TWHL Tower Created 9 years ago2015-02-07 21:24:31 UTC by monster_urby monster_urby

Created 9 years ago2015-02-07 21:24:31 UTC by monster_urby monster_urby

Posted 9 years ago2015-02-07 21:25:18 UTC Post #323732
The TWHL Tower
A singleplayer mod for the Goldsource engine.

Rules:
1. Every member must work from the base map.
2. Aside from the stairwell, the player should only be able to move within the 1024 x 1024 x 160 unit space provided. The challenge is to use the limited space to make something interesting / enjoyable.
3. You can add windows on the external wall, however this area should not be accessible by the player and should not exceed more than 128 units away from the outer wall. It must also fit the tower theme. (see point 9)
3. You can cut into the floor and ceiling for detailing purposes but within reason. Bottomless pits wouldn't really work. (see point 9)
4. Feel free to include custom textures, but prefix them with the first three letters of your username (e.g. "urb-wall1"). These will all be merged into a single WAD before release.
5. Feel free to include custom models for props, again prefixing the filename with your username.
6. If you use third party content, you MUST include a text file with credits to the author in your submission. Any textures / model credits not accounted for WILL be removed or replaced.
7. Feel free to make things as easy or as tricky as you like. The player will be stripped of their weapons and given a chance to replenish their health on each floor.
8. The goal of each floor is to open up the access door to the next floor. This can be a simple button, a key puzzle, or something more elaborate.
9. The entire mod will be based on ascending a tower. Therefore, in the final compile, the exterior sky boxes will all be set to a night time city theme and environment lighting will be included as such. Every floor must have a name and will include your name as the administrator. These details will be included on a plaque outside each members room, as well as on an index board in the lobby.

Participants:
JeffMOD
DiscoStu (?)
Penguinboy
Potatis_Invalid
Strider
NineTnine
Jessie
Tetsu0
Stojke
Rufee
Dr.Orange
Archie
TJB
Zeeba-G
Luxasz
The Mighty Atom

Notes:

I will be doing the final compile on all maps using Vluzacn's 2014 tools. I will also be compiling vrad with the lights.rad file so take care not to use entity lighting where it's not needed. :)

Mod file with base map, .wad file (which you WILL need) and Vluzacn's 2014 tools should you need them can be gotted HERE!

Any questions should go in this thread and all submissions should be sent to coffee@scotchandcoffee.co.uk
(original post follows - mod)
I'm thinking of putting together a small project in Gold source, called The TWHL Tower. Every floor of this tower will be mapped by a different person. The floors would be separated by a stairwell, the door accessing the next floor will be locked and the key is somewhere on that floor. Player will be stripped of all weapons and given health top ups on each floor, essentially being given a clean slate to tackle each mappers challenge.

I'll lay out some rules if enough people express interest in taking part. This is by no means a huge project as everyone will be bound to one floor and some set dimensions.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-07 21:42:31 UTC Post #323733
I might be interested.
Got a new method I want to try out involving sledge and obj files...
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-07 23:57:09 UTC Post #323737
That's interesting. I might jump in. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-08 00:41:31 UTC Post #323740
This really sounds interesting.
Posted 9 years ago2015-02-08 01:08:46 UTC Post #323741
If the allocated space is small enough, I'd give it a shot. As long as terrible mapping is OK!
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-02-08 02:04:56 UTC Post #323743
What Birdman said.
Oskar Potatis Oskar Potatis🦔
Posted 9 years ago2015-02-08 02:39:08 UTC Post #323744
Ok, so I'm thinking 1024x1024x160, space to work within and a stairwell that you can add little things to if you like.

Six people (maybe) in so far. I'll leave this tonight and if anyone else is up for it I'll lay out some rules and post a link to a base map. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 03:00:13 UTC Post #323745
Hm! Sign me up.
Strider StriderTuned to a dead channel.
Posted 9 years ago2015-02-08 03:01:55 UTC Post #323746
yeah may be a good idea!
Posted 9 years ago2015-02-08 04:28:24 UTC Post #323747
Will you map the outdoors so we can have windows?
Oskar Potatis Oskar Potatis🦔
Posted 9 years ago2015-02-08 05:05:25 UTC Post #323748
If you can go outside, I'd rig mine up with func_wall_toggles so I can make it a lot bigger on the inside :gak:
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 05:23:03 UTC Post #323749
Count me in!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-08 08:18:34 UTC Post #323750
Yes pls.
Stojke StojkeUnreal
Posted 9 years ago2015-02-08 08:29:03 UTC Post #323751
Well, it's a tower. Outside would be limited to balcony space so I'll say no access, just Windows. Balcony cannot exceed 128 units wide. The challenge is to use the space within the tower floor you invested in. :P

This will be in mod format so I will be compiling the maps with a daylight city skybox.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 09:29:09 UTC Post #323753
Count me in
rufee rufeeSledge fanboy
Posted 9 years ago2015-02-08 09:33:23 UTC Post #323754
When you say it's in mod format, do we take that to mean each floor is a different level?

EDIT: Oh, I didn't realize we were putting names down. Count me in then.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 10:39:51 UTC Post #323755
Each floor will be a new map yes.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 10:44:39 UTC Post #323756
I have a cool idea... When do we start?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 12:32:19 UTC Post #323757
A Group Project? I could use the experience. Ok, I'm willing to join this tower squad.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-08 13:15:40 UTC Post #323760
I'm out at the moment. I'll write up a list of of participants and rules later on with a link to the base map
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 13:47:52 UTC Post #323761
I'm in.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-02-08 14:15:26 UTC Post #323763
I'm in. It's not like I have anything more important to map
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-02-08 15:09:39 UTC Post #323764
I'm in, tower begins to lean over.
Posted 9 years ago2015-02-08 15:30:28 UTC Post #323765
Interesting idea, count me in. :)
Posted 9 years ago2015-02-08 15:32:38 UTC Post #323767
I'm in. It's not like I have anything more important to map
Yeah... me neither.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 15:39:52 UTC Post #323768
urbs, i think a basemap is a great idea.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-08 16:01:03 UTC Post #323769
Ok, so here it is...

The TWHL Tower
A singleplayer mod for the Goldsource engine.

Rules:
1. Every member must work from the base map.
2. Aside from the stairwell, the player should only be able to move within the 1024 x 1024 x 160 unit space provided. The challenge is to use the limited space to make something interesting / enjoyable.
3. You can add windows on the external wall, however this area should not be accessible by the player and should not exceed more than 128 units away from the outer wall. It must also fit the tower theme. (see point 9)
3. You can cut into the floor and ceiling for detailing purposes but within reason. Bottomless pits wouldn't really work. (see point 9)
4. Feel free to include custom textures, but prefix them with the first three letters of your username (e.g. "urb-wall1"). These will all be merged into a single WAD before release.
5. Feel free to include custom models for props, again prefixing the filename with your username.
6. If you use third party content, you MUST include a text file with credits to the author in your submission. Any textures / model credits not accounted for WILL be removed or replaced.
7. Feel free to make things as easy or as tricky as you like. The player will be stripped of their weapons and given a chance to replenish their health on each floor.
8. The goal of each floor is to open up the access door to the next floor. This can be a simple button, a key puzzle, or something more elaborate.
9. The entire mod will be based on ascending a tower. Therefore, in the final compile, the exterior sky boxes will all be set to a night time city theme and environment lighting will be included as such. Every floor must have a name and will include your name as the administrator. These details will be included on a plaque outside each members room, as well as on an index board in the lobby.

Participants:
JeffMOD
Alberto309 (?)
DiscoStu (?)
Penguinboy {?}
Potatis_Invalid (?)
Strider
NineTnine
Jessie
Tetsu0
Stojke
Rufee
Dr.Orange
Archie
TJB
Zeeba-G
Luxasz

Notes:

I will be doing the final compile on all maps using Vluzacn's 2014 tools. I will also be compiling vrad with the lights.rad file so take care not to use entity lighting where it's not needed. :)

Mod file with base map, .wad file (which you WILL need) and Vluzacn's 2014 tools should you need them can be gotted HERE!

Any questions should go in this thread and all submissions should be sent to coffee@scotchandcoffee.co.uk
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 16:09:23 UTC Post #323770
The core is on the roof right?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-08 16:10:51 UTC Post #323771
OMG SHHH! Spoilers!
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 16:24:34 UTC Post #323772
May we alter the stairwell at all, and if so, what are the restrictions on that?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 16:31:19 UTC Post #323773
The stairwell's dimensions must not be altered, but you can put stuff in there if you like. You will also need to add some form of blockade to be cleared for the player to proceed.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 16:54:20 UTC Post #323774
environment lighting will be included as such
You want we shouldn't use our own light_environments, then?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 17:04:51 UTC Post #323776
Sadly no. Your focus should be the interior over all. All exteriors in maps will use the same sky box and environment light settings for consistency.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 17:13:06 UTC Post #323777
Alright, I think that's my Qs sated for now. My idea may (or may not) be a little unorthodox, so I'll run it by you when I've got a bit more to show.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-08 18:00:23 UTC Post #323778
Haha! Just noticed the basemap is here. How much time do we have? Or is the competition finished as soon as everyone who has applied is done?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-08 18:32:38 UTC Post #323779
TWHLTowerProject.Participants.Add("The Mighty Atom");
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 years ago2015-02-08 19:35:01 UTC Post #323781
I'm not going to be spending too much time on it. Let's say have your entries submitted by Saturday 28th at the latest.

We can extend if anyone needs longer.

Welcome aboard Mr.Atom

I've started working on the ground floor which will be a lobby area with no combat. Basically the pre-disaster area. I also found some models I made for a previous TWHL thing that never came to light. Always recycle!
User posted image
When we've got some WIP media up, I might put this up on moddb. Might gain a little attention and bring a little traffic to the site. That is unless you guys wouldn't want that.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 20:20:10 UTC Post #323782
Count me in, basemaps ftw! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-02-08 20:22:31 UTC Post #323783
This tower be gettin' tall. It would be a shame if something happened to it... :badass:
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 20:25:34 UTC Post #323784
i would like to map a medievel room with zombies inside
Posted 9 years ago2015-02-08 20:46:31 UTC Post #323785
GLHF everyone else :(
Rimrook RimrookSince 2003
Posted 9 years ago2015-02-08 21:21:29 UTC Post #323786
You should have done that for the Rooms project. Technically you still can, seeing as it never was officially closed...

I have looked at the base map and I believe I have no questions right now.

Actually, yes. I have two, although not directly related to what *I* have to do.
Will the elevator ever be usable, or am I safe throwing an "out of service" sign on the door? (also it doesn't have a button, should I add my own?)
Will there be an outside space on the ground floor? As in, if the player can stand on the sidewalk/plaza/whatever and look up and see how tall it is.
Also, mildly relevant
Posted 9 years ago2015-02-08 21:59:00 UTC Post #323788
You can still contribute Rimmeh. Anyone can.
i would like to map a medievel room with zombies inside
Within your four walls, it's fair game. :P
Will the elevator ever be usable, or am I safe throwing an "out of service" sign on the door? (also it doesn't have a button, should I add my own?
The elevator will never work. There is an out of order sign on the ground floor. You can board it up, block it off or just leave it be.
Will there be an outside space on the ground floor? As in, if the player can stand on the sidewalk/plaza/whatever and look up and see how tall it is.
The player will start in the lobby but I will add a glass entrance door and windows showing a street outside. Looking up at the tower will not be possible.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 22:07:42 UTC Post #323789
This tower be gettin' tall. It would be a shame if something happened to it... badass - :badass:
Lo, this tower of babel! :D
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-02-08 22:13:11 UTC Post #323790
if anyone wants to offer any replacement models by the way, feel free. Some TWHL realated medkits or weapons. I'm literally recycling a bunch of models I never used, namely the scientists, barneys and maybe some human grunts if I can find them.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 23:43:57 UTC Post #323793
Does "no altering the dimensions of the stairwell" also apply to the size of the doorways? Are there any restrictions on retexturing the stairwell on our floor?
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-09 00:19:59 UTC Post #323796
Doorways and textures are fair game as some people will block the stairwell in different ways.

Just bare in mind that the change levels will be in the stairwell so the less complicated things get the better. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 00:28:51 UTC Post #323798
Got it. I'll try to remember to group everything I add together for easy copying.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-09 02:03:27 UTC Post #323803
I'm sorry but I don't feel comfortable at all to make something interesting enough for such a project with this crappy computer (perfectionist here).

So don't count me in, Urbeh. I'm sorry again. :(
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-09 03:09:19 UTC Post #323807
Perhaps you should mark where in the stairwell the level change takes place so people can map around it.
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