The source one can be whatever! I'll take control of the Gldsource one, so you can have full control over the Source version if you wish - unless you nominate me to be in charge.
[blue]Goldsource HUB level mapping guidelines REV A[/blue]
HEV SUIT
The player will receive his / her HEV suit in the initial level/ hub world. Probably before the hub world even exists.
HEALTH + WEAPONS
For playability sake, and to give each person the freedom they deserve, weapons will be stripped upon returning to the hub world. Don't worry about including any of those entities, I'll take care of that. Just beware that you'll need to equip the player within your level. This will be much like TWHL TOWER; Armor will be reset to 0. Health will be reset to 100.
LEVEL TRANSITIONS
The teleport in and teleport out points in the map can be wherever you want . The portal can be stylized however you want - we're dealing with rifts in time and space so things are going to be different. I'll take your style and incorporate it somehow into the hub. If you wish to deviate from this, or want to return to the hub in some other fashion, post in this thread or shoot me a PM
LEVEL OBJECTIVES
The storyline hasn't been finalized or even really fleshed out at all, but the level objective will be to find SOMETHING to help the team get back to Earth, preferably Black Mesa. So we need to bring energy sources, computer parts, raw materials, crystals, Big Momma's toenail...
Basic idea here is that each completed level gives access to another portal. We just gotta keep trying to get back home.
CUSTOM CONTENT
Go wild! The more, the better! wads will need to be prefixed with your name, and underscore, and "hub". Example: tetsu0_hub.wad. You may abbreviate your username if you wish.
Models need to reside in a folder with your name in it. Model names do not matter since they will be in separate folders.
If you are supplying content that someone else made, note that person in your README so they are credited.
If you are supplying content that you made, note that in your README so YOU are credited.
COMPILING
Each level will be compiled again by me once it's submitted, so to keep everything consistant, we'll be using a common set of parameters. I'll supply this information with the dev pack next week. I will make a Google Document version of a lights.rad file that anyone can edit so they can add their light values and textures to. If there are any duplicates, it will be up to the mapper to create an alternate version of that texture and then supply it to me.