TWHL Coop Ideas? Created 10 years ago2013-05-12 03:24:08 UTC by Captain Terror Captain Terror

Created 10 years ago2013-05-12 03:24:08 UTC by Captain Terror Captain Terror

Posted 10 years ago2013-05-19 01:04:06 UTC Post #313617
True, or the could be independent as well, say each floor has it's own little story, and/or have some areas with an interrelated storyline?

Maybe just having everything in the building is a theme/story enough in itself? It's at least already more than we had for Rooms =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-05-19 03:24:52 UTC Post #313618
Don't forget to include me...
Dimbeak DimbeakRotten Bastard
Posted 10 years ago2013-05-19 11:04:55 UTC Post #313621
Hey, didn't I say this on my prev post?:
An event, something cool to do, like a breach and clear, then a party to celebrate?
That was just an idea...

@CT: Whadda you mean me? Don't quite think I get you.. :confused:
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-19 19:07:18 UTC Post #313622
Methinks this is getting complicated.
Let me know when the rules are concrete :-P
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2013-05-19 19:49:30 UTC Post #313623
I think the best place to start is we agree on a building design, and prefab the structure(i can help to build it). Then we can worry later about the details ;)

So people please nominate a skyscraper building design preference if you have one, and we can vote on what everyone likes the best?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-05-19 19:53:55 UTC Post #313624
I vote for free form. The point of the compo being floors.
Stojke StojkeUnreal
Posted 10 years ago2013-05-20 01:33:46 UTC Post #313626
Ok, but even if we go the freeform way, we still need a building for the player to look at, when he is outside on the bottom floor looking up(which we previously discussed).

Sooo, we need to agree on a skyscraper design no matter what ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-05-20 02:15:50 UTC Post #313627
User posted image
Jessie JessieTrans Rights <3
Posted 10 years ago2013-05-20 10:32:24 UTC Post #313629
A tree? Maybe a tower? Or how about a circular diglett shaped building? A massive villa? I mean, we can do skyscrapers, but what about OTHER buildings hm? Just an idea for thoughts..

-Ghost
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-20 10:44:49 UTC Post #313630
As posted earlier, this is the best example:
User posted image
Stojke StojkeUnreal
Posted 10 years ago2013-05-20 11:03:26 UTC Post #313631
Burj Al Arab? I'm totally fine with that, I can get inside picture.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-20 15:00:59 UTC Post #313633
i would suggest a map without open areas
Posted 10 years ago2013-05-20 21:39:01 UTC Post #313638
I can't think of one I'd like to do... I will search skyscrapers tonight..

strider: hobbit highrise? :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-05-21 01:07:04 UTC Post #313639
digglet shrine ftw
User posted image
digglet.
dig.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2013-05-21 10:04:30 UTC Post #313640
Holy christ we are using GS? Woah. Woaaahh.
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2013-05-21 10:05:53 UTC Post #313641
Tetsuo lost it :D

GS ftw.
Stojke StojkeUnreal
Posted 10 years ago2013-05-21 10:10:59 UTC Post #313642
But.. but goldsource is old and clunky :(

Also I was just about to post a tonne of nice looking skyscrapers for inspiration but Stojke ninja'd my edit
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2013-05-21 10:15:53 UTC Post #313643
Sorry for double posting but this is so I don't waste another 10 minutes for a ninja'd edit

Anyway , my idea is that we go modern and go quite blocky-basic but still keeping some odd greeble out there. The Burj al Arab is way too curved ; good luck keeping the windows and rails and walls and such on-grid together.. It'll take forever to do.

So yeah, here's my "inspiration":
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
I know this is minecraft but you still get an idea of what it's general features are
User posted image
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2013-05-21 10:18:49 UTC Post #313644
If its a free-form compo structure type doesnt matter.
Plus with the curved building you have more freedom on either making an more open or closed floor.
Stojke StojkeUnreal
Posted 10 years ago2013-05-21 11:18:40 UTC Post #313645
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-21 12:20:05 UTC Post #313646
It's a considerably greater pain in the ass to work with though, Stojke
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2013-05-21 13:20:51 UTC Post #313647
Please take time to do the poll guys, its better for all of us...
Only a week or 5 days to see all the votes.
-Ghost.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-21 14:21:52 UTC Post #313648
I dont see whats the problem? Just add an lift entrance to the map and a lift exit to the map, why do you even bother with exterior look, you can always draw it.

You are making the project complex/an pain in the ass by limiting it unnecessarily.
Stojke StojkeUnreal
Posted 10 years ago2013-05-21 17:40:22 UTC Post #313649
Things are indeed getting too complicated here.

I say skip the whole exterior part and just go for interior only. We can always 'wrap' an exterior around the whole thing later, when all participants have submitted their 'floors'.

Right now we have to decide how big each floor is going to be and how many floors (# floor = # participants) we want for the building.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 years ago2013-05-22 01:32:25 UTC Post #313650
Ok, like atom said let's decide on a max floor dimensions and elevator/stairwell structure? (we can design the exterior of the building later)

What we've have established so far:
  • Project will be GS SoHL. (maybe a source version later down the road?)
  • Compile tools will be VHLT or other advanced tools.
  • Freeform floor design with a common elevator, stairwell, and lobby.
  • lobby as the starting point for the map, indoor as well as exterior.
  • floor transitions using level changes.
  • Building will share a common 2d/3dsky, which we will have to choose as well.
Please feel free to add to this list for anything i've missed!

Instant: yes, GS is clunky, but for this project completely doable. Also, nice work on the skysraper research, dems is very pretty =)

Ghost: nice poll sir! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-05-22 12:32:53 UTC Post #313656
According to the poll:
The winner so far is a normal skyscraper.
User posted image
Clap clap clap clap.

So, we all can finalize on this or what? Lets get something started yo! Base, at least someone make the floor for the game AT LEAST. xD
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-22 18:53:45 UTC Post #313657
Nice Ghost! =)

Lift people should probably start designing the car and shaft for the elevators. We also need a stairwell, e.g., the player will be able to access the maps from the lift, as well the stairwell, which you could make one, or one two, two located on opposite sides of the building.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-05-23 05:03:47 UTC Post #313659
If this is going to be for GoldSource afterall, is muzz going to post his program? I have no mapping tool for GS installed on my laptop and I'm way out of date with what tools are being used now.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2013-05-23 10:42:33 UTC Post #313662
I've got teh same problem as Cstriker but also dont have GS. I'll stick to planning and remote desktop building :3

CT: Danke :3
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-23 10:43:32 UTC Post #313663
Go here and get everything you need.
Setting up an GS workstation environment takes around 10 minutes.
Stojke StojkeUnreal
Posted 10 years ago2013-05-23 13:18:47 UTC Post #313667
Who, me???
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-23 19:22:43 UTC Post #313668
So.. We aren't having an exterior.. each floor is an individual level? I'm not sure. I think we should have a "base" floor design that people can build in and around - rather than everything being totally different
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2013-05-23 19:50:01 UTC Post #313669
Its for fun, just like rooms.
The size should be defined.

2k x 2k x 1k?
Stojke StojkeUnreal
Posted 10 years ago2013-05-23 20:06:13 UTC Post #313670
Then just call it Rooms 2! This ain't no skyscraper.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2013-05-23 20:07:40 UTC Post #313671
Has multiple floors
Accessed by lift / stair case
< Is no Skyscraper

What?
Stojke StojkeUnreal
Posted 10 years ago2013-05-23 20:11:32 UTC Post #313672
This ain't no IM either. I was going to edit my message you ninja.

It's just a "Vertical Rooms". If it's free style, the maps might as well be underground. That's a Crustscraper. I'm not against this theme, I'm just saying that the wrong title is being discussed here.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2013-05-23 20:15:16 UTC Post #313673
Why limit creativity to whats seen already when you can make something even better?
I am not saying i should be magical floating rocks inside of a room on a floor, i am saying that it can be anything as long as it retains the logical structure of a sky scraper or a tall building.

Such structures need support in order to withstand pressure and weight of all the floors. Its logical you need support columns.
Stojke StojkeUnreal
Posted 10 years ago2013-05-23 20:47:36 UTC Post #313674
tbh, both methods of running this intrigue me, but we have to fall on one side or the other...

Should we put the freeform vs. prefab building design to the vote?

I think stojken's got it; including the aforementioned lift and stairwell(s), along with some support columns, it should give a decent illusion you are in a skyscraper.

Also, every map will share the same skybox; so as long as you have windows in your entry, every floor of the building will share the common view. (when i put this together i will distance the players submission the proper distance from the ground, so player will have the illusion he is moving up)
We aren't having an exterior..?
yeah no, there is no actual building, but we will have a model of a skyscraper you will be able to look up at in the start lobby map. (which will be a "normal" skysraper according to ghost's poll ;) )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-05-23 21:14:42 UTC Post #313675
Prefab. I can design part of the base.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 10 years ago2013-05-24 07:14:08 UTC Post #313677
I feel like CT is blaming me...

WAIT SO WHAT IS THE PLAN NOW? I DONT GET YOU AT ALL. ITS SUPPOSED TO BE A SKYSCRAPER ACCORDING TO VOTES. CAN YOU GUYS PLEASE AGREE ON DOING A BUILDING WITH FLOORS, PROBABLY THE NO OF PEOPLE HERE IS THE NO OF FLOORS IN THE BLDG. GOOD?
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-24 07:55:24 UTC Post #313678
Base dimensions and prefab elevator/stairwell/skybox. That's all we need to decide/make.
Why would the number of floors be limited by the number of people? People can make as many as they want.

Btw, skyscraper was just the first suggestion. No one said we had to stick with the idea.
Jessie JessieTrans Rights <3
Posted 10 years ago2013-05-24 08:35:33 UTC Post #313680
Okay fine, even the no of floors is the no of people doing this was just a suggestion too. :3

So, yeah...
DIMENSIONS: One to the future, one to the past and one to chuck norris. lol.

So approximately how big do we want our building/environment? Huge? Big? Medium? Small? So who's gonna do the stairs/fire exit, and who's doing the lift? Also skybox?
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-24 09:41:38 UTC Post #313681
I think the only prefab we should use is the elevator prefab for all floors. But only the internal moving part of the construction.
Including in-between level tunnel to ease mapping and level connection.

Also, stairs should be prefabed but optional, because you have no guarantee some ones stairs will fit some ones map theme.

As for elevator, i think it should be on the center of one side, either out of the area or inside of it:
User posted image
Stojke StojkeUnreal
Posted 10 years ago2013-05-24 09:50:20 UTC Post #313682
There should be multiple elevators. At least two of them should do the trick.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 10 years ago2013-05-24 09:51:58 UTC Post #313683
Hey, that's not a bad idea, and maybe the elevator walls be made of glass like in Mw3 (wait was it in mw3??? im not sure)? Isn't that one thing we can do too? Have the aircraft fly by the elevator one time, reaaaaaly close and be like WOW.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-05-24 18:23:29 UTC Post #313685
Someone needs to step up as project leader for this for it to move forward.. ;)

I will participate, but i don't have time to facilitate and maintain it properly.. anybody? =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2013-05-24 18:33:53 UTC Post #313686
I would gladly apply, but i have some complications.
In two weeks i have 6 final exams for the 2nd semester.

If not for that id give this my full time. But i can gladly help organize.
Stojke StojkeUnreal
Posted 10 years ago2013-05-24 19:18:46 UTC Post #313688
I vote for Coffee to manage.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 10 years ago2013-05-24 23:58:35 UTC Post #313689
You are aware that Archie and Urby aren't really here anymore?
Jessie JessieTrans Rights <3
Posted 10 years ago2013-05-26 01:22:26 UTC Post #313690
I could probably take care of the organizational sides of things.
Castle disposed went relatively smoothly.
So if i'm managing, here's how it is because a decision needs to be made.

Engine
Goldsource (Vanilla)

Scope of project:
Each person makes a floor focusing on the internal area of the skyscraper.
The outside will not be rendered due to engine limitations.
The mapper can do whatever he/she desires on that floor so long as there is a standard elevator/central column dimension.

Maybe someone can design a central column/elevator combination as a standard starting point for each member. The only thing that needs to be the same about the elevator is the interior.

I'll take care of level transitions etc..

Vote for me.
Tetsu0 Tetsu0Positive Chaos
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