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 ago2007-02-17 21:35:50 UTC Post #212799
The thought was drifting around my head all day. (yes, I'm that much of a geek)

Is there ever going to be another TWHL MIX?
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-18 09:33:35 UTC Post #212858
Yeah.

Man, the first one was ages ago! I suppose it could be done again: maybe even a Source one.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-18 09:37:26 UTC Post #212860
Oooh, i have an incomplete map set for HL1 that i have no use for, and some Source shit floating around.

Maybe this should happen.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-18 09:38:19 UTC Post #212861
Yeah, it'd just require someone who can keep things organised.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-18 09:42:47 UTC Post #212864
I hope so!
Posted 17 years ago2007-02-18 09:52:31 UTC Post #212870
Hey, maybe this time I'll actually make something for it - the last time I failed on something

I think I lost a lot of work :(
Posted 17 years ago2007-02-18 09:55:30 UTC Post #212872
Welcome back, Jahzel. Make with the conspiracies.

It'd be nice to get TWHL's stronger mappers onboard as well. Sorta like Reissues and the like, just, I dunno...less elite?
AJ AJGlorious Overlord
Posted 17 years ago2007-02-18 10:00:14 UTC Post #212876
...Thanks for the friendly welcome :biggrin:

I already have a map in mind for it that I worked on a while back. It's set in a bizarre city in another dimension/plane - it's called "rabbit hole" -(Not the city, just the map).

Well, maybe not as streamlined as Reissues, but you never know, eh?
Posted 17 years ago2007-02-18 10:02:45 UTC Post #212877
Posted 17 years ago2007-02-18 10:10:46 UTC Post #212879
It will probably take a while to kickstart
Posted 17 years ago2007-02-18 10:17:03 UTC Post #212880
Well, first you'd have to decide what engine to put this on. Secondly, you need a team leader, or leaders.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-18 10:20:43 UTC Post #212881
Maybe both?
Posted 17 years ago2007-02-18 10:21:09 UTC Post #212882
If we're doing this for HL1, count me in!
Posted 17 years ago2007-02-18 10:21:48 UTC Post #212883
If we're doing this for HL1, count me in!
Ditto.
Posted 17 years ago2007-02-18 10:22:43 UTC Post #212884
Could we use custom textures? ...Sorry for the annoyance of the doublepost factor, no eye-harm intended
Posted 17 years ago2007-02-18 10:25:56 UTC Post #212886
Doing both would be a nightmare. :P

I suppose HL1 would be the best bet. Custom textures would also be good, which'd mean we'd need a specific member doing textures for a variety of things.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-18 10:26:36 UTC Post #212888
Woo, i'm interested in this. I'd love to help with textures too.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-18 10:35:03 UTC Post #212890
I'm interested. I'll likely not finish anything because I am lazy and uninspired and a bad mapper, but I'll give it a shot. We will need an active leader who can manage it, though. Any volunteers? Urbanebula perhaps?

I vote Half-Life only, also.
Posted 17 years ago2007-02-18 10:37:20 UTC Post #212892
It needs a couple of leaders who can manage while one or more are absent. Half-Life only is a good idea.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-18 10:44:42 UTC Post #212894
superior source :<

still, for HL1 i wouldn't mind contributing something.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-02-18 10:47:12 UTC Post #212895
A texture artist for the project would be great. I'll have to make the billboards and things ready for it though...
Posted 17 years ago2007-02-18 10:51:37 UTC Post #212896
Well, if that's been sorted, you'd need to figure out how the mod will progress: will it be story-based, with each user contributing to the mod in a style that's predetermined, or will it work like Reissues with totally seperate maps and events?
AJ AJGlorious Overlord
Posted 17 years ago2007-02-18 10:53:57 UTC Post #212897
...It'd be nice if it was random...
Posted 17 years ago2007-02-18 11:01:15 UTC Post #212898
Random plx. Full story takes too much effort, and be honest, we wouldn't finish it.
Posted 17 years ago2007-02-18 11:19:55 UTC Post #212901
i can do the textures if you want, as well as any voice acting.

Oh and HL1, obviously.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-18 11:48:28 UTC Post #212905
Damn it, someone beat me to it. I was going to suggest this same thing as a way to get out word of the talent this little community has. I actually started to make a room for my contribution, but my HDD crash and lack of a tool like Pb`s, this went on hold.

I say we go ahead w/ this idea and make it in Source, as it`s obviously the superior engine :P.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2007-02-18 11:52:06 UTC Post #212906
Count me in for this one. Maybe I'll actually finish a map.

Also, HL1.
Posted 17 years ago2007-02-18 12:36:08 UTC Post #212909
Posted 17 years ago2007-02-18 12:47:41 UTC Post #212911
so. HL1?

good.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-18 12:51:03 UTC Post #212912
anything for HL1 can be made for HL2, but nothing for HL2 can be made for HL1.
I have used the same argument before in some of those HL1 vs. Source threads, but in this case the reason for people voting for HL1 has more to do with the fact that more people have that game, they don't like Hammer4 or their machines can't handle Steam. There's also that HL1 feeling involving gibs and monsters with better AI... You can't really blame people for liking that...
As for me, I could participate but I'm working on my HL1 singleplayer maps right now (I'm about to post a nice trailer!)
Posted 17 years ago2007-02-18 12:52:32 UTC Post #212913
Amen.
Posted 17 years ago2007-02-18 13:11:31 UTC Post #212914
Posted 17 years ago2007-02-18 13:34:40 UTC Post #212917
If the present of mapping is enjoyable, it doesn't really matter if it has a smaller future.
Mapping itself should be rewarding. Otherwise, what's the point? We are not proffesional level designers, so we don't get paid for what we do, right? ;)
Posted 17 years ago2007-02-18 13:51:05 UTC Post #212919
Posted 17 years ago2007-02-18 14:20:40 UTC Post #212921
So, starting a project like TWHL Mix 2 would only be Ok if It got you respect from other mappers... That's one way to look at things. And it assures you will make quality work. A lot of "I made this for fun" maps aren't fun at all! :D
Posted 17 years ago2007-02-18 14:31:01 UTC Post #212922
Posted 17 years ago2007-02-18 14:45:22 UTC Post #212924
Chaos ftw! :D

People: we are going to map TWHLmix2 in HL1

Orpheus: why bother if you have source? It might be a wasted effort.

Kasperg: I agree about HL1 vs. Source, but people can map for fun. Mapping is a reward by itself.

Orpheus: Mapping gives you rewards such as respect and influence.

Kasperg: makes a joke combining all the above, ending with a laughing smiley.

Orpheus: hands out a "you misunderstood me" sticker and makes observation about personality and adulthood

Kasperg:writes a list of events, just in case he might be understood by Orph

;)
Posted 17 years ago2007-02-18 14:52:05 UTC Post #212925
Posted 17 years ago2007-02-18 14:53:44 UTC Post #212926
Orpheus just got served.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-18 14:56:33 UTC Post #212927
Posted 17 years ago2007-02-18 17:19:01 UTC Post #212943
if you don't have anything nice to say just tell yourself to shut the fuck up.

im just going to throw together a massive collection of all my old maps in a semi random twisted world kinda map for this
Posted 17 years ago2007-02-18 19:23:07 UTC Post #212969
Posted 17 years ago2007-02-18 19:41:53 UTC Post #212972
Porting this to HL1:S is fairly silly, considering that only those who bought the premium package of HL2 would have it (or, if they were stupid enough to buy it after).

I say HL1, simply to make it, er, simple. No need to worry about props, fancy lighting and the like. As Kasperg said, it's all about the fun: we're not exactly out for huge appeal and fame.

Now, we need some project leaders.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-18 20:00:05 UTC Post #212975
Posted 17 years ago2007-02-19 09:47:58 UTC Post #213028
HL1 mapping is much more challenging and fun.
Posted 17 years ago2007-02-19 09:54:03 UTC Post #213029
SO LIEK WEN DUS IT START????

Seriously, i'll be setting up my new PC any day now and a nice fun mapping project is the perfect thing to start it off with.

Also.. leaders? Who? How many?
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-19 10:45:30 UTC Post #213031
Posted 17 years ago2007-02-19 10:59:18 UTC Post #213034
If you are goint to include custom textures, working for HL1 seems more reasonable (easier to make the textures, lower file sizes etc)
HL1 mapping is much more challenging
anything for HL1 can be made for HL2, but nothing for HL2 can be made for HL1.
You have some sort of contradiction there.
Making Suspended for HLDM was a small challenge for me compared to making dm_suspended for HL2DM, even though the main brushwork was already there.
The amount of things you need to think and worry about makes Source mapping more challenging, although the editor makes things easier (displacements for example).
Creating Custom materials, adding detail like cables and props, adjusting lightmap grid resolutions, trying to make it look unique and not standard HL2... Unless you mean something different by "window of success". I know a lot of HLDM maps that stand out and are original, while the Source maps that are usually released all look alike. It seems making an excellent HL2 maps is not as easy as making an excellent HL1 map.
(I'm not replying for the sake or arguing. I just happen to map for both constantly and I feel I can give my opinion ;) )
Posted 17 years ago2007-02-19 11:10:43 UTC Post #213035
Posted 17 years ago2007-02-19 11:18:31 UTC Post #213036
Ok, that seems reasonable. The same map is more challenging to make in HL1 because of the editor and engine limitiations.
But overall, making a full map that really stands out from the rest would need a lot more work put into if it's a source map, because of the higher amount of things the engine lets you do and players will expect (the diagram shows that too in some way).
If you keep a HL1 map simple, you can use the engine limitations as an excuse (r_speeds for example). In HL2, those excuses vanish.
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