Edit:Post template shamelessly ripped off from Strider's TWHL Tower 2 post.Download the base map and mod template
here.
Starting now and going until
January 16th 2022.
Rules
1. Every member must work from the base map. Stick within the room space -
1280x1280x256.
2. You can carve into the walls, floor and ceiling, add balconies, windows, lighting insets... whatever you please, as long as the player stays within the room space and nothing extends too obviously into where someone else's room will be above or below.
3. Make it as easy or difficult as you like, you don't even need much gameplay, just some reason to enter the room before moving upstairs. It could be as simple as pushing a button to open a door out in the hall.
4. Custom content of all kinds welcome (materials, models, sounds)- However, you should place any custom content in a folder named after you. For example, my name is Dr. Orange, and I have a very cool concrete wall texture, so my files would look like this:
materials/drorange/concrete/verycoolwall.vtf
materials/drorange/concrete/verycoolwall.vmt
The exception is if you're using content from another Valve Source engine game, in which case you can keep the original file paths,
as long as it doesn't override any default Half-Life 2/Episode One/Episode Two content!All custom assets will be packed into VPK files to keep things organized.
5. If you're using third party content (with permission) please include a text file with the appropriate credits, otherwise no stealing, obviously!
6. You can change the
hall as much as you please to suit your idea. Add another door, move the existing door down the hall, add lasers, forcefields, anything that doesn't greatly alter the shape of the hall. Just make sure you pass through the teal weapon stripper at the end, where a level change will occur.
7.There're some global environment entities, including
light_environment,
env_tonemap_controller, and
env_fog_controller included right outside where the floor entrance is located by default. Please don't alter the entity properties of any of these. Instead, you may use inputs to change any environment settings specific for your floor. There are some helpful comments in Hammer on these entities explaining how you can use them.
7a. Unlike the two previous towers,
TWHL Tower: Source will take place during late afternoon to evening, and the time of day will change as the mod progresses. The sunlight will always come in from generally the same direction, though, and will have a reddish-orange color, which the light_environment entity in the base map has already been set up for if you want to add any windows.
7b. Also please don't edit the default 3D skybox. Mapbase allows for a single map to have multiple 3D skyboxes that can be switched between. If you really need a different 3D skybox for your map for whatever reason, you may use this feature.
8. Final compile will be done with the Mapbase custom VBSP compiler and the Slammin' VVIS and VRAD compilers, with the following parameters for VRAD:
-both -final -bounce 100 -ambientocclusion -aosamples 32
If you're using any specific commands, let me know.
9. Don't do anything Half-Life 2 wouldn't do. By that I mean no porn or sweary tirades, this is a community project. I don't expect any problems, just keep it M, not R.
10. Included in the base map is a
Half-Life 2 DVD collectible. Hide it somewhere in your floor. If the player finds all of them, some sort of bonus content will be unlocked. If you don't want to put it in your room that's fine, just leave it out in the hall.
11. Have fun!
Frequently Asked Questions
Who can participate?
You must have an account on the TWHL website or be on the TWHL Discord, so you can send Dr. Orange your level. That's the only requirement - you can be of any skill level. We will accept any completed map that obeys the rules outlined above. Teams are allowed.
Where do I send my floor?
Send your map source files (in VMF format), and all required custom content to Dr. Orange - either via
private message on TWHL or contact him via Discord at
@Dr. Orange#7953. If you want to submit your floor to the TWHL vault, you can -- however, it's probably better if you can keep it as a surprise.
Should I create a texture for the map name in the hallway?
(
example picture)
No. Dr. Orange will complete these textures at the end of the project, to ensure consistency. When sending your files, include a title for your floor so the texture can be created.
I've never used Mapbase before, do I need a special setup for it?
Yes. In order to use Mapbase, you need to install the Mapbase mod, and you must also use the Mapbase VBSP compiler in order for custom shaders to be used. A more complete guide for setting up Mapbase can be found
here. See also the
Mapbase FAQ for answers related directly to Mapbase.
The rules are essentially the same as for the last two TWHL Tower projects, so check out
those threads if you need more info.
Please let me know if I've missed something, or messed something up.
Edit:Don't send your map file to Strider!
Edit 2:The deadline has been extended until
the 2nd of January 2022.
Edit 3:The deadline has been extended until
the 16th of January 2022.
Original post:
So I've had this idea for a Half-Life 2 based
TWHL Tower-like project. It would be similar to the first two towers, just in Source
I'm posting here just to see what kind of interest there is for this project before I start anything, so if you have any slightest interest in this project, feel free to post here!
The mod will probably use
Mapbase as its... base, since it allows all sorts of interesting things beyond what vanilla Half-Life 2/Episode Two is capable of.
As for what the actual game will be, I'm thinking of sticking to the original tower theme, with you starting from the bottom, and going up each floor, having to solve obstacles along the way. The size of your map will still be limited, but I'm thinking of increasing it to 1280w×1280l×256h to give you more space to play with the physics and AI of Source. Other than that, you'll be free to do pretty much whatever you want in your floor from a story and design perspective! No need to stick to Half-Life 2's, or even TWHL Tower's, pre-existing story limitations or visual design.
Preliminary deadline is December 1st, giving you around five months to create a floor, which should be more than enough to design something, but should also give some time to people who might not've had the time otherwise, and to give Goldsource veterans some time to get used to the Source engine as well
So, if you're interested, or have any other thoughts on this, feel free to post here or contact me on Discord! I'm looking forward to hear what you think!