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 ago2007-03-01 19:28:31 UTC Post #214515
Don't judge the egg by it's shell, Cabby.
True, true. :D
Posted 17 years ago2007-03-01 19:58:01 UTC Post #214524
Yeah some times I just encircle some complex but not to vast archtitecture tightly with a nulled wall then tie the archtitecture to a func_wall to make the work for vis and rad easier. If I want to make bsp's work easier then I place a clip brush around the archtitecture- Simplifies the 1st-3rd hulls. :)

Don't bug me about screens as I'm only going to start it as soon as the compo ends. We have plenty of time!
Posted 17 years ago2007-03-01 21:52:40 UTC 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 ago2007-03-02 00:37:05 UTC Post #214559
That's going to be harder than you think Unless you're planning on a lot of backtracking... (Sandscroll is made up of two maps with puzzles, and takes 5-7 minutes to complete)
There will be some slowish moments at the beginning, and hopefully a few mini cutscenes in there aswell. Let's say 8-12 minutes. ;D
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-03-02 00:55:32 UTC Post #214561
Anyone else have any screens? Anything to prove your lot slacking off?
OMG! T3H EVIDENCE
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-02 03:38:59 UTC Post #214569
Yeh've all already seen mine, so I'm giving no more until I've finished the cart tunnels. :P
Posted 17 years ago2007-03-02 04:06:08 UTC Post #214571
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?
Posted 17 years ago2007-03-02 07:21:16 UTC Post #214591
A boss fight silly. ;)
Posted 17 years ago2007-03-02 07:45:52 UTC Post #214593
i hate boss fights so much.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-03-02 07:53:33 UTC Post #214595
Boss fights are for RPGs.

oh and... OMG! T3H NEW MON5TERZ
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-02 08:19:55 UTC Post #214597
Nice! :D
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2007-03-02 12:24:14 UTC Post #214614
You should also make use of the archer fish model(archer.mdl), it is very nice, always wanted one like it to shoot spikes like that pit drone in opfor, but that requires coding.

Maybe somebody from TWHL can do that, after all some of the AI can be found in Hl1- ichy and some can be found in opfor or sven co-op- pit drone. ;)

Maybe we can make a small func_tank that shoots them and follows the fish, but it wont look just as good.
Posted 17 years ago2007-03-02 14:13:00 UTC Post #214624
Low-Def FTL.

Joking, I'm using low def models too.

Can't wait to see 'em in action. :D
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-02 15:27:19 UTC Post #214636
Oh yeah, I always like over powered enemies. Come on I bet you don't hear anything before he shoots and his shots are probebly instantly hit the target, like all the other enemies in Hl1. If you can't change code that don't make such over powered enemies. You can't make them aim at the place you wew 0.1 second ago or something, nor you can make their shots slower or some warning sound a moment before they shoot, and that they shoot at the place when that sound were heard. This way you can't make them fight you in open space because they'll always hit. This means your map will have slow gameplay, which I despise.
Posted 17 years ago2007-03-02 15:42:03 UTC Post #214637
can't you just stop him headshooting as that seems less work to code than the above ways.
Posted 17 years ago2007-03-02 15:50:32 UTC Post #214638
@Espen. I assume your gonna get Sven-Coop's approval before you release their skins in this mod right?

@DragonFly: Its a hell of a lot easier to edit the 'skill.cfg' rather than use coding.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-02 17:38:18 UTC Post #214646
Then you can always shoot them in the back? Even worse!
Posted 17 years ago2007-03-02 17:38:43 UTC Post #214647
Just now:By espen180
If only I could use Spirit to make the monster_barney a squad monster...
About a page back:By espen180
@ Muzz: No need, because of Spirit's trigger_command entity, which allows you to input console commands. A tutorial would be nice though.
So are we useing spirit or not????
Posted 17 years ago2007-03-03 01:37:35 UTC 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 15:49:20 UTC Post #214783
Room for one more? :D

I have this map that I'm working on, and I figured it may be good for this.
Posted 17 years ago2007-03-03 16:06:01 UTC Post #214789
I had some ideas for my map, including bad guys and weapons...

Whether they will appear in this (due to the amount of work it involves) I dont know. For now though, here are the concepts:
User posted image
User posted image
User posted image
User posted image
I have so many more of these, hundreds in fact. Most are stored away in various cupboards and such, but if I find something new - I'll post them here, or another thread.

If anyone wants concepts for any project they are doing, I'll be happy to help out :)

..."Pepper!?"
Posted 17 years ago2007-03-03 16:12:08 UTC Post #214794
I love the hooded characters.
Posted 17 years ago2007-03-03 16:13:19 UTC Post #214795
It looks like professional concept art.
Posted 17 years ago2007-03-03 16:15:33 UTC Post #214796
I dont seem to have a name for them yet. They're dwarf-like, difficult to kill, very quick and stealthy...

...And they make a strange 'jibba-jabba' noise ( lol )

Hmmmm

Being as though I can't code or model, I very much doubt they'll appear in the map...
Posted 17 years ago2007-03-03 16:20:40 UTC Post #214798
lol reminds me of Star Wars.

Good job with the concept art btw. :o
Very cool
Posted 17 years ago2007-03-03 16:21:50 UTC Post #214799
Posted 17 years ago2007-03-03 16:22:26 UTC Post #214800
jawa indeed. :)
Posted 17 years ago2007-03-03 17:56:42 UTC Post #214815
..."Pepper!?"
Sorry his computer his buggy so he can't export to Halflife and he is also buzzy. Thats what he told me when I asked him for some models. I've tried to get some help but it seems most modeler are busy... I almost didn't manage to get the models in the end.

I'm going to try to make some models myself, since the regular grunt doesn't fit my theme too well.
Posted 17 years ago2007-03-03 18:17:53 UTC Post #214825
Woot.
Posted 17 years ago2007-03-03 18:22:09 UTC Post #214828
Oh I have to have an object like that? Oh well, guess the reactor will use some object to cool it down or something, although I was planning on a coolent system... guess I'll have to think of some vital part of the core.
Posted 17 years ago2007-03-03 19:04:55 UTC Post #214835
I know I'm talking of my reactor's core. ;) It'll be nice if you'll be able to see all the parts after you've placed them in the portal. Like a place for the battries...ect

I think I have an idea of what I should do. When you arive into the main room with the reactor core. First you'll need to shut down the securty system then the safty shield, which will be quite close, only needs alot of fighting to get to. Then you need to go to another level shutdown the coolent system and when you'll get there you'll see it exploding and the whole place destroyed. Lasers will be shot from the reactor and you'll need to get by them to the reactor, through all the debris and open it. If you open it before you'll be killed because of the heat, and you couldn't shut it down from reasons I didn't really think about, just want to see it destroyed. Then you take that piece of equipment and have 60 seconds to leave the compound.
Posted 17 years ago2007-03-03 19:24:01 UTC Post #214837
I love those concepts Jahzel! w00tn355!

My section will include Chaos Grunts - Heacrabbed grunts that still use tactics and can use their radios which makes for such eerie sounds as heard below. They are slower than human grunts but harder to kill (Think Zombine with Guns)

I can't wait to model the poor sod that sounds like this.

www.urbanebula.co.uk/flesh.wav

www.urbanebula.co.uk/goddamn.wav
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-03 20:48:21 UTC Post #214847
Posted 17 years ago2007-03-04 13:58:31 UTC Post #214967
eh?

EDIT: sees espens post. Ah
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-04 23:19:40 UTC Post #215015
Rather than have the two pushables I'd say just use the one with a computer already on a cart. Then move that to a trigger at the start of the level triggered only by pushables.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-05 06:08:08 UTC Post #215031
I'll just make the core small enough so you could take it. Much easier for me to do. :)
Posted 17 years ago2007-03-13 13:12:04 UTC Post #215724
ahem...

as the former project leader of TWHLmix1 and TWHLmix2,

I assure you that there was already a TWHLmix2, so

please,

Call it TWHLmix3...
Posted 17 years ago2007-03-13 13:41:57 UTC Post #215729
True, but death cannot be ignored.
Posted 17 years ago2007-03-13 13:50:55 UTC Post #215733
As I have seen many a joint project fail... probably due to me, I have learned a few things, which might help you.
  • There should be size restriction guidlines
  • NO TELEPORTERS. They just give someone the opportunity to add whatever they want, where a joint map should be built off the previous maps.
  • Try and make each map assigned to 3 people. A Giant list of who is going to go next, and which map they will add onto will help it go smoother. Go look at my old list...
  • There should be TIME LIMITATIONS.
  • If someone not there, skip him.
  • there could be a bumping down the list penalty
*give each person like a week or so...
  • decide on TEXTURES.
  • People would use textures from .wads I did not have...
  • Communication is VITAL
  • I suggest making a website, not just a cluttered thread as this,
Or communicate by e-mail, and post news in a special thread that no one can add to. In fact, I did not read anything in this thread but the first few posts, as it seemed to be a bunch of nonsense.

Good luck, I hope I helped...
Posted 17 years ago2007-03-13 14:00:34 UTC Post #215735
We're doing our own maps separated by a central hub, so teleporters can be used in some places (within our own sections). Garg was handling the hub, wasn't he? I'm still waiting to see that "...allows me to attach any map to it by whatever means the author has and is visually impressive."
Posted 17 years ago2007-03-13 14:53:12 UTC Post #215736
sounds jumbled.

Audacity of you to ruin my idea!
Posted 17 years ago2007-03-13 16:31:50 UTC Post #215743
Posted 17 years ago2007-03-13 16:49:58 UTC Post #215754
i'm sideing with espen180 here. Mainly because to do it BrattyLords way would mean most of us haveing to start our maps over
Posted 17 years ago2007-03-13 17:00:10 UTC Post #215755
BrattyLord the inventor of every community joint project ever made. It's not a new idea and neither it's yours.

e: Appreciate the tips though.

ee: TWHLMix is a shitty name anyway if you ask me.
Posted 17 years ago2007-03-13 17:09:49 UTC Post #215760
hah, I was kidding anyway

I believe it was Hazardous that came up with that name...

but it's patented to me!
Posted 17 years ago2007-03-13 17:14:35 UTC Post #215762
Yes, yes, now shut up. You've repeated the same joke for 4 posts now. You're certainly living up to your user name.
Posted 17 years ago2007-03-13 17:16:42 UTC Post #215763
<3 jaardsi
Posted 17 years ago2007-03-13 17:25:43 UTC Post #215764
... its my idea ... :cry:
Posted 17 years ago2007-03-13 17:36:17 UTC Post #215766
Actually the Hub idea is more of an 'Issues' idea.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-16 16:10:58 UTC 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
You must be logged in to post a response.