TWHL Collaborations Created 6 years ago2017-06-28 12:37:22 UTC by monster_urby monster_urby

Created 6 years ago2017-06-28 12:37:22 UTC by monster_urby monster_urby

Posted 6 years ago2017-06-28 12:37:22 UTC Post #335777
Don't get too excited just yet, I'm just gathering information here.

After the success of TWHL Tower (both the development and reception from players) I've often thought about opening up another TWHL collab project. As most of you likely know, I am strictly a GoldSource mapper only at this point, so if I were to open up another project it would be for HL1.

I am just curious as to whether there are enough members who would be interested in participating.
In addition, TWHL Tower had a series of strict rules in terms of the amount of space used. I would like for future collabs to have similar limitations. Not necessarily in terms of space available, but specific themes or gameplay styles. On the one hand this does limit you in terms of freedom, but I think it also helps to keep some degree of focus, preventing you from getting carried away.
So that's all. Just looking to see if A) people are likely to participate in future projects and B) people are good with strict limitations/rules

Once I am done with my main project, depending on the response here, I might look into starting something up.

Thanks guys!
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-06-28 13:03:40 UTC Post #335778
I'm in.

__

What about a CS 1.6 mapping collab? Like, every participant makes a separate section of a de_ map (Plant A, Plant B, Mid, etc.) with a specified size and a specified .wad file.
Posted 6 years ago2017-06-28 13:50:47 UTC Post #335780
You know damn well I'll be all over it.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-06-28 16:35:06 UTC Post #335782
While I am quite busy these days, if I get a moment I could contribute something. No promises though, but Ive been writing a lot of GoldSrc tutorial content and I could offer some info and some stuff of mine.
For example I have a prop model pack anyones free to use that comes with sources:
24 model pack

Also if you haven't seen I wrote a very lengthy series on map textures that even includes goldsrc skybox creation methods & a similar series on sprite creation and types:
Map texture series
Sprite Series
Posted 6 years ago2017-06-28 17:09:19 UTC Post #335783
It looks like this time it will not even be a tower. And I hoped for a skyscraper... Lol
Posted 6 years ago2017-06-28 18:59:18 UTC Post #335785
intae it
Archie ArchieGoodbye Moonmen
Posted 6 years ago2017-06-28 19:49:17 UTC Post #335788
TWHL is a ~100% mapping community, I would appreciate if programmers would deserve some love as well (like adding a new weapon or a new feature) ^^

Otherwise I'm fine with participating and the strict rules.
Posted 6 years ago2017-06-28 20:28:51 UTC Post #335790
Instead of TWHL World/Tower, it could be TWHL Mod. Adding new weapons/enemies would take collaboration not only from coders, but also modellers or 2D artists (sprite based weapons!), so whole HL1 modding community would be involved.

TWHL Mod would be interesting to take part in, but I may try with just mapping and strict rules as well.
Posted 6 years ago2017-06-28 20:30:15 UTC Post #335792
This is cool, strict and interesting rules are good. I suspect that was one of the problems with TWHL World, we had no restrictions on map type or setting or length or anything.
Posted 6 years ago2017-06-28 22:05:23 UTC Post #335793
I might be down for something like this if I have the time when the project is going on. I've never mapped for Half-Life before (only CS 1.6) so there would be a bit of a learning curve for me depending on what the map criteria was.
Posted 6 years ago2017-06-29 02:36:50 UTC Post #335794
if you get something interesting up here, I will come back once to mapping.
Posted 6 years ago2017-06-29 07:07:00 UTC Post #335802
Super duper, prepare for Status Reports Part 2
Posted 6 years ago2017-06-29 10:45:37 UTC Post #335804
Actually up for it this time.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 6 years ago2017-06-29 11:12:41 UTC Post #335805
Been getting very rusty when it comes to gs, but i've been getting the itch lately. I'd like to map an outside area with a 3d skybox and maybe dabble a bit and see what i can do with a day/night cycle. If that's something possible in a future collab, i'd chip in sometime late/after august.
Once I am done with my main project
Oh, snap.
Posted 6 years ago2017-06-29 12:30:51 UTC Post #335806
Yeah, this could be a while off yet. Given the amount of interest, I'm hoping not too much longer. :P

Thanks for the input guys. I'll keep you posted.
Instead of TWHL World/Tower, it could be TWHL Mod. Adding new weapons/enemies would take collaboration not only from coders, but also modellers or 2D artists (sprite based weapons!), so whole HL1 modding community would be involved.

TWHL Mod would be interesting to take part in, but I may try with just mapping and strict rules as well.
This was an idea I had a while back too, but it takes a lot more organisation. TWHL Tower was just a map pack and that took over a year to complete and release! :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-06-29 12:36:03 UTC Post #335807
Oh, will we have any CS tourneys like before? It's so bad I didn't know about TWHL back then.
Posted 6 years ago2017-06-29 12:37:42 UTC Post #335808
I believe Rufee is the one who arranged those previously. Not really a 'collaboration' thing as that is regarding mapping specifically, but I don't doubt that there will be more in the future. They usually take place around Christmas.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-06-29 12:46:02 UTC Post #335809
"I believe Rufee is the one who arranged those previously."
Oh... Sorry, I thought it was your idea xd. Thanks anyway. I'll be waiting.
Posted 6 years ago2017-06-29 13:04:54 UTC Post #335810
Used to be done by Daubster and SnC initially then I kind of took over. There will be more because I really like doing these the only problem being that participation is low + the fact that its an international thing doesn't help. But don't worry an xmas one should be happening this year.

Back to topic, I might dust off the ol "SledgeJackHammer" and join this one. Also Urby is right, a mod would require a lot of organization efforts and is probably not worth it (no offence to all you programmers) given then twhl tower as stated took over a year to finish.
rufee rufeeSledge fanboy
Posted 6 years ago2017-06-29 14:26:14 UTC Post #335811
"But don't worry an xmas one should be happening this year."
Wonderful.
Posted 6 years ago2017-07-21 12:26:19 UTC Post #336193
Just another bump on this one guys. Again, don't get excited. I'm just gathering information.

TWHL Tower used Spirit of Half-Life which offers up a lot of cool features, but isn't particularly stable.

My question is this: Would you want to use it again for a TWHL sequel, or would you be happy with the base Goldsource engine?
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-21 12:34:12 UTC Post #336194
I'd like it to be optional.
Posted 6 years ago2017-07-21 12:40:05 UTC Post #336195
Your standard run-off-the-mill GS thank you :)
rufee rufeeSledge fanboy
Posted 6 years ago2017-07-21 14:09:06 UTC Post #336196
I don't really get the distaste for Spirit. I'd prefer it myself. (trigger_inout, dammit!) But regular GS is perfectly acceptable as well.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-21 14:19:44 UTC Post #336197
Maybe you're right. When you're limited to a tiny map and can't impress the player with the beautiful architecture, gameplay comes to help.

So it looks like I have no other choice than use SoHL.
Posted 6 years ago2017-07-21 14:20:49 UTC Post #336198
To reiterate, the rules may not be in regards to available space this time.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-21 15:14:09 UTC Post #336200
how about there's a hub map that needs an amount of keys to complete the level or whatever, and the competition entries are individual levels / rooms that the hub goes to that you have to, somehow - whether it be a puzzle, obstacle course, w/e , you have to obtain the key and return it to the hub room. Not teleports, but like actual fluid level transitions
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-07-21 15:32:52 UTC Post #336201
I technically hate SoHL meaning that I would prefer vanilla Gold Source. Of course, if SoHL is the chosen base then I'll play by the rules.

Quick idea in my head : what about adding entities/weapons/items that already exist in official HL addons and/or SoHL ? This would be some kind of restriction like adding new weapon is permitted but as long it does exist in the HL world (like "trigger_inout", Opposing Force's M40A1 Sniper Rifle...) ? That would eliminate the time and need to create assets.
Posted 6 years ago2017-07-21 15:46:10 UTC Post #336203
Then the maps made by those who knows nothing about coding will not be accepted I think. I'm not smart enough to code even somethng simple.
Posted 6 years ago2017-07-21 15:46:48 UTC Post #336204
Testing if my phone does a double-post...

Edit: Nope.

@Shepard Did you really have to yell so loudly?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-21 15:50:14 UTC Post #336206
I love what Spirit offers and although I've found it to be stable, I've run across many things that don't work as they should or as documented.

So in short, I'm in favor of Spirit but ok with vanilla too.
Posted 6 years ago2017-07-21 15:55:24 UTC Post #336207
@Windauz : you misunderstood my idea. We give you entities like SoHL's "trigger_inout" and OpFor's "weapon_deagle" and you just use them. Doesn't take a Einstein genius to tie brushes to entities and placing point entities.

@Admer : I was in a train when I wrote that and my mobile data connection was playing on/off.
Posted 6 years ago2017-07-21 16:31:05 UTC Post #336208
@Shepard62700FR

Oh, I get it now. I thought you meant everyone must code their own entities.

And are you sure I'm Windauz?
Posted 6 years ago2017-07-21 16:35:02 UTC Post #336209
i liked twhl tower, urby leads collabs really well.

If shepard can handle coding, I can add you a few .cpp files if you want, but then everyone might be interested in new fgd's fast.

But maybe you should get to the CORE ISSUE first
Posted 6 years ago2017-07-21 17:19:02 UTC Post #336210
@Windawz : sorry, phone.

@2muchvideogames : assuming Urby and everyone else agrees on the idea of minor code changes are allowed
Posted 6 years ago2017-07-21 18:30:27 UTC Post #336212
I'm all for a little programming portion if it is allowed. Show some of us few a little bit of love.
Or even a programming competition alongside with the mapping. xd

SOHL is outdated and "poorly" done IMO. Spirit was a product of its time when none of the features that people wanted were there in vanilla (even now).
Posted 6 years ago2017-07-21 19:13:46 UTC Post #336213
I'll be honest, I've not done anything particularly complex with SoHL, only using it for swapping out character models and making certain things like entity masters more streamlined.

As such, the minor glitches that come with Spirit concerning scripted_sequences and monster_makers irritate me all the more.

If people preferred SoHL, I'd just grin and bear it.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-24 12:41:22 UTC Post #336295
Double Post for thread bump. Don't judge me...

Update: So I'm thinking Spirit of Half-Life after all. I've got an idea for a theme in my head. This might be happening sooner rather than later...

I can feel you all judging me. I said don't do that!
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-24 13:09:44 UTC Post #336296
"So I'm thinking Spirit of Half-Life after all"
It means we have to sacrifice monstermakers and scripted_sequences.
Is it worth it?

By the way, what version of SoHL will be used?
Posted 6 years ago2017-07-24 13:39:53 UTC Post #336298
Those features don't exist in vanilla so you can just ignore them. Implementing HL in C# is an enormous task that would take years if it's even possible and legal.

ASMod doesn't do client side stuff and isn't ready for any real use so please don't advertise it for use.
Posted 6 years ago2017-07-24 15:10:32 UTC Post #336299
i dont like the idea of using SoHL just putting that out there
Instant Mix Instant MixTitle commitment issues
Posted 6 years ago2017-07-24 16:37:18 UTC Post #336300
How a about a Sven Co-op TWHL Mappack ? We can use all the advanced features, can play in Co-op to enjoy the maps and also enjoy advanced limits.

Also there is a great Wiki about all the advanced Entyties.
Posted 6 years ago2017-07-24 17:50:16 UTC Post #336301
@SourceSkyBoxer what are you even going on about? You're all over the place. Not much of what you said makes any sense. C# this, TK that, you're not gonna get anywhere with that engine, just so you know. Just echoing what Solokiller says.

I mean, env_sky has a fix IIRC, and env_fog has a easy fix for sure; just the developers got lazy.

SOHL is just a big hack, made for an outdated SDK version using outdated methods. Honestly, just don't use SOHL, maybe if someone made a better version in place of it, it's about time then.
Posted 6 years ago2017-07-24 18:36:55 UTC Post #336302
@Shepard , Please please don't use SoHL because it is incompabilite to newest display card. env_sky and env_fog can not work since I got new display card and I tried.
I said that I hate SoHL on a technical side and that I wouldn't use it in my personal projects. Anyway, back on topic :
Update: So I'm thinking Spirit of Half-Life after all. I've got an idea for a theme in my head. This might be happening sooner rather than later...

I can feel you all judging me. I said don't do that!
Like I mentioned in my previous post, I'm following the majority and the final choice.
Posted 6 years ago2017-07-24 19:24:15 UTC Post #336309
Heh, it seemed that SoHL was more popular, but now it seems the opposite is true...

So, let's settle it. If you're going to participate, stick your vote in here!
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-24 19:37:54 UTC Post #336311
Maybe have a collaborative effort for the programming as well? Just a thought.
Posted 6 years ago2017-07-24 19:41:28 UTC Post #336313
Depends what kind of features you would be adding. There would be a strict time limit on the first draft of maps (probably around a month), so the code and FGD updates would need to come through quickly.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-24 19:55:40 UTC Post #336314
"There would be a strict time limit on the first draft of maps (probably around a month)"
How do I cancel my vote?
Posted 6 years ago2017-07-24 19:57:27 UTC Post #336315
I don't believe you can. Is there a problem?
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-24 20:03:24 UTC Post #336316
I'd say like a month for working on the programming, giving mappers time to test their ideas. Once the "engine" is done, they can develop and test their maps with the features we could cram in.
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