TWHL: Bakurai (TWHL PROJECT 2) Created 8 years ago2015-09-27 21:02:04 UTC by monster_urby monster_urby

Created 8 years ago2015-09-27 21:02:04 UTC by monster_urby monster_urby

Posted 8 years ago2015-09-27 21:08:08 UTC Post #327046
Who is up for another TWHL project?

I intend to work on the tweak list for TWHL Tower in the near future and get a final version ready for testing before distributing.

In the meantime, I would like to pitch...
User posted image
As previously mentioned, the project will focus of decending. The rules are a little less restrictive this time around:

Rules
1. Entries are limited to one map.
2. Maps can be as big as you like, but MUST focus on descending. Regardless of what occurs in your map, the player must finish lower than the point at which they started.
3. Custom textures may be used, but will be merged into a single .wad prior to release. Therefore, texture names must be prefixed with the first three characters of your username. e.g. urb-wall1
4. Custom models may be used, but again, must either have prefixed filenames or be contained in a folder with the mapper's username.
5. Any entries with custom content must contain a text file with credits to the author (even if it is your own work, ensure you credit yourself). Custom content with no credit will be removed/replaced!
6. The difficulty and gameplay can vary greatly across each map. The player must be given the opportunity to heal up and charge their suit. The player must be stripped of their weapons prior to reaching the end point of your map.
7. Map must start and end in the transition room (to be provided)
8. Maps will be compiled with Vluz Tools 2014, and must do so without error. Texture lights will be handled by the default lights.rad file. You will need to provide me with the values for new light textures.

That's basically all there is to it. I'll be taking a back seat with this one, mainly just stitching your creations together at the end. Got The Core and the Tower to focus on myself.

We will be using standard Half-Life engine this time around, no spirit. if you want to use features from spirit or another engine, find a way to replicate it in Vanilla GoldSource.

Deadline for the first drafts will be December 30th. Thats over two months!

If you're in, say so below. If you're out, make sure you post to let me know.

If you've not sent your first draft by January 1st, you're out.

Participants
Urby
Angry Carrot
Jessie
Instant Mix
Dr.Orange
Alles_Ratten
Tetsu0
Doctor Amazing(?)
Penguinboy(?)
Kachito(?)
2MuchVideoGames(?)
Strider(?)
MarsCheerleader(?)
DiscoStu(?)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-27 21:15:43 UTC Post #327048
Count me in!
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-09-27 21:16:38 UTC Post #327049
Like I've said, I've already started on my map. I'll send you a PM to make sure the angle I'm going for is okay, though.

Needless to say, I'm in.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-09-28 02:26:27 UTC Post #327051
What's the plan to stitch the maps together? Is there a template start/end room or will it just be basic teleports between maps?
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-09-28 03:26:34 UTC Post #327052
I think a project like this does benefit from a definite, standardised transition, IMO.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-09-28 04:05:07 UTC Post #327053
A project of any kind does benefit from a definite, standardised transition. See: Rooms.
Posted 8 years ago2015-09-28 04:22:26 UTC Post #327054
Yeah, I was thinking that having a "transition room" would make things easier, and gives people a good starting point to work from. It wouldn't need to be very complicated, just a room with an entrance door and an exit door, and a changelevel landmark/trigger in the middle. Everyone puts one at the start and end of their map. It'd make Urby's job a lot easier at the end, too.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-09-28 07:17:24 UTC Post #327055
Much appreciated, or I can knock together a room to put at each end.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-28 08:18:58 UTC Post #327056
pretty sure it will be like July 2016 when entries will be closed, considering how Tower went haha
Posted 8 years ago2015-09-28 08:31:03 UTC Post #327057
Vanilla half life? Aww, sad times. Sounds fun actually, I'll pitch in. I love me some descents!
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-09-28 11:10:02 UTC Post #327062
Yeah, I chose to go vanilla this time since it's more likely to work in WON for people who refuse to update to Steam... No matter how dumb that is. It also prevents compatibility issues when compiling vanilla entities in Spirit, and it stops people bitching about being forced to use a more powerful engine that cuts out so much entity busy work. Again, dumb.

Anywho, three in so far. Any other takers?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-28 11:27:19 UTC Post #327063
I'm too busy and I don't have any immediate ideas, so I guess I'm out, at least for the time being.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2015-09-28 11:41:16 UTC Post #327064
Same as last time, I'll try but will probably quit without doing anything.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-09-28 12:45:24 UTC Post #327066
couldn't we form a list and everyone link their map to the person after them?
Rimrook RimrookSince 2003
Posted 8 years ago2015-09-28 13:45:58 UTC Post #327068
I'll try
Posted 8 years ago2015-09-28 15:57:39 UTC Post #327074
I'd really want to participate in a TWHL project from time to time, I'm really sorry I missed out on so many and will pass this one too, but I just can't find time, even for taking a shit on some days(honestly). Which begs the question Urby: how can a man with a family spare so much of his time for the community?
Is the clock running slower at Greenwich? :biggrin:
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2015-09-28 16:12:01 UTC Post #327075
Heh, my daughter sleeps multiple times a day, and goes into her cot at 8pm.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-28 18:11:13 UTC Post #327078
Sounds great. I'll work on this on the side of every other project I have to work on :)
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-28 20:45:24 UTC Post #327079
Can we use the entire grid space?
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-09-28 23:41:56 UTC Post #327080
think you could have more rules or something? The way it is right now it looks like every level will probably end in some generic transition elevator that counts as 'descending', and there's really no overall theme.
Posted 8 years ago2015-09-28 23:46:16 UTC Post #327081
I think we can trust the people around here to use the whole descending thing properly.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-09-29 00:10:29 UTC Post #327082
alright.

Think i have a half finished cliff map lying around, if i join i'll use that map
I chose to go vanilla this time since it's more likely to work in WON for people who refuse to update to Steam... No matter how dumb that is.
I appreciate you taking us WON users into consideration this time, Urby. I feel like I should give an explanation for why I prefer WON.

I dunno if any of you know this but valve has updated Half life to remove the Direct3D video mode. This is the mode that my computer prefers when playing half life. In OpenGL it will lag for something as simple as flickering lights and stuff. I do have both versions installed so I can play any mod out there, but I'd prefer if I didn't have to deal with random lag because valve made some strange and unnecessary decision like that. I wanted to record a video playthru of twhl tower too, but couldnt because of the steam opengl lag. Sorry about that.
Posted 8 years ago2015-09-29 00:11:18 UTC Post #327083
Do you guys ever port these to Sven-Coop so we could experience the finished project as a group?
Posted 8 years ago2015-09-29 00:17:55 UTC Post #327084
many people here go for non gameplay mapping, so I dont think it will fit in sven coop.
Posted 8 years ago2015-09-29 00:43:40 UTC Post #327085
Yeah, I have an idea for a map, but it'd only be a short novelty map that only really works in single player.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-09-29 01:00:05 UTC Post #327086
Maybe Im missing something. Is this not a gameplay single player map?
Posted 8 years ago2015-09-29 02:53:53 UTC Post #327087
There's no restriction on what kind of gameplay it is. If you wanted to do a traditional run-and-gun style map, then that's fine, but other people might want to make complex entity setups or novelty maps that don't have any shooting at all. In the case of my map idea, having more than one player in the map would break the sequence that I have in mind.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-09-29 09:48:29 UTC Post #327088
Amended the rules in the first post a little.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-29 10:36:59 UTC Post #327089
I'm interested, but no promises on me completing an entry.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-09-29 11:32:03 UTC Post #327090
I think I get it. So most of the emphasis is put on puzzles, architecture, and cool effects?
Posted 8 years ago2015-09-29 12:07:06 UTC Post #327092
Only if you want it to be, it's fine to create a "normal" shooting-style action map as well.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-09-29 12:36:15 UTC Post #327093
Depends on the transition room and restrictions/rules that will come after it. I'll keep on eye out on this and see what else changes until weekend.
Told myself i wouldn't touch GS 'till at least end of year, but i've been getting the itch lately; this is a good enough excuse and enough time to cook something for the deadline. :walter:
Posted 8 years ago2015-09-29 13:18:17 UTC Post #327094
@froghair
2. Maps can be as big as you like, but MUST focus on descending. Regardless of what occurs in your map, the player must finish lower than the point at which they started.
I.E. It doesn't matter what specifically happens in your map, be it puzzles, or running and gunning, or just looking at pretty eye candy. The only thing that matters from a rules perspective is that it has a focus on descending.

Look to the first project, TWHL Tower, to see an example of what types of map you could create. Some were just pretty, some were mostly gameplay, some were puzzles, some were neat effects, and some were Strider's (A.K.A all of the above).

It's a very open prompt, so just think about how you can use the descending theme in an interesting way.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-09-29 16:00:22 UTC Post #327096
Annnd... What does "bakurai" mean?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-29 16:08:23 UTC Post #327097
It's Japanese for "Depth Charge"
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-29 16:10:35 UTC Post #327098
User posted image


It wasn't easy to draw them right.
Posted 8 years ago2015-09-29 16:21:23 UTC Post #327101
It's also Chinese for "mine explosion"... apparently
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-29 16:45:45 UTC Post #327102
Why else would you use Chinese characters?
Posted 8 years ago2015-09-29 17:38:19 UTC Post #327103
Around half of written Japanese is based on written Chinese.
So really, either translation is correct if you don't specify which language.
User posted image
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2015-09-29 17:39:56 UTC Post #327104
Where does the
User posted image
thing come from anyway?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-29 17:43:06 UTC Post #327105
Posted 8 years ago2015-09-29 22:36:03 UTC Post #327106
Updated the original post with contributors. Four definite contributors and four maybes... Seemingly less popular this time around. :|

Perhaps the gap between projects should be bigger, or maybe a more solid theme is necessary?

I actually have another idea I considered posting, but I'll wait to see if this one flops.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-29 22:43:05 UTC Post #327107
I'm tentatively in. It's just that no concrete ideas are immediately jumping out at me.
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-09-29 23:13:09 UTC Post #327108
You should do it during holidays.
Posted 8 years ago2015-09-30 01:29:27 UTC Post #327109
I'd do it but for some reason I know I'm probably gonna drop out later. :pwned:
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2015-09-30 14:14:23 UTC Post #327116
Is there a specific protagonist, or is the player Gordon Generic Freeman?
I'm asking, becuase the theme and gameplay of my map will make some self-referential 4th wall demolition, and I just want to know what the player character should be referred to.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-30 15:14:23 UTC Post #327117
I had a couple of ideas for the story first and final maps (mine), connecting them and the events in between. In these sections the player will simply be referred to as Subject 986

I think everything in between is fair game, since the player could be descending through a cave system at one point, then through a space station in the next map, then a cliff face. Nothing in the middle will be connected story wise so feel free to refer to the player in whatever manner you please. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-30 15:54:17 UTC Post #327118
Oh man, for some reason I had only considered descending underground.

Wouldn't change the setting of what I'm working on, but I might be able to make the area make a little more sense now. Maybe.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-09-30 17:45:51 UTC Post #327120
I have an idea, but I don't have time to do it because the deadline is too soon. Unless I'm allowed to send in a really drafty draft to buy time.
Posted 8 years ago2015-09-30 20:17:21 UTC Post #327121
Considering that this is a lot more open and less restricted, I guess it would make sense to push the date back. Would another month help?

Updated the first post either way.
monster_urby monster_urbyGoldsourcerer
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