TWHL Pockets Created 7 years ago2017-07-25 13:03:08 UTC by monster_urby monster_urby

Created 7 years ago2017-07-25 13:03:08 UTC by monster_urby monster_urby

Posted 7 years ago2017-07-28 12:10:53 UTC Post #336508
Yeah, TWHL Tower had a 128 unit buffer, because anything more would break the illusion of a tower. Not accessible by the player, but useful for balconies and such. I think only Dr.Orange and I made use of this?

With TWHL Pockets, you can essentially put anything you want in your map, but the playable area must fit within a 1024 unit cube (with allowances for walking along the surface of the uppermost brush)
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-28 12:29:23 UTC Post #336510
The player must stay inside 1024x1024x1024. Plus the player can walk on the top brush of that cube.

Other things can be built outside the 1024x1024x1024 area.
Posted 7 years ago2017-07-28 13:09:40 UTC Post #336511
How about falling off of the level? Are we permitted falling time out of the cube to throw in a fade or whatever? (As opposed to having to kill the player before they leave the 1024-cube.)
Jessie JessieTrans Rights <3
Posted 7 years ago2017-07-28 13:52:42 UTC Post #336513
Player can leave the 1024 cube, but must be "punished" which should probably be clarified. I also plan to use a fade + kill or loadsaved if the player falls off.
Posted 7 years ago2017-07-28 14:19:51 UTC Post #336514
@SSB

Beautiful...
Posted 7 years ago2017-07-28 16:21:04 UTC Post #336517
Can the 1024³ cube be moved around, like a platform that confines the player's movement to it?
Posted 7 years ago2017-07-28 19:20:15 UTC Post #336522
Can the 1024³ cube be moved around, like a platform that confines the player's movement to it?
I hadn't considered that... I guess it's technically fine. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-28 21:17:22 UTC Post #336525
Bus ride around Paris!
Posted 7 years ago2017-07-29 08:59:14 UTC Post #336531
Yesterday's progress (couldn't upload because of a storm):
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Posted 7 years ago2017-07-29 15:59:48 UTC Post #336544
I guess I'm finally at the stage where I have some work in progress screenshots to share. Have some dystopian future dimension pictures!
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Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-29 16:07:31 UTC Post #336545
@Dr. Orange

One more beautiful dimension! Reminds me of Deus Ex for some reason.

Is it ok that I like others' projects more than mine?
Posted 7 years ago2017-07-29 16:10:52 UTC Post #336546
Cubicles was a little different. Different rules and the maps didn't link together which makes this more interesting. Good job on things so far.
Rimrook RimrookSince 2003
Posted 7 years ago2017-07-29 18:54:10 UTC Post #336555
Looking good guys!

@Dr.Orange: If you want to prevent the blurring on those poster textures, you'll want to round up the dimensions of the textures.

Odd multiples of 16 get blurred terribly in Steam Half-Life. 96x96 dimension textures look absolutely dreadful in game, so I round up to 128x128. :D

It's quite a massive difference as well :|
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monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 19:14:37 UTC Post #336557
Everyone's posting all these amazing screenshots, yet, here I am probably going to make a meme of a map. Not literally a meme, but meaning, my map's going to be super potato...
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 7 years ago2017-07-29 20:41:54 UTC Post #336558
It looks like my map is the only untextured map here. Lol.
Posted 7 years ago2017-07-29 20:53:12 UTC Post #336559
At least you have a map. I won't be able to participate with the schedule I have.
Rimrook RimrookSince 2003
Posted 7 years ago2017-07-29 21:13:18 UTC Post #336562
Urby: If you want to prevent the blurring on those poster textures, you'll want to round up the dimensions of the textures.

Odd multiples of 16 get blurred terribly in Steam Half-Life. 96x96 dimension textures look absolutely dreadful in game, so I round up to 128x128.
Huh, I did not know that. I'll look into it, thanks!
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-29 21:35:28 UTC Post #336564
I don't think Urby meant just even multiples of 16, you want powers of 2 for sharpness: 16, 32, 64, 128, 256 on a side.
Posted 7 years ago2017-07-29 21:49:05 UTC Post #336565
So, I tried rescaling the sign textures from 96*128 to 128*128 and then downscale it in editor, and...

Before:
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After:
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I can kind of notice a difference, but is's a bit subtle. It does seem to look sharper, though.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-29 21:56:18 UTC Post #336566
I didn't mean downscale it necessarily. My example textures were a 96x96 and then the same 96x96 texture, centered on a 128x128 canvas. :P
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monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 21:58:33 UTC Post #336567
Urby you can remove me from the list.
Posted 7 years ago2017-07-29 22:01:24 UTC Post #336568
Aww, that's a shame. Alrighty, you're gone. :)
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 22:05:41 UTC Post #336570
Urby: I didn't mean downscale it necessarily.
Perhaps not, but it still looks better than having non-power-of-2 dimensions. Thank you for making me aware of this... limitation :)
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-29 22:06:27 UTC Post #336571
Thank Joebama. He's the one that pointed it out to me originally. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-29 22:09:30 UTC Post #336572
I'm still confused, lets say i hollow out a 1024 cube, can the player be walking on top of it? What if it was a 992 cube instead?

its because the top of the cube is outside and theres a skybox on top of that, so I dunno how much space is available under the surface.
Posted 7 years ago2017-07-30 01:44:55 UTC Post #336574
The player can walk on top of the 1024 unit cube, but that must be the absolute highest point they can reach.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-30 07:50:41 UTC Post #336576
Well, i knew i was getting rusty with gs but i can't even get the .rmf to open in Sledge :nuts: , fortunately the .map file worked. Tons of error though, could not compile it; just gonna have to build my own.
Someone help me out here, what cannot be changed regarding the airlocks besides it's dimensions, info_player_start orientation and iirc the info_landmarks must remain in the same position as they are now in Urbys source file?
Posted 7 years ago2017-07-30 11:43:03 UTC Post #336579
I didn't check blocks light on those grates because it looks god awful and splotchy unless you're using a spotlight.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-30 15:27:40 UTC Post #336582
I'm not in the mood to map for the next couple of weeks (see journal for the reason) so I might drop out.
Posted 7 years ago2017-07-30 18:24:27 UTC Post #336583
No worries, mate. I'm sure there will be an extension, but I'll take you off the list for the time being. All the best.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-30 20:04:01 UTC Post #336585
I'll be out of the city all week.
Posted 7 years ago2017-07-30 20:24:28 UTC Post #336587
Well, my map is now in a state where it's playable from start to finish, so I guess this is a good time to upload some more screenshots!

I updated the appartement to look less silly:
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I actually had this appartment done, but I forgot to screenshot it last time:
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I have now added scenery around the map, so I hope you aren't afraid of heights!
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A fancy lobby with the best type of dance floor:
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The room where they store all those propaganda plaques:
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And, of course, a helicopter boss fight:
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I can't wait to see what everyone else comes up with. What I've seen so far have all looked good!
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-07-31 00:43:26 UTC Post #336590
1024^3 is the allowed playable space, SSB. You're free to map beyond it, as long at the player can't get out of it (or at least survive outside of it).
Jessie JessieTrans Rights <3
Posted 7 years ago2017-07-31 02:36:03 UTC Post #336592
its like a skybox, very big space but its pure scenery and not reachable.

Personally if your going for a city feel you should check out cs assault's wad or poke646 wad, or something. just an opinion.
Posted 7 years ago2017-07-31 09:25:38 UTC Post #336597
To reiterate, the map can be as big as you like, but the playable area must fit within a 1024 unit cubed space.

Looking good Dr.Orange :D
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-31 12:19:22 UTC Post #336601
Map is looking cool SSB.

And yes, as long as the player cannot get out of the playable area, you can put literally anything out there. :D
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-31 13:24:22 UTC Post #336602
Posted 7 years ago2017-07-31 14:42:27 UTC Post #336605
Wow, some really good maps out there. I haven't moved even slightly, been busy and kinda lost incentive to work on my map (I planned to do something like Dr. Orange's map, only that house/office sections were meant to be broken by trippy areas). This, and I don't even have a clue where to put the airlock on my level and how player will access my realm from it.
Posted 7 years ago2017-07-31 18:12:35 UTC Post #336611
I've set my airlocks as far apart from each other as possible :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-07-31 20:04:50 UTC Post #336616
TWHL pocket bridges. Like Dr Orange, i ended up with 4 of them after i greyboxed my playable area moments ago. Though i've been wanting to try my hand at something more organic, so almost everything takes place in a cave. Well, at least it's a change in the scenery but hopefully the maps won't end up one after the other.
Posted 7 years ago2017-07-31 21:15:31 UTC Post #336618
Yeah who want 2. map? If who is finish with 1. map than everyone can create 2. map if they like help together.
I meant 4 bridge like connectors between "chambers". :^_^:
Posted 7 years ago2017-08-01 12:14:23 UTC Post #336630
I spend a large portion of my time last night recycling textures from past doomed projects and low res Core stuff that is now out of date. Got a lot to work with now and I've pretty much settled on an aesthetic. I will block out the layout and gameplay over the next few days. :D
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-08-01 12:22:20 UTC Post #336631
I've been working the opposite. I have a theme and idea of the 'feel' but so far I've only built in dev textures. It makes for a really ugly blocky map but I want to get a physical feel for the size of things I build.
Posted 7 years ago2017-08-01 12:35:23 UTC Post #336633
I chop and change with the way I develop a map. Sometimes I find it easier to have a specific idea in my head and I build the whole area, with textures and all. The opening area to my map is the bathroom area. There's no combat and I knew what the room was going to be, so I've made the whole thing.

Everything beyond the door however is dev textured, but with an idea of what the rooms are going to be.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-08-01 13:12:43 UTC Post #336634
I have a map concept and a few scattered ideas, but no idea how I'm going to put it all together :zonked:
Jessie JessieTrans Rights <3
Posted 7 years ago2017-08-01 13:19:54 UTC Post #336635
@SourceSkyBoxer: While the walls in your first screen look rather cool I would change them. That's an overkill of architecture no architect would construct something like that. It's also to cramped perhaps extend the distance to the walls then it might work out.

Other than that nice work.
Posted 7 years ago2017-08-01 13:30:19 UTC Post #336636
I hope SSB's map won't consist of hallways only.
Posted 7 years ago2017-08-01 13:41:43 UTC Post #336638
no architect would construct something like that
He did.
Jessie JessieTrans Rights <3
Posted 7 years ago2017-08-01 13:43:42 UTC Post #336639
I have a map concept and a few scattered ideas, but no idea how I'm going to put it all together zonked - :zonked:
This is exactly my problem. I'm just jamming things in my map to see what fits and how it might all go together.
Posted 7 years ago2017-08-01 15:31:29 UTC Post #336641
no architect would construct something like that
Well what architect on earth would construct something remotely similar to what's being seen on most maps? Doesn't make much sense to me to compare mapping to architecture.
Besides, these days, architects tend to make useless and horrible things as they desperately try to be original. :P
I agree on the fact it is not large enough though.
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