TWHL Tower Created 9 years ago2015-02-07 21:24:31 UTC by monster_urby monster_urby

Created 9 years ago2015-02-07 21:24:31 UTC by monster_urby monster_urby

Posted 9 years ago2015-07-13 21:25:03 UTC Post #326370
what a bunch of idiots, Malle's map was the best so far
Posted 9 years ago2015-07-13 21:42:51 UTC Post #326371
You stirrer, you.
Being irritated by a puzzle makes it a nice puzzle
I take issue with this. Firstly, it's not relevant, because the last two sections of your floor (which is what is getting most of the complaints) are not "puzzles". That would be like calling Super Meat Boy a puzzle game. The jumping part is 1 minute of figuring out what you have to do (or more, for reasons Pengy mentioned) and then vastly more than that just trying to get it right because it's overly sensitive. The crusher part might qualify as a puzzle if there was any way to get through it without dying the first time (short of pure luck, of course). Pure trial and error a puzzle does not make.
Secondly, no, being irritated by a puzzle does not necessarily make it a nice puzzle. Sometimes you're irritated by a puzzle because it's a bad puzzle.

The floor is entirely redeemable. It just needs tweaking.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-07-13 22:08:23 UTC Post #326372
in fact I found Malle's map more fun than the entire Portal 2, lol
Posted 9 years ago2015-07-14 15:16:01 UTC Post #326400
in fact I found Malle's map more fun than the entire Portal 2, lol
stop crawling in my butt plz

on topic: nice commentory jessie since u broke the rule of the limited space.
Posted 9 years ago2015-07-14 15:20:00 UTC Post #326401
since u broke the rule of the limited space.
Check again, she did no such thing.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-07-14 17:42:22 UTC Post #326407
I found a couple of exploits in Strider's floor that can lead to the player getting trapped - In the office, you can either hide under the desk (taking some fire in the process) or dart into the hidden room and close the door to avoid getting killed. Then, just wait out the turrets and they won't be activated when you go into their line of sight again.
This effectively traps you in the room, since the barriers come down.
The laser tripwires stay on, so it might be a good idea to at least have them rigged up so they can be triggered to bring the turrets down as many times as needed until the power goes off, so the player dies if they don't get that they have to reload.

That said, I wouldn't have even noticed either of these hiding spots being game breaking if I hadn't gone and replayed the map so many times. Too good.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-07-14 21:54:20 UTC Post #326411
since u broke the rule of the limited space.
I feel like a goddamn magician :lol:
Jessie JessieTrans Rights <3
Posted 9 years ago2015-07-15 01:28:30 UTC Post #326412
It was an impressive trick, after all.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-07-15 02:07:30 UTC Post #326414
It certainly was.
Posted 9 years ago2015-07-15 05:51:00 UTC Post #326416
I've seen the maps, so I'll say it again... Jessie hasn't broken the rules in any way.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-07-15 05:59:12 UTC Post #326417
People are still thinking Jessie broke the rules? That's a great compliment.

JeffMOD: sounds like a problem that can only be solved with more turrets!

Urby: put a turret on the ceiling every 32 units, and fill the secret area with them. If the bullets don't kill you their alarm sounds certainly will!
Strider StriderTuned to a dead channel.
Posted 9 years ago2015-07-15 07:01:36 UTC Post #326420
I'm trying desperately to think of a new map I can make that would make better use of this kind of spatial-trickery.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-07-15 07:06:18 UTC Post #326421
OH, I think I get it now! You used func_wall_toggles, didn't you?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-15 11:16:54 UTC Post #326430
Not likely to fall in with your plan of limited space Jessie but I already have an idea for another TWHL team project.

The focus would be on descending, but there would be no size limitations, no logical restrictions like "You are in a tower."

As long as your map focuses on heading downward, it's all good. :P

But alas, this comes first, then The Core.

Maybe in a few years.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-07-16 02:18:16 UTC Post #326450
Posted 9 years ago2015-07-16 07:42:43 UTC Post #326451
...I mean, basically that, but a little more varied and not shit.

You can flesh out the floors a little, as long as the player is heading down in the long run. Elevators, ladders, stairs, falling, swimming.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-07-16 08:17:41 UTC Post #326452
I know what I would do for that (roughly) already. Probably not quite as cool though.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-07-16 08:44:18 UTC Post #326453
What in the world is the point of that stairs game? Tower evacuation simulator 2015?
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-07-16 09:01:15 UTC Post #326454
One of the thousands of cheap horror games that have sprung up recently, based on a SCP Foundation (a fake horror wiki of sorts) entry.

It's literally about walking down and down and down until the games random number generator decides to throw it's game-ending jump scare at you.
Strider StriderTuned to a dead channel.
Posted 9 years ago2015-07-16 09:10:04 UTC Post #326455
Ah yes, I know of the Silly CreepyPasta wiki. They're making low-effort games based on those now?
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-07-16 10:15:53 UTC Post #326456
I played through this again, in the belief demo recordings work in GoldSource (I guess I don't have to say they didn't). I played it a little more 'thoroughly' now, and I found a couple few glitches, most of them related to monsters (npcs).
On the media group floor (I think it was JeffMod's) you can use an ai exploit on that guy who killed someone (really, what happened there) to retreat all the way back to the stairwell. A bug native to GoldSource (and appearently not fixed in spirit?) cuases the ending door to open if he touches it. Even worse is he can pass the security shield without any problem. He can't come back through since the trigger_push in there affects both players and NPCs. If you then proceed to go through, he will lock you in place kicking you indefinetily, since you instantly regain health, and you just lost your weapon.
On the floor where you have to find the power cells (Tetsuo's?), if you let the agrunt walk around for a while in the holding cell, he may eventually get stuck in a wall. This prevents him from walking to the scripted_sequence, and prevents any progress.
On Strider's floor, if you don't know about the first power locker and don't care to look for stuff like keys, you might think you can be so sneaky and just rush juuust under the sensors of the camera through the door. Of course, the camera will trigger anyway, but you will just have touched the autosave cuasing the death loop mentioned earlier.

That's all I found on this playthrough. I will come back later if I find any more bugs and glitches. I'm also planning on making a video walkthrough of this, hence the mentioning of the demo recoring tools at the begining of this post.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-21 08:54:58 UTC Post #326516
Played the whole thing (apart from two floors that crashed), heres my quick overview:

I thought Mighty Atoms was the best, what good design!
Crashed on Malle's and Tetsu0 so didnt get to play those
Jeffs was the most interesting in regards to premise
Dr. Orange had the cool old school half life feel, which is awesome
Posted 9 years ago2015-07-21 12:21:14 UTC Post #326520
I thought Mighty Atoms was the best, what good design!
Thanks, I appreciate that, even though I kinda rushed it at the end as time was running out. Oh well. :)
Posted 9 years ago2015-08-07 15:11:29 UTC Post #326643
Played this, loved it. Wish I'd known about it, cos ten seconds in I got an awesome idea for a floor! Thanks, all.
Posted 9 years ago2015-08-08 02:36:14 UTC Post #326649
There will be another installment with a descending theme coming up at any time now, sit tight while Urby polishes the details.
Posted 9 years ago2015-08-08 02:48:01 UTC Post #326650
I've already started making mine. And it's already started hurting my brain. I don't even care how premature this is.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-08 03:43:45 UTC Post #326651
Count me in
Posted 9 years ago2015-08-09 07:53:21 UTC Post #326657
By the way, is the link to the Alpha not working anymore, or is that just me?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-11 12:56:09 UTC Post #326669
Yeah, cleared out a load of files while restarting my website... I assumed everyone would have it by now. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-08-12 14:54:03 UTC Post #326692
If the sequel happens, I'm in.
Posted 9 years ago2015-08-13 13:56:05 UTC Post #326710
As I said, it likely won't be a direct sequel, but another linked map project with a little more freedom. I really like the idea of several maps focused on ascending / descending.

Having said that, my primary focus for now is The Core though I will occasionally apply some polish to TWHL tower for a final release.

Anyone else is welcome to kick off a new joint project like this. It's nice to get everyone excited and talking about maps every once in a while... you know... on a mapping community website. :|
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-08-13 15:47:25 UTC Post #326711
All told it would be nice to have a released Tower, to add to Phillip's site and maybe get some publicity. :)
Posted 9 years ago2015-08-13 17:42:51 UTC Post #326715
Really dumb idea: at the end of TWHL Tower (this could be in a new version of it), you jump off the tower with a parachute, and detonate explosives ala Die Hard, destroying the building. A few years later the military finished TWHL Tower 2 at the rubble of the first tower... except this tower is descending and goes underground. You gotta go back and stop the military's plans.
Posted 9 years ago2015-08-13 17:56:30 UTC Post #326716
Or the parachute could land you at the top of the next project.
Posted 9 years ago2015-08-13 17:58:03 UTC Post #326717
Wich is a space ship. TWHLS.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-08-14 00:33:15 UTC Post #326721
I would kick off some projects in the interim, but I'm not much of a project leader. Y'know, unless absolutely no-one else around here is either.

It would also help if I could remember what my idea was...
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-14 03:48:32 UTC Post #326722
I think you are very qualified as the leader. I see you in the TWHL shoutbox pretty much every time I visit, meaning you are one of the most active members. I also think you have the technical knowl to manage a mod, seeing as you have participated in a number of twhl coop mods already. Hoping to see you start a coop forum thread, whenever you get a idea.

To get ideas: Play a bunch of HL mods
Posted 9 years ago2015-08-14 11:52:24 UTC Post #326724
I'm certainly not a leader, so if I can pull it off, I'm sure you can. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-09-26 15:38:03 UTC Post #327026
So, is there any progress in preparing of final version of the project?
Posted 9 years ago2015-09-27 02:33:42 UTC Post #327030
The Core has taken priority for the time being.

I also kinda forgot about it...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-09-27 15:26:33 UTC Post #327038
User posted image
User posted image
Pistol feels a little bit overpowered imo.

I really like how it sorta feels like a story on it's own the way the floors are ordered.

Also this:
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-09-27 17:04:59 UTC Post #327039
Maybe we should give you a deadline as well then, just like you gave us mappers a deadline. User posted image
Posted 9 years ago2015-09-27 19:39:46 UTC Post #327045
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-09-27 21:20:05 UTC Post #327050
Because why not!

Deadline is 30 NOV 2015 otherwise you're disqualified. :P
Posted 9 years ago2015-10-24 19:04:03 UTC Post #327321
Now that I got the last of that pesky CSGO footage edited and uploaded, I've been working on this today for about 5 hours straight. Done a detail pass on the lobby, some entity tweaking on a couple of floors and made some minor cosmetic changes to Malle's floor to eliminate the guess work / odd behavior of buttons (which may have been a vanilla to spirit transition problem).

A lot of the other floors are pretty straight forward in terms of the tweaks you guys listed, so i should be able to get this released tomorrow, otherwise some time during the week. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-24 21:40:20 UTC Post #327325
can you fix the 2 WON friendly errors?

on malle's floor, some entity has a volume set to 2550, should be 255

on tetsuo's floor, theres a bunch of model errors saying 'cannot find model (model name).mdl' due to the pathnames set to somewhere the WON system didnt recognize. WON searches the models starting from inside the mod folder, but all the models in tetsu0's map start from the Half Life folder instead.

So he used 'twhltower/models/tetsu0/handle_chrome.mdl'
but the correct path name is 'models/tetsu0/handle_chrome.mdl'

There are five models referenced by tetsu0's map, two in his model folder and 3 from valve. likewise, the references to valve's models should also start from models/ and not valve/models pathnames.

Here is a pak file you can place in the twhltower modfolder to fix tetsu0's model problems in WON as well, if you arent sure what I am talking about
http://host-a.net/u/lnn8v6/pak0.pak
Posted 9 years ago2015-10-25 13:07:02 UTC Post #327340
I'll take a look, I should just be able to correct the file paths in his map.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-25 22:22:00 UTC Post #327344
Today's TWHL Tower update

Tetsu0's Floor:
  • Fixed grunt escape sequence so that the grunt will ALWAYS bust the glass
  • Swapped out the cycler entities for Spirit's env_model and corrected the file paths
  • Added sprite to keycard pickup
JeffMOD's Floor:
  • Altered stairwell door so that NPCs cannot use it. This prevents the bad guy from running away up the stairs when fleeing.
  • Increased size of keycard pickup trigger so player no longer needs to jump onto the desk.
  • Added sprite to make keycard more obvious
  • Clipped wooden frame behind the set so that the player cannot get stuck.
General
  • Did a test run in Xash3D and can confirm the mod works from start to finish. Some issues with sound in places, but that's down to the engine.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-10-29 11:58:25 UTC Post #327351
Sweet! Thanks for the spruce-up urby
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-10-29 12:41:34 UTC Post #327353
@Urby So, it appears my floor still have some bugs with a couple of voice lines not playing. The scientist is supposed to speak a sentence wich is in the map after opening the door, and another sentence played through an ambient_generic is supposed to play after pressing the security button. Do you think you can fix that?
Dr. Orange Dr. OrangeSource good.
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