TWHL Pockets Created 6 years ago2017-07-25 13:03:08 UTC by monster_urby monster_urby

Created 6 years ago2017-07-25 13:03:08 UTC by monster_urby monster_urby

Posted 6 years ago2017-07-25 13:22:06 UTC Post #336347
TWHL Pockets
A singleplayer mod for the Goldsource engine.

Plot (relevant to the intro and outro, but may be referenced in your entry)
The TWHL Science team has opened a series of portals in the ‘interest of science.’ This has had unforeseen ramifications when one such portal opened into a hostile world, allowing hostile aliens to spread throughout multiple dimensions.

The player, an unnamed TWHL agent (possibly the veteran from the ‘Tower incident’) is called upon to resolve the issue. Using a modified suit of combat armour, they will travel through the portal, and stop the spread of hostile life. An algorithm programmed into the suit’s onboard computer will seal the portals behind the agent as they pass through them.

Engine:
Based on the landslide results of the vote in the previous thread, this mod will use the Vanilla Half-Life code. No Spirit.

Rules:
1. Every map must start and end in a TWHL airlock (to be provided), the player facing eastwards (0 degrees)
2. The player must only be able to move/play on surfaces within a 1024 unit cube, including the topmost brush. You do not NEED to fill this space. You can also build beyond this for the sake of scenery, but the player must not be able to access it, or must be punished for doing so. Note: The airlock can be attached outside of this space.
3. The theme is pockets of reality, hopping between dimensions. Therefore, the theme is totally up to you.
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/characters, again prefixing the filename with your username (e.g."urb-scientist.mdl").
6. If you use third party content, you MUST include a text file with your entry, containing credits to the authors. Any content 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 in the airlock. Note: This means that the long-jump module is not allowed as it cannot be stripped and could affect the gameplay in maps following your own.
8. Because each map will be a different reality, you MUST name it. Your TWHL username will be listed with it as the 'Discoverer.'

Participants:

Dr.Orange - Submitted
Windawz
Dimbeak
Daubster(?)
Rufee
Snehk
2muchvideogames(?)
Unq(?)
Jessie
MistaX88 - Submitted
Shepard62700FR(?)
DiscoStu(?)
NineTnine - Submitted
Luxasz
Kachito(?)
SourceSkyBoxer
Victor-933 - Submitted

Deadlines
I'm going to say that the deadline for the first version of this for playtesting will be October 22nd. This will not be moved again as I have a week off in October, which would be ideal for spending time on getting things stitched together.

After testing, people would get a chance to make changes and adjustments to their maps before a final version is put together, tested and released.

Files:
The base files for the mod can be downloaded here! (Updated: 26.07.17)

THE CORE!!?
Yes. The Core. It will continue to be my primary project. I will manage TWHL Pockets, and will likely throw in my own map (as well the intro and outro, obv), but I will not be spending a lot of my own time on this one.

Sooo, who is in?
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-25 13:29:17 UTC Post #336348
Awesome! Count me in. Less Minecraft, more Half-Life mapping. Hopefully...
The Mad Carrot The Mad CarrotMad Carrot
Posted 6 years ago2017-07-25 13:52:50 UTC Post #336349
Glad to have you aboard, infuriated root vegetable.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-25 14:03:41 UTC Post #336350
Good luck everyone, cool idea :)
Posted 6 years ago2017-07-25 14:04:49 UTC Post #336351
Yay, finally an excuse to pick up ye olde Goldsource hammere again :) Just a question, though. Will it use SoHL like Tower, or just the standard Half-Life binaries?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-25 14:09:19 UTC Post #336352
The vote in the other thread was a landslide in favour of Vanilla HL. Updated the initial post. So are you in Dr.Orange? Trempler?
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-25 14:14:30 UTC Post #336353
Yeah, I'm in on this! I was just a little confused, because of the mention of custom character models, but then I remembered monster_generic.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-25 14:19:37 UTC Post #336354
If I understand correctly, the player is "jailed" in a 1024x1024x1024 box?
Posted 6 years ago2017-07-25 14:23:24 UTC Post #336355
I'll join the project when I'm done with my HLDM map. Shouldn't take longer than 2-3 days ;) .
Posted 6 years ago2017-07-25 14:47:34 UTC Post #336356
I haven't mapped for goldsource in a long time, but I'm willing to pick it up and learn again for this.
Dimbeak DimbeakRotten Bastard
Posted 6 years ago2017-07-25 15:00:38 UTC Post #336357
Wubbalubbadubdub! I like the Rick & Morty-ish theme. Might join in depending on schedule. :crowbar:

EDIT: In terms of sealing portals behind you, will it be a requirement to destroy the TWHL airlock used to reach your the map at the end?
Daubster DaubsterVault Dweller
Posted 6 years ago2017-07-25 15:07:07 UTC Post #336358
Count me in
rufee rufeeSledge fanboy
Posted 6 years ago2017-07-25 15:08:34 UTC Post #336359
Not a requirement. I was going to work in a plot device that the TWHL Suit destroys the portal as it passes through.

Maybe in your universe it malfunctions? :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-25 15:32:36 UTC Post #336360
So I can freely destroy the start portal with some falling rocks or something like that as soon as player gets out of it?
Posted 6 years ago2017-07-25 15:53:56 UTC Post #336361
Can the map be made with the premise that the same area is represented in different dimensions? In other words, multiple 1024³ rooms that are actually the same room?
Posted 6 years ago2017-07-25 16:07:24 UTC Post #336362
Count me in. I already have an idea for it!
Posted 6 years ago2017-07-25 17:10:45 UTC Post #336364
Who would the protagonist of this mod be? Regular ole Gordon Freeman?

I ask because I plan on making references to the main character in my map.
Dimbeak DimbeakRotten Bastard
Posted 6 years ago2017-07-25 17:39:21 UTC Post #336365
As with TWHL TOWER, the player would be a nameless agent of TWHL.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-25 17:53:45 UTC Post #336366
i will be joining after taking a look at the airlock map

(FYI if anyone is using popular wads like opfor.wad, I would like to know so I can experiment with it. I rather not use non-vanilla wads if I'm the only one using it)
Posted 6 years ago2017-07-25 18:16:16 UTC Post #336367
Are we allowed to replace the media tracks with our own files to play proper music during our levels?
Dimbeak DimbeakRotten Bastard
Posted 6 years ago2017-07-25 18:55:10 UTC Post #336368
Question: is the 1024 height limit the highest reachable floor of the level, or is it the max allowed height of the ceiling?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-25 19:50:49 UTC Post #336369
If I understand correctly, the player is "jailed" in a 1024x1024x1024 box?
Correct.
So I can freely destroy the start portal with some falling rocks or something like that as soon as player gets out of it?
No problem.
Can the map be made with the premise that the same area is represented in different dimensions? In other words, multiple 1024³ rooms that are actually the same room?
You can do anything within a single 1024 cube. If you wanted to do three versions of a single room, then I'm afraid that the original room would need to fit within the space 3 times. :P
Are we allowed to replace the media tracks with our own files to play proper music during our levels?
You can, but you would need to note in the thread which track you are replacing so that others know not to use it. Also, the track mustn't infringe copyright, etc. Same goes for all content really.
Question: is the 1024 height limit the highest reachable floor of the level, or is it the max allowed height of the ceiling?
Technically the ceiling can be as high as you like, but the player must not be able to access anything outside of a 1024 unit cube.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-25 20:06:06 UTC Post #336370
Technically the ceiling can be as high as you like, but the player must not be able to access anything outside of a 1024 unit cube.
Well, I'm more asking, if the top of the highest brush is at the 1024 unit height mark, and the ceiling above is a skybox, is the player still allowed to walk on top of it?
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-25 20:53:47 UTC Post #336373
Let's say yes on that one. I'll amend the initial post.

Update!
The base mod files that add it to your steam list are available in the first post! Also, contains the airlock RMF, and a BSP so you can see it in game.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-25 21:25:54 UTC Post #336375
What could I make inside a 1024x1024x1024 box? :thinking_face:
Posted 6 years ago2017-07-25 21:33:26 UTC Post #336376
A lot more than people had to make in a 1024x1024x160 box 2.5 years ago! :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-25 22:08:43 UTC Post #336377
So its basically the same principle as TWHL Tower - create something on a set dimension base map with a setting/idea of your choosing?
Posted 6 years ago2017-07-25 22:23:56 UTC Post #336379
Possibly in. I also recommend a rule disallowing the longjump module, since you can't remove it once given.
Posted 6 years ago2017-07-25 23:00:41 UTC Post #336380
You know damn well I'm in.

Since I'm probably going to retrofit the idea I had for your last semi-proposed project (with the descending theme) into this project, I have some questions. Firstly, will there be any standardized level transition effects? As in, if we're hopping dimensions and all, will the level be changed during a white fade or something of the like? My idea would be most effective if the player can't see the first second or three, is all.
Secondly and relatedly, will we be allowed to modify the airlock at all? Obviously not so as to make it look notably different. Just maybe some additions for effect, like making it look worn/damaged, or throwing some boxes and scientists in there.
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-26 00:10:58 UTC Post #336383
I've only ever mapped for CS but I'd like to give this a go. Put me down as a maybe for now, because I don't want to make any promises since Half-Life has a lot of entities I couldn't use or didn't have a use for with CS so I have no experience with them, plus I have had a lot more time to practice multiplayer level design and not so much single player. I don't want to submit a map for this if it's complete and utter garbage.

That being said, I have tried some ambitious things in a CS map that were really complicated to do in a multiplayer setup but would be trivial to do in a single player setup, so it might not be as daunting as I think (I can actually use trigger_once, yay!).
Posted 6 years ago2017-07-26 05:18:31 UTC Post #336385
If its a room of that size and I got time till september count me in. Now question: since this is vanilla HL there isnt really a way to choose a custom monster model... however as a workaround would it be possible to have a custom model for said monster in the mod folder but have the customization be in another bodygroup/skin so its normal for everyone else until you explicitly set it in hammer? Thats the only way I can think of with vanilla unless someone knows better.
Posted 6 years ago2017-07-26 05:28:47 UTC Post #336388
I've replaced track 2 with my own original song. Half-Life01.mp3 is the file name, located in the media folder.

If anyone was planning on using the original song, I can find one to change it to.
Dimbeak DimbeakRotten Bastard
Posted 6 years ago2017-07-26 05:41:36 UTC Post #336390
confession time. I thought about the restriction, and a perfect fit idea would be being confined to an apartment in space. It will be like a cinder block house on a sheet of plaster board floating in the infinite abyss. If you leave the 1024 sized cube house you will suffer asphyxiation and be forced back inside. It would be like totally appropriate for this mod, but for some reason I feel like it might not be a good idea after all.
Posted 6 years ago2017-07-26 07:01:52 UTC Post #336391
Oh god no
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-26 07:06:58 UTC Post #336392
I was thinking of creating a dark Quake-like level with keys and secrets...
Posted 6 years ago2017-07-26 09:07:48 UTC Post #336397
So its basically the same principle as TWHL Tower - create something on a set dimension base map with a setting/idea of your choosing?
Yup.
Possibly in. I also recommend a rule disallowing the longjump module, since you can't remove it once given.
Good shout. Updating first post.
Firstly, will there be any standardized level transition effects? As in, if we're hopping dimensions and all, will the level be changed during a white fade or something of the like? My idea would be most effective if the player can't see the first second or three, is all.
A blue flash and fade probably around one second but can be adjusted as required.
Secondly and relatedly, will we be allowed to modify the airlock at all? Obviously not so as to make it look notably different. Just maybe some additions for effect, like making it look worn/damaged, or throwing some boxes and scientists in there.
Yes. I would just need to remember to add said adjustments in the joined map.
Would it be possible to have a custom model for said monster in the mod folder but have the customization be in another bodygroup/skin so its normal for everyone else until you explicitly set it in hammer?
That's a good way around it, but we would need to settle on a base model style to begin with. Some people like the originals, some people like HD and mixing the two is just ugly...
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-26 09:45:08 UTC Post #336399
I have a feeling I'll regret for joining this project. I could try to make something though...
Posted 6 years ago2017-07-26 09:50:33 UTC Post #336400
Secondly and relatedly, will we be allowed to modify the airlock at all? Obviously not so as to make it look notably different. Just maybe some additions for effect, like making it look worn/damaged, or throwing some boxes and scientists in there.
Yes. I would just need to remember to add said adjustments in the joined map.
Well, maybe. If it was just the middle section of the airlock getting jumped, would any differences on the outer sections need to be in there beforehand?

Basically, do you get teleported into a new airlock when you shift dimensions, or is the whole airlock shifting?
Jessie JessieTrans Rights <3
Posted 6 years ago2017-07-26 10:11:10 UTC Post #336401
Oh yeah... Duh. It would be a separate chamber. Haha.

Silly me.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-26 12:07:05 UTC Post #336404
Since the airlock is released, I'll start today.
Posted 6 years ago2017-07-26 12:28:09 UTC Post #336406
Am I allowed to use game_text entities to send messages from the remaining scientists to the player?

Oh, and what will happen to me if I fail to finish the map until the deadline?

EDIT: For some reason I can't access the airlock download link.
Posted 6 years ago2017-07-26 12:31:58 UTC Post #336407
If you aren't going to make the deadline, just put a note in the thread. These things ALWAYS end up running over. :P

Yeah... It appears my site is down... If it's not up by the time I get home I will upload it elsewhere :)
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-26 12:37:41 UTC Post #336409
Well, I'm just not sure if I'm able to finish my map (in fact I haven't even started working on it yet). Time will tell.

Heh, I thought my firewall has something to do with that. I'll just place a single placeholder brush at where the airlock should be.
Posted 6 years ago2017-07-26 14:58:49 UTC Post #336414
Files should be available again. :D
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-07-26 15:58:43 UTC Post #336415
Urby, recommendations on the airlock:
  • Make a second airlock and add the changelevel entities as soon as feasible (so we'd have 2 copies, coming and going)
  • Put in an info_texlights for the lights in the airlock or tell us your settings - so that if we leave it as-is it looks the same from map to map
Posted 6 years ago2017-07-26 16:35:26 UTC Post #336416
I simply made a 1024x1024x1024 cube coming from beginning of airlock doors and cloned whole airlock to the border of it (the second airlock is out of cube).

Made several new textures, they start with sne_ prefix. I won't need to add any other textures than those, so you won't see too much of new ones from me.

Got like, 25% of map ready. This'll be a quick dimmension to hop through.
Posted 6 years ago2017-07-26 17:05:24 UTC Post #336417
Am I allowed to use cs 1.6 textures (storm.wad and piranesi.wad preferably) or do I have to make my own ones?
Posted 6 years ago2017-07-26 17:35:57 UTC Post #336418
So it's sort of like the Cubicles project.
Posted 6 years ago2017-07-26 18:54:36 UTC Post #336420
User posted image
Working on a basic stealth prototype, it's not very perfect à la Dishonored, Splinter Cell, Deus Ex, Metal Gear Solid but somewhat close to what Counter-Strike: Condition Zero - Deleted Scenes managed to deliver.
Posted 6 years ago2017-07-26 19:49:24 UTC Post #336421
UPDATE: Base mod files have been updated with a new airlock map
Make a second airlock and add the changelevel entities as soon as feasible (so we'd have 2 copies, coming and going)
Link in the first post has been updated.
Put in an info_texlights for the lights in the airlock or tell us your settings - so that if we leave it as-is it looks the same from map to map
Does info_textlights override lights.rad? At the moment they're just using the base values by valve, but I can stick them into a info_textlights entity if need be.
Am I allowed to use cs 1.6 textures (storm.wad and piranesi.wad preferably) or do I have to make my own ones?
You can use them, but I don't really want to package those wad files with the mod, so I'd need you to possibly export them and add them into the wad included in the files. :P
So it's sort of like the Cubicles project.
I'll take your word for it... :D
monster_urby monster_urbyGoldsourcerer
You must be logged in to post a response.