC Post #313802
Tetsu0 is right, the decision to use SoHL was never made, at least not in that other thread. Let's keep it vanilla to keep things simple, we're making an office building/skyscraper, it doesn't need fancy entity contraptions. What are we focusing on anyway? Brushwork, right? Eye candy.
Posted 11 years ago2013-06-02 20:56:32 UTC Post #313803
I feel like these sort of things went better when mods took a more active role; I miss the old days...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-06-02 21:43:09 UTC Post #313804
What do you really expect the mods to do? This is a project initiated by the community, none of us are about to barge in and steal the thunder. If you want somebody to tell you which mod to use, I can do that:
Vanilla.
There's no reason to go SOHL.
Not everyone has it, not everyone has mapped for it.
Let's keep things simple.
Quite the opposite, actually: there's not really any reason NOT to go SOHL, because it should be entirely backwards compatible. If you want to use vanilla, go ahead and use it, and it'll work fine in any SOHL mod. Seems pretty simple to me.

So your answer is:
1. Decide on a SOHL version (say, 1.8)
2. Everybody either uses that version of SOHL or regular old vanilla HL
3. Get somebody who doesn't hate SOHL and is willing to take 5 minutes to create a mod folder and Hammer config to package the mod and do the final compiles.

Of course this isn't my project so feel free to disregard this and go back to arguing over which is better. I know Hammer configs are a bit annoying but surely it's not so bad as to hate SOHL just for that. And on the other hand, it seems pretty childish to insist on SOHL for one or two tiny little effects, and then quit if you don't get your way.
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2013-06-02 21:59:05 UTC Post #313805
This thread is like a pendulum swinging at full speed from one side to another.

Source would've been great: it cuts down any problems you guys have with 3D skyboxes and other effects you'd like. The Source SDK is easy to install via Steam and doesn't need any manual configurations. Some people don't bother with HL1 mapping anymore. Most of the other TWHL projects were GoldSrc.
I think in 2020( by then HL3 will have hopefully appeared) we'll switch to Source, call that retro and GoldSrc ancient.

GoldSrc, or SoHL, or Xash, or whatever SUPER EPIC AWESOMNESS SPECIAL EFFECTS of 2013 WITH PARALLAX MAPPING MODERN SHADERS IMPROVED GRAPHIX HL ENGINE type is fine by me. A few installs and manual configurations don't scare me, I've done it before lots of times. I'm just intrigued by what we chose.

I will start on mine probably by the end of this month. Until then, can somebody post a map? It's the only way the project is going to start.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2013-06-02 22:01:29 UTC Post #313806
I agree with Penguinboy, this is not a mapping competition.

Even if only a single member from the community would like to use SOHL. Then let it be, and make the mod folder SOHL. You can still map with the original hl tools and still port your map to SOHL in a playable condition.
This thread is like a pendulum swinging at full speed from one side to another.

Source would've been great: it cuts down any problems you guys have with 3D skyboxes and other effects you'd like. Most of the other TWHL projects were GoldSrc.
I think in 2020( by then HL3 will have hopefully appeared) we'll switch to Source, call that retro and GoldSrc ancient.

GoldSrc, or SoHL, or Xash, or whatever SUPER EPIC AWESOMNESS SPECIAL EFFECTS HL ENGINE type is fine by me. I'm just intrigued by what we chose.
I believe, this project is for nostalgia purposes mostly. Which is always a nice event for old communities such as ourselves.
Posted 11 years ago2013-06-02 22:19:15 UTC Post #313807
In the old days, there was always a monkey or an ant around to encourage and help facilitate, NOT take over. That's all I was trying to say, pb.

Btw, I don't recall anyone quitting because it wasn't using Sohl, but of course I could have missed that.

People DID quit over it not being source tho, and to those you-know-who-you-are people, I say: boo =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-06-02 23:34:50 UTC Post #313808
I just think that if we want people to download this and play it, they shouldn't have to download and install/configure a different mod or version of half-life.

I understand that there are advantages to SOHL, i'm not denying the usefulness of it, i'm just saying it's simply EASIER to stick with vanilla half life.

Everybody who uses Steam half-life will all have the same version of the game and thus the same limitations and entity sets. From what i understand there are multiple versions of Spirit floating around and it would be a shame to lose time or get frustrated over version inconsistencies.

Like TMA said,
it doesn't need fancy entity contraptions. What are we focusing on anyway? Brushwork, right? Eye candy.
I don't want to be a jerk, i don't want to force people to live in the past, but things are simpler this way, not just for me (because i don't have SOHL) but for anyone else wanting to play this who does not already have SOHL.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-03 00:03:38 UTC Post #313809
That's cool if you want to stick with it, but remember that there's a 90% chance that you will be using a mini-mod format anyway, meaning that using SOHL is no issue. It's just a simple dll that you include in the mod, not a separate install or anything like that. As far as I know, the only difference is that you just need that one dll file in the mod's folder structure and one line in the liblist.gam file.

@CapT: It sounds like Moaby did, but he might have had another reason. I can understand the whole GS vs Source thing, because they are quite different. I can see both sides of that argument.
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2013-06-03 00:11:32 UTC Post #313810
Afaik you only have to include dlls in the mod folder, yes? (i don't think you need sohl installed)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-06-03 00:16:43 UTC Post #313811
well then if its that easy, fuck it,
Spirit it is
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-03 00:23:39 UTC Post #313812
Frankly I don't care what get's used, I put SoHL on that original post because
It's been SoHL since the beginning, lol.
Well, page two of that first thread, anyway:
Shall we use spirit of half-life for this?
yeah...the Move With function from sohl might be helpful...
i feel like sohl would be better in general
I vote for SoHL. I'm using it with Particle Fusion anyway.
Doesn't SoHL allow 3D skyboxes? That would be cool for a skyscraper map.
i never uses SoHL so it will all be new school for me :)
SoHL should allow us to do most if not all entity tricks with little trouble, including the lift controls. (a nice interactive directory of each floor in the lobby might be nice too)
[quote]What we've have established so far:
  • Project will be GS SoHL. (maybe a source version later down the road?) [/quote]
Again, I don't care. All that is just why I assumed we were going with it.

(P.S. If we do go with SoHL, can someone confirm the link I put is a correct place to get it/version to get? I haven't touched it in years, so I wouldn't regocnise it by now.)
Jessie JessieTrans Rights <3
Posted 11 years ago2013-06-03 05:19:16 UTC Post #313813
As i remember HL is compatible with SoHL. If some one makes a map for HL alone it should work with SoHL.
From my stand i agree on any Gold Source modification.

Some people are too edgy, this should be for fun.
User posted image
Stojke StojkeUnreal
Posted 11 years ago2013-06-03 09:39:15 UTC Post #313814
CapT: It sounds like Moaby did, but he might have had another reason.
AFAIK, Moaby quit because people were complaining about small things that had already been decided, (which in itself was mainly due to poor communication) rather than anything getting done, like actual mapping.

Of course, I probably shouldn't even BE in this thread, because I don't have any time to reliably take on any more projects and mapping with Hammer 3.x unfortunately makes my skin melt nowadays. Which is really inconvenient.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-08 01:41:38 UTC Post #313873
I'm not really sure whether the HL/SOHL debate has been resolved, but should we begin?
User posted image
My entry will have a bit with round bits.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-06-08 03:21:58 UTC Post #313874
YES
SOHL or NOT it doesn't matter.
Create create create!
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-06-08 03:36:21 UTC Post #313875
User posted image
I think I may have to limit myself to one tower defense piece. There won't really be room for any more.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-06-08 05:54:05 UTC Post #313879
Hey guys,
For my room, I've been working on a crap load of props which work in source, I'm guessing that NONE of these would work in this so called "SOHL" thingy, right? (-_-) So anyways, that puts a bullet in my plan, but fear not, after the last two exams, I shall start looking into Hl modding, because going back to Delta Force 2 and modding it is totally reasonable. Lol
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 11 years ago2013-06-08 06:01:48 UTC Post #313880
I honestly don't know what your point was there.
Jessie JessieTrans Rights <3
Posted 11 years ago2013-06-08 06:28:11 UTC Post #313882
I need someone to convert the models for hl 1 use, since "SOHL" is based on hl...
Oh and Aye Aye
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 11 years ago2013-06-08 09:21:54 UTC Post #313883
You don't really want models in your map other than plants and small props.
Stojke StojkeUnreal
Posted 11 years ago2013-06-08 09:26:25 UTC Post #313884
You don't know what he's got.
I don't know why he was making models on source for a goldsource project, but hey!
Jessie JessieTrans Rights <3
Posted 11 years ago2013-06-08 09:39:24 UTC Post #313885
There is an env_model entity in SOHL that works like a prop_dynamic, though. Just need to convert the models to Goldsource. Fairly simple if they're a reasonable polycount/texture resolution and you still have the source files.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-08 10:21:26 UTC Post #313888
Correction: SOURCE I SAID SOURCE!

I has only Hl2 EP1 (thanks to PB for the donation :3 ) and CSS. I made my bed, some RC aircraft boxes and misc stuff, giving the player a taste of my likes and understanding what my room means, about my character, etc. More like a campaign but small one :3
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 11 years ago2013-08-14 11:13:21 UTC Post #314894
soooo?
Has this died?
J/w
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-08-14 11:26:49 UTC Post #314896
Lets revive this thread and i'm in !!
Posted 11 years ago2013-08-14 11:35:08 UTC Post #314897
Stabs thread with revive!
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 11 years ago2013-08-14 11:57:12 UTC Post #314899
Did anyone make something yet? max xyz of a floor ?

edit: read the main topic first you f**king moron omg - malle.

haha :P
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