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 ago2015-02-09 09:24:42 UTC Post #323809
To make things a little easier, let's say to leave the stairs themselves alone. Level changes will be at the top and b bottom of the staircases.

Participants (updated)

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

People with (?)s are yet to officially confirm that they are in.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 09:40:24 UTC Post #323811
I'm definitely probably in.
Oskar Potatis Oskar Potatis🦔
Posted 9 years ago2015-02-09 10:10:08 UTC Post #323812
I'll definitely submit something, even if it's just the unmodified base map!
I updated the first post with the rules & link to the base map.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-02-09 10:34:59 UTC Post #323813
Cheers. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 11:00:39 UTC Post #323814
This is a TWHL thing, ain't it? Might as well make it news. BECAUSE WE NEED NEWS
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-09 12:09:30 UTC Post #323816
Damn, we need this kind of stuff at GameBanana. :( It's so catchy and fun. :3

I'll try to talk to the big bosses and ask them if we could have a "Mini Competitions" section (or something similar/related), so we can submit our own stuff like this one. :3

Do you think it's a good idea?
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-09 12:12:36 UTC Post #323817
Or, you know, just direct them here?
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-02-09 13:08:56 UTC Post #323819
Oh, please don't make replacement models! It might ruin the entire level for someone who built a floor based on the default scientist models (wow, my entire floor depends on the scientists lab coat color)!
Also, can we have custom sounds and sentences with our floors? I feel like squezing in some custom voice acting if it's possible...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 14:46:15 UTC Post #323822
As long as you send me your sound files and entries for the sentences.txt file that's fine.

Also I can take the custom models out. Just bear in mind some people won't be using default models with their HL installations. Most people use Gearbox's HD pack nowadays as far as I know.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 15:05:21 UTC Post #323824
Well, the HD pack is official and approved by Valve as far as I know. The only thing it really changes from the overall story of the game is the handgun and the machine gun. At least GearBox didn't make the scientists and security guards yellow. That would completely remove you from the Black Mesa feeling.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 15:16:26 UTC Post #323825
Could I maybe make the basement?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2015-02-09 15:41:22 UTC Post #323827
Can we use a small amount of space above the ceiling for headcrab holes?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 15:51:27 UTC Post #323830
At least GearBox didn't make the scientists and security guards yellow. That would completely remove you from the Black Mesa feeling.
That's kinda what I was going for. This isn't black Mesa. :P

Yeah, you can build a little info the floor and ceiling for detailing so heady crabby hidey holes are fine.

@Suture. Gonna say no. The goal is to go up. Based on my ground floor map, the player would have no need to go down there and could easily skip it. Also, it would remove a lot of the restrictions and as such, doesn't seem fair.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 15:59:19 UTC Post #323831
He could make a map that looks like a basement, but is located above the lobby.
I figured, every map in this tower will be unique. I can say right now that my map will be Black Mesa styled. In fact, it will be Black Mesa's share of this tower. Another floor may be a dungeon, and another a nightclub. Just saying, this will be the most random skyscraper I've ever visited.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 16:13:13 UTC Post #323832
Just a question.
How are you going to remove the suit and suit power between each floor?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 16:27:14 UTC Post #323833
^^^^
I was thinking the same thing - IDK how to unequip the suit.
It just might be fairer/easier to auto equip the suit on game start, everyone starts with it.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-09 16:29:08 UTC Post #323834
It just might be fairer/easier to auto equip the suit on game start, everyone starts with it.
Yeah, that was the idea I had. The next problem tough, suit power. Someone might make a map that becomes completely ruined, just becuase someone put like 10 suit chargers in the previous level.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 17:07:11 UTC Post #323835
New rule:
Everyone must have the G-Man somewhere on their floor.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 17:11:21 UTC Post #323836
Here's a rule: Stop double posting. There's an edit button for a reason.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-09 17:12:36 UTC Post #323837
Not a rule, but use him if you like.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 17:16:49 UTC Post #323838
No, make it a rule!!!
Besides, about the suit and armor power... How are you going to solve that?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 17:23:13 UTC Post #323839
I'm pretty sure Half Life has a section that can drain your suits power.

Other than that, the main challenge is the use of the limited space and mapping quality, not difficulty. An empty room full of zombies isn't going to get much praise. Some areas might just contain a puzzle.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 17:38:19 UTC Post #323841
Well, as far as I know, there is only one section in the entire Half-Life franchise that Drains your armour. The Citadel core in Episode 1. And that is coded to drain your suit when the mega gravity gun is disabled.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 18:14:29 UTC Post #323842
Cold damage drains suit power faster than health.
Do a quick burst of that combined with a quick burst of negative fall damage or whatever they used for the healing pools and pods in Xen. 0 suit, 100 health.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-09 18:14:54 UTC Post #323843
The freezers in Apprehension in HL1 also drains your suit power.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 18:15:37 UTC Post #323844
Healing pools use "generic" damage for the triggers. Smart idea, but I don't think negative values bite on the suit. Tough, I haven't tested it...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-09 21:31:45 UTC Post #323852
Hey Urby, have you finalized the skybox values yet? I plan on having windows and I'd like to design my floor's lighting (or rather, which of the lights are on) based on how much moon/sunlight is shining through.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-09 22:23:12 UTC Post #323853
Nothing is finalised yet but I'll let you know asap.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 22:30:05 UTC Post #323855
Alright, no big rush. Still got to do the architecture and textures first. Danke!
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-09 23:03:35 UTC Post #323856
Some good news. The healing and freezing trick work like a charm. The numbers have to be pretty big for it to work correctly but here goes.

A freeze damage of 100HP will strip 20 units of power from the suit every .5 seconds. Any higher than this and it will instakill any player who passes through with no armour at all, regardless of how strong the countering heal trigger is. Unfortunately, if the player enters these triggers with less than 100% health, this will also kill them.

The solution I have come up with is that the player will enter a strerilisation chamber on each floor. This will seal them in for 3 seconds, strip their weapons, regen their health (at a power of 100000 so this will be instant) and then sap their armour. That way they will always be at 100% HP when the freeze hits. Then the door opens and the triggers are killed (stops players back tracking to get more health if your level is tough)

This does of course mean I will need more room in the stairwell... Not a great deal, just a square space beyond your blockade which can be accessed once your floor is done with. Editing options there are getting limited in the stairwell huh? :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 23:11:44 UTC Post #323857
Fine with me. Good work Urby!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-10 00:17:58 UTC Post #323859
How does the basement remove the restrictions?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2015-02-10 00:41:23 UTC Post #323860
Technically you wouldn't be restricted by the balcony limitations of other players and could tunnel into the ground if you wanted. Of course you could be honorable and stick to the dimensions. The bypassing issue still stands however. No basements.

Also, does the 'Master' field not work properly with the standard HL tools? I'm attempting a simple puzzle which should work as far as I understand it. Door is opened by a trigger, trigger has a master names button, button should be active so player can pass through trigger and open door...

It definitely works like that in the Spirit engine.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 02:55:54 UTC Post #323861
There are special names, I don't know much about them. Try naming the "button" entity something else.
Posted 9 years ago2015-02-10 03:54:24 UTC Post #323864
i've never gotten buttons to function properly as masters. I always used multisources and named them <slave>_master
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-10 08:36:42 UTC Post #323868
I'll think of something else if I can't get it working.

I'm going to start mapping my actual floor in the office during lunchbreaks. The lobby is almost done.

Participants update:
JeffMOD
DiscoStu
Penguinboy
Potatis_Invalid
Strider
NineTnine
Jessie
Tetsu0
Stojke
Rufee
Dr.Orange
Archie
TJB
Zeeba-G
Luxasz
The Mighty Atom
Captain Terror
Joebama(?)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 14:19:20 UTC Post #323878
Quick read through the discussion, don't know if it was answered: Masters must be multisource entities.
Also, I've allready edited the entire layout of the stairwell. Ok, not everything, but I moved the door you need to open to the very end of the hallway. I hope you can still make it work...
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 15:30:20 UTC Post #323882
Ok, that should still be fine. :)

I'll have to try the multisource thing when I get home.

Progress from the office!
So, I'm working on my actual floor while I'm at work. This is the progress made today during my breaks. :)
User posted image
User posted image
User posted image
Apparently the screen texture in the last shot doesn't cast light... I'll have to change that to something else, or make a new one. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 15:51:12 UTC Post #323895
Looks good, Urby, very old school HL-ish. :)

Are we allowed to use VOX (Black Mesa Announcement System) in our map?
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 years ago2015-02-10 15:51:43 UTC Post #323896
You must place a light entity near that screen. I'm assuming you're compiling with the default valve.rad file.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 16:11:52 UTC Post #323899
Light entity. Gurgh shudder. I'll make a custom texture with a lights.rad value
Are we allowed to use VOX (Black Mesa Announcement System) in our map?
Go for it! :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 16:32:34 UTC Post #323901
info_texlights?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-10 16:51:55 UTC Post #323903
Or light_surface?
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 years ago2015-02-10 17:15:16 UTC Post #323905
The only true way to make lights is using the entity called light. Or light_spot if it's prefferable.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 18:04:13 UTC Post #323907
I prefer texture lighting in gold source. The entity "light" shines in all directions like a bulb and isn't always feasible. Light_spot is good for getting really crisp shadows but is too restrictive for general lighting. I tend to avoid using light entities at all.

Edit: yeah, just checked. In our mod The Core, out of all my [REDACTED] maps so far, I've used maybe 3.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 18:05:59 UTC Post #323909
"The Core"? Is that a mod? Is it released? Is it set in Black Mesa? Does it feature custom coding? Tell me! Tell me! menacing voice Tell me! :combines:
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 18:12:54 UTC Post #323912
It can't be "the best" if it isn't released. Colon.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 18:17:44 UTC Post #323914
I appreciate the sentiment but that's a bit of a hollow argument. In 2011 Duke Nukem Forever wasn't released.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 18:18:47 UTC Post #323915
I've played The Core and can confirm it's the best. You can trust me, I'm completely impartial.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-02-10 18:23:06 UTC Post #323917
3 people. Urby, Archie and [REDACTED]
Archie ArchieGoodbye Moonmen
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