Forum posts

Posted 17 years ago2007-03-23 15:17:04 UTC
in Half-Life: Hostage Situation Post #216781
hunter you need to make me textures too
Posted 17 years ago2007-03-18 17:09:51 UTC
in TWHL Mix 2? Post #216256
Strider what is it in your map that requires no weapons?
Posted 17 years ago2007-03-18 16:30:09 UTC
in anonymous Post #216247
I really think we should bgo back to allowing anon posting, lets people ask stuff without going through registering and losing passwords and such just to ask one question.
Posted 17 years ago2007-03-18 16:26:02 UTC
in TWHL Mix 2? Post #216246
How do you explain losing the weapons?
Posted 17 years ago2007-03-17 20:10:02 UTC
in I'm Back... HL2 This Time... Post #216194
The source SDK should be there if you have any source game installed
Posted 17 years ago2007-03-17 19:52:56 UTC
in TWHL Mix 2? Post #216192
And that reminds me:

shall it be Weaponstrip on map exit?

I vote no, and to avoid say, the player getting an egon in one level and then completely unbalancing the combat in another that egon/guass/maybe something else is only availible at the hub after X levels have been completed, as a reward but with limited ammo. Maybe have weapons only availible in the hub so no matter what map you start at you ensure a standard outfit. Then all mappers just have to place ammo.

Your thoughts?
Posted 17 years ago2007-03-17 18:22:27 UTC
in I'm Back... HL2 This Time... Post #216188
Is there a source mapping starter guide anyone knows of? I don't, but figured one (even if its just written up here) would be good for him.
Posted 17 years ago2007-03-17 16:21:46 UTC
in TWHL Mix 2? Post #216178
start saying how you want the player to enter/exit your map, Like I said earlier my design allows for any possibility/contingency. Whatever your twisted little minds can think of I can do.
Posted 17 years ago2007-03-17 14:55:17 UTC
in The Artifact Post #216166
I like
Posted 17 years ago2007-03-16 21:09:18 UTC
in Mini Compos Post #216121
Its a comicly sucky chan meme, thats all you need to know
Posted 17 years ago2007-03-16 18:16:55 UTC
in TWHL Mix 2? Post #216100
Empirical evidence
Posted 17 years ago2007-03-16 18:15:54 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #216099
use the leftover turnstyle models, those were so pretty
Posted 17 years ago2007-03-16 16:10:58 UTC
in TWHL Mix 2? Post #216078
ya, PQL was the style that twhlmix followed and the hub idea of issues and noe re-issues is what we're doing.

good to see you back, if only temporarily BL
Posted 17 years ago2007-03-10 00:59:35 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215451
Your dev textures are greater then Half-lifes standards, so I don't think anybody will mind
Posted 17 years ago2007-03-05 23:15:34 UTC
in Estimating the # of twhlers Post #215122
just have everybody who sees this thread X up for a count

x
Posted 17 years ago2007-03-05 17:39:36 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #215074
I've been thinking about that statement, i'm going to see if i can add another element that would involve more interactive and manipulative thinking
That statement makes me picture 6-D + super mario 64
Posted 17 years ago2007-03-04 22:01:26 UTC
in The Joy of Full Quality Images Post #215008
Posted 17 years ago2007-03-03 20:10:19 UTC
in URB'S TWHL PROJECT (Sims 2) Post #214842
im going to torrent all the expansions just for sims 2 fun now...
Posted 17 years ago2007-03-03 17:41:14 UTC
in The Wyoming Incident Post #214812
I was just responding to this:
I hate goons and I hate SA.
Posted 17 years ago2007-03-03 01:46:48 UTC
in The Wyoming Incident Post #214707
everybody hates goons but we are everywhere and do everything!

manic laughter

Ant just thinks we are idiots (partially true)
Posted 17 years ago2007-03-03 01:37:35 UTC
in TWHL Mix 2? Post #214705
M_gargantua: Can you enlighten me on how you intend to get 1-2 hours out of 2 maps without holding the player in the same room for 10-20 mins serveral times?
a combination of puzzles, combat, and good use of space. and the final sequence might end up adding more then 15 minutes just because of dificulty, even though my nihilanth, while functional, will be killable by creative means availible to the player.
Posted 17 years ago2007-03-03 01:32:10 UTC
in URB'S TWHL PROJECT (Sims 2) Post #214704
is this like sims 2 where other people in the same town visit you?

if so add more disfuctional neighbors but only monitor them when they stop by to visit you
Posted 17 years ago2007-03-01 21:52:40 UTC
in TWHL Mix 2? Post #214547
espen180, the null texture is your excess face killing friend.

My map:

GAMEPLAY:
um, just add this stuff together for a picture.
Quarenteened city + giant alien thing + destruction + havoc + assaulting giant alien thing + time limit + puzzles + nihilanth.

CUSTOM STUFF:
Whatever I need/can come up with.

WEAPONS:
Whatever fits.

LOCATION:
city and funky spirit physics alien spaceship.

LENGTH:
Two maps, going for about 1-2 hours of gameplay.
Posted 17 years ago2007-02-27 23:15:15 UTC
in cant find hlsgc.exe etc..... Post #214232
put them in the same place as the old ones, then go to build options and set the programs to the new ones
Posted 17 years ago2007-02-27 23:00:52 UTC
in TWHL Mix 2? Post #214224
kk

but if someone has a good idea for a teleporter, by all means build it. in my head the hub is pictured but theres this blig shrowd over the teleporter because I haven't thought of it yet
Posted 17 years ago2007-02-26 19:43:01 UTC
in Cat Macros! Version 2! Post #214054
you just saw some, her boobie is visible
Posted 17 years ago2007-02-26 19:33:22 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #214053
I played it and it is a most clever puzzle although most of the challange comes from tricky jumps rather then figureing out how to manipulate blocks.

make some really tricky ones for the final relese ok? plz?
Posted 17 years ago2007-02-26 19:06:22 UTC
in TWHL Mix 2? Post #214048
I thought I was handleing the hub/teleporter/final assembly?

if someone else wants to try to make an epic enough teleporter go right ahead, but I have such a good (secret) hub idea that I don't want it to go to waste. It allows me to attach any map to it by whatever means the author has and is visually impressive.
Posted 17 years ago2007-02-23 22:40:59 UTC
in TWHL Mix 2? 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.
Posted 17 years ago2007-02-23 01:30:01 UTC
in Cat Macros! Version 2! Post #213420
since they are a repost why do we need lukes post at all?
Posted 17 years ago2007-02-23 00:28:28 UTC
in It's a Boy! Post #213417
make his middle name satchmo!

best wish's satch
Posted 17 years ago2007-02-23 00:23:47 UTC
in Pwning the noobs Post #213415
wasn't that good but had some image macros i've never seen before
Posted 17 years ago2007-02-23 00:18:34 UTC
in TWHL Mix 2? Post #213414
same, except there are alot more possible enties and hence things you can do much like source
Posted 17 years ago2007-02-22 13:39:34 UTC
in Cat Macros! Version 2! Post #213367
Luke the entire point was so ant can load the thread...
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Posted 17 years ago2007-02-22 13:24:31 UTC
in Cat Macros! Version 2! Post #213362
Posted 17 years ago2007-02-22 13:02:42 UTC
in TWHL Mix 2? 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 ago2007-02-20 20:57:53 UTC
in TWHL Mix 2? Post #213196
just throw all the maps .wads into 1 wad at the end
Posted 17 years ago2007-02-20 20:31:47 UTC
in TWHL Mix 2? 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 20:22:23 UTC
in TWHL Mix 2? 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 ago2007-02-19 13:28:50 UTC
in TWHL Mix 2? Post #213048
Cease all Source v. Goldsource discussion after this point, nobody gives a shit right now since we decided on Goldsource for this project. Im sure all the senior mappers reading this will agree with me

Now to determine a leader,
so far we have participating:
Jahzel, Muzz, im assuming urb, strider, ZL, PB, espen180, hunter, Kinrah, sajo, and me. ant, kasperg, and tawnos prime haven't said anything definitly as to if they are going to participate or not.

from those people and anyone else who would like to assist we should pick a capable leader. preferably the BEST leader and not not the best mapper.
Posted 17 years ago2007-02-18 21:42:05 UTC
in Dystopia Release Date Post #212982
your forgeting IronGrip WCD. oh and change your name back
Posted 17 years ago2007-02-18 17:50:09 UTC
in Dystopia Release Date Post #212949
V1 and onward is in fact, very fun.
Posted 17 years ago2007-02-18 17:41:55 UTC
in Cat Macros! =D [56k no] Post #212947
cruel, possibly insulting, and somewhat funny
Posted 17 years ago2007-02-18 17:19:01 UTC
in TWHL Mix 2? 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 17:10:57 UTC
in Half-Life: Hostage Situation Post #212942
I still have like 6/9 pictures on the moddb page :P
Posted 17 years ago2007-02-04 12:03:45 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #211636
Besides Graphicwise stuff (eg textures and normal maps) blender can do it all. its something you should look into Rimrook, blender is quite creative in terms of ability and the finesse of its UI (The UI was designed from scratch to be as effiecient as possible, although its unlike any other so it takes a little bit to learn)
Posted 17 years ago2007-02-04 11:38:16 UTC
in Half-Life: Hostage Situation Post #211630
about the moddb page, when I originally put it up noone but hunter had a moddb account :P

if you have one give it to me and ill add you.

and hunter, we really need a HS page on your website to put in the moddb page
Posted 17 years ago2007-01-28 00:06:17 UTC
in Half-Life: Hostage Situation Post #210873
Posted 17 years ago2007-01-26 23:30:32 UTC
in Competition 23 Post #210693
Im entering... and since I can make something small, rimrook style and impressive with the little bit of time I have availible to me these days
Posted 17 years ago2007-01-26 22:02:18 UTC
in Half-Life: Hostage Situation Post #210683
don't be dissin blender pepper, it really is the most inovative modeling tool ever.

Chapter 6 can be done as soon as you guys start nearing the end