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 ago2007-02-20 20:08:45 UTC Post #213185
Wow, image not available... Lame. :
Posted 17 years ago2007-02-20 20:10:30 UTC Post #213186
Posted 17 years ago2007-02-20 20:15:08 UTC Post #213187
Not too bad, but the texturing is a bit off. You used a bunch of different sets, so it looks kind of jumbled together.
Posted 17 years ago2007-02-20 20:16:54 UTC Post #213188
Why PNG, WHY

JPG!

PNG is good for large images that don't have a lot of colour (especially when they have a lot of white). If you save as PNG in that situation, you'll get a file that's smaller than a JPG.

However, large images with lots of colour and detail = useless as a PNG. Might as well save as a BMP while you're at it! :D
AJ AJGlorious Overlord
Posted 17 years ago2007-02-20 20:20:13 UTC Post #213190
Yeah, 720 Kb is LOSE! Still, having broadband is pretty sweet. :glad:
Posted 17 years ago2007-02-20 20:22:23 UTC Post #213191
well we don't need a deticated leader right now, there isn't really a need for a full time one anyway since this is a mishmash mix. ill map a hub and assemble all the maps to link with it.

for all those people saying that they don't have time etc... open up all your old unfinished maps and just copy/paste stuff into a new rmf. add a small amount of stuff so you have a few fun and functional rooms. since those maps will likly be very small ill take all their rmfs and put them in one so it can be linked to nicely.

if you've played twhl mix one you know that you can make anything from a room (like most of twhl mix) to a full little side story map (haz's awesome little map)
Posted 17 years ago2007-02-20 20:23:30 UTC Post #213192
save as a BMP while you're at it!
I'll do that next time. :badass:

j/k. and noted.

Srry, it screams for custom textures I know.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-20 20:31:47 UTC Post #213194
oh, and technicly this is TWHL mix 3. 2 failed. this one won't fail tho

I still have most of the rmf's from, from when it was my turn. ( the way 1 and 2 worked was one person would make a map, pass the RMF on to the next person and have something be added.)

ill add anything worth it from them in at the end too, so they don't get lost to time
Posted 17 years ago2007-02-20 20:34:59 UTC Post #213195
How about Textures. Are we gonna have a .wad for each mapper who uses custom texts?
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-20 20:57:53 UTC Post #213196
just throw all the maps .wads into 1 wad at the end
Posted 17 years ago2007-02-20 21:02:18 UTC Post #213198
Have 50 copies of halflife.wad renamed to something else and then make a giant conglamorate of these 50 wads.
Posted 17 years ago2007-02-20 22:25:04 UTC Post #213201
That makes no sense, even as a joke. :|
Posted 17 years ago2007-02-20 22:53:12 UTC Post #213202
Have 50 copies of halflife.wad renamed to something else and then make a giant conglamorate of these 50 wads.
I have the following:

halflife.wad
half-life.wad
half_life.wad
halflife1.wad
HL.wad
HL1.wad

all the same damn thing. Thats why i stopped dling maps at random a while ago.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-21 06:36:41 UTC Post #213216
I think we should leave it up to the player what order he must complete the missions in, rather then needing this to access that in this map etc.

So we could give it a simple story, like you must collect an object in each level in order to escape the main hub, and you collect each of these objects via portals to different areas in different timelines and locations. Hell, it could be collecting all the parts necessary to engineer a portal out of the hub... or something.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-21 07:13:57 UTC Post #213217
Sounds a bit like the Spyro gameplay style, to me. :
Posted 17 years ago2007-02-21 07:21:57 UTC Post #213219
Yeah, and Spyro kicks ass.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-21 07:24:32 UTC Post #213221
Hehe, well i'm sure we'll think of something. I'm just not too fond of the idea that someone needs to complete another persons map in order to not get stuck on mine.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-21 07:45:37 UTC Post #213223
Yeah, considering this isn't as unified as a normal game, restricting access to other maps is a bit cruel.

You should make it that the player has to go through the maps. A collection process would work: make the player pickup a part in the level that allows him/her to unlock something.

What that something is, I don't know. :P
AJ AJGlorious Overlord
Posted 17 years ago2007-02-21 08:29:22 UTC Post #213224
What that something is, I don't know.
Blue/red/yellow keys akin to DOOM, of course.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-21 09:37:21 UTC Post #213225
Yeah I like that idea a lot, you cant escape the central hub unless you complete the surrounding maps - or "levels" as we should call them :P

Just one question, what will the central hub be? A high-tech looking lab/facility with machinary, portals and doors?
Posted 17 years ago2007-02-21 10:07:06 UTC Post #213227
No, I meant what the thing that gets unlocked is.

Unless we be evil and present a killbox with no lighting and uber lag. :badass:

Jahzel: We can probably sort that out later.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-21 14:34:22 UTC Post #213246
I think the player should be able to do the maps in any order to collect parts for some big portal (in the hub mao) that goes to some kind of ending level.
Mayby the G-Man could send the player to the hub saying they havew to complete all his levels before he will allow them to escape or something like that.
Posted 17 years ago2007-02-21 15:15:22 UTC Post #213250
You could still involve things like a weapon hidden in someone's map that can only be accessed by doing something in another map, though.
Posted 17 years ago2007-02-21 17:28:51 UTC Post #213254
yes. And there could be one locked level which instead of a portal is just a normal level change where the player has to turn a reacter or something on cause the main portal needs loads more power than the rest. But you have to build the portal before you can turn the power on.
Posted 17 years ago2007-02-21 17:30:54 UTC Post #213255
Posted 17 years ago2007-02-21 18:36:26 UTC Post #213260
Well done Game Designers...Now make those ideas into reality and it'll be a hit. By the way why did you use me in your example when I don't map for HL anymore.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-02-21 21:14:33 UTC Post #213267
People who don't map for HL1 anymore = people who have lost their mapping touch.

I had this idea for the hub. The player enters a lobby of each mappers own design before actually entering their level. The lobbies should include a picture of the mapper or their avatar and then their voice (or a game text) can introduce the level and it's objectives.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-22 09:11:49 UTC Post #213343
People who don't map for HL1 anymore = Wyoming Incident people
I had this idea for the hub. The player enters a lobby of each mappers own design before actually entering their level. The lobbies should include a picture of the mapper or their avatar and then their voice (or a game text) can introduce the level and it's objectives.
...hmmm, I think it should be more subtle. Perhaps just vague references. Say for example, one wall behind a big building has the mappers name graffitied on it - but you need a torch to see it...

Or billboards...
Posted 17 years ago2007-02-22 12:48:37 UTC Post #213356
I think it should look like it is just there (as in not created by the mapper) and mayby there could just be a game_text that says "By ******" at the start of each level cause. Graffitie names is all very well in the city maps but in any lab or ancient type places or off world (mayby a level on a spacce ship from the future or on another planet type off world thing) is going to be out of place.
I think the hub it's self should all be one theme as a lab area next to an inner city area would look wrong nearly anyway you put it.
Posted 17 years ago2007-02-22 13:02:42 UTC Post #213358
don't worry about the hub, ill take the best ideas and incorperate them.

just work on whatever you want your map to be, however short or long it is
Posted 17 years ago2007-02-22 13:14:37 UTC Post #213360
I'm making my wad first
Posted 17 years ago2007-02-22 20:33:39 UTC Post #213403
I'm making my wad first
Ditto
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-22 21:19:13 UTC Post #213406
i think we are using spirit?
how different to normal HL mapping is it?
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-02-23 00:18:34 UTC Post #213414
same, except there are alot more possible enties and hence things you can do much like source
Posted 17 years ago2007-02-23 03:35:26 UTC Post #213427
Meh... I've only ever made a few custom textures... and all they are are stuff for the Transit System platforms at Transit Control. And that was just word replacement.

Unless someone's willing to make a wad for me, I think I'm just gonna have to stick to the half-life wad.
Posted 17 years ago2007-02-23 05:19:11 UTC Post #213434
I have a small wad of custom HL-esque textures i've made over time, and i can easily edit the signs for whatever text people might need.. or edit some of the other HL textures that i haven't touched. My map probably won't be based in the HL world, so i may be using a more realistic texture set, but some of you may find my custom ones useful. :)

Here's some examples (a few of these were used in my abandoned 'Renegade' mini-mod):

http://img224.imageshack.us/img224/7959/strhlcustomzx3.jpg
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-23 10:07:27 UTC Post #213453
Thats the good thing about spirit, the fact you can also get sprites to follow paths.

With textures, I am currently going through Max Payne stuff. Some excellent ones, perfect for what I'm doing. It wont all be Max Payne, I will need to give credit to Remedy for their use I guess.

Already, I have some good script ideas and ideas for the general look of my level.
Posted 17 years ago2007-02-23 10:09:57 UTC Post #213454
i'm doing a psychonauts-inspired, quirky humour map.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-02-23 12:51:19 UTC Post #213457
I don't like the message system. You should either use game_texts or edit the titles.txt if using a minimod folder (which we will be doing)

I do like the unfinished portal though. Pretty neat.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-23 12:59:34 UTC Post #213459
Although the current setup wouldn't have space for a number of people... You'd get to have 4 maps, 5 if there are two batteries. How many people are working on this again?
Posted 17 years ago2007-02-23 13:15:08 UTC Post #213461
10 items. Hmmm...

How about having the elements in place and then setting up every part of the portal from scratch.

So you start with a computer cart without the computer, a portal base (small set of stairs and a platform) and a battery case without the batteries and a sample holder. Then you have to gather.

-Computer
-Batteries
-Fuel Tanks
-Cables and Tubes
-An antenna
-Portal Framework
-Idiots guide to setting teleport coordinates. :P
-Portal generators (spikes where the beams come from)
-Dampening Locks (Whatever they look like :nuts:)
-Alien Crystal Sample (mine is set in an offworld mine so that would best suit my map :))
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-23 13:53:24 UTC Post #213468
Hmmm...

Computer - Espen180
Battery 1 -
Battery 2 -
Oxygen Tank -
Hydrogen Tank -
Satelite Dish -
Alien Crystal - Urbanebula
Portal Framework (Base) -
Portal Framework (Portal "Holder") -
Portal Electronics - Kinrah

Thinking of the idea that once they locate the electronics, removing them shuts down power so they have to renavigate the map, via a different route since shutting down the power disables an elevator, backwards, in darkness.
Posted 17 years ago2007-02-23 14:07:42 UTC Post #213469
Considering the ammount of power the batterys would have to be some kind of high tech thing (eg not a car battery lol).
I could do something with one of them as my current idea is a lab and you have to turn the main power off to get past some auto turrets. And the battery could be backup power for some kind of containment feild (good reason for a disater when you take the item :) )
Posted 17 years ago2007-02-23 14:34:27 UTC Post #213476
i was thinking more 20x20x40 lol but eiter works. Just no one change it after the next 0 seconds
Posted 17 years ago2007-02-23 17:56:09 UTC Post #213499
Posted 17 years ago2007-02-23 19:42:31 UTC Post #213508
i'll take the satellite dish
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-02-23 20:19:12 UTC Post #213511
Doesn't any HL map run in spirit? If so the mod could be spirit but as the levels are accessed via portals those that don't wish to use spirit can just use a standard HL fgd.
Posted 17 years ago2007-02-23 21:39:34 UTC Post #213526
Computer - Espen180
Battery 1 - Elon Yariv
Battery 2 -
Oxygen Tank -
Hydrogen Tank -
Satelite Dish -
Alien Crystal - Urbanebula
Portal Framework (Base) -
Portal Framework (Portal "Holder") -
Portal Electronics - Kinrah
As I understand there is a central hobb that all the maps are connected to, each mapper makes a single map. Ok! I might concider to join once this compotition is over, can you keep battery 1 clear for me, ok?
By battery do you mean power generator, if so then good! I have an idea already. You probebly want to destroy the generator, if so I can make a whole puzzle out of it, all around that nice huge reactor. First you'll need to shut of the coolent system then overload the reactor, then you have a minute to get out of the level.

I think the central hub should be the portal connected by tubes and stuff to all levels. It can be really cool, I always wanted to do something like that. And all mappers should keep in touch with the mapper of the main room, I'm sure some would like special stuff to happen after they leave their map! :biggrin: As for myself I would like the whole wall to colapse on the door blocking your way to the level. And then a laser beam will apear opening your way to the next area. I think it'll be cool. :)

As for a reason why you want to destroy the battery and hence close the portal- Aliens are invading earth through it.
Posted 17 years ago2007-02-23 22:36:59 UTC Post #213536
Dibs on the hydrogen tank, though i may change it a little bit to suit my theme and the hub.

I can't say i like where this central hub idea is going. It's supposed to be one room that connects the missions together, but people are trying to introduce too much story into it. It's a random collection of maps for people who want to play something a little different, not an epic quest to save the world from destruction etc. etc.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-02-23 22:40:59 UTC Post #213537
elon the point of the map is to get a part and bring it back, doesn't matter how its brought back tho, it could be a specific crate or in a shipping container, or teleported, or transported by train or whatever.

I need something that humans could never possibly come into possession of, espen since you have already built the portal and what not ill let you pick whatever it could be. just make sure its really alien.
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