TWHL 2011 Created 11 years ago2011-05-18 23:16:32 UTC by Archie Archie

Created 11 years ago2011-05-18 23:16:32 UTC by Archie Archie

Posted 11 years ago2011-05-18 23:16:32 UTC Post #294768
Announcing the public beta of my new map: de_twhl2011 for CS 1.6.

It's been far too many years since someone made a tribute map to the community, and after we had such a blast on the TWHL 1.6 Retro server, I was inspired to take a break from The Core and make this.
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TWHL, an innocent enough looking business has just signed a US defence cargo deal. USMC equipment, including high explosives is now being handled and shipped by TWHL staff. An unnamed terrorist organisation has learned of this under the table deal and aims to destroy either the latest shipment of explosives or TWHL's server mainframe - crippling the company for years to come.
The terrorists were attempting to gain access to the loading bay when a TWHL receptionist by the name of Antanas Budvytis spotted them and alerted the authorities. It's now a race against time as the private security force employed by TWHL arrive on the scene.

Counter Terrorists: Prevent Terrorists from
bombing either the server room (B) or the shipment of explosives (A).

Terrorists: Basically the opposite.

Direct Download (4.6mb)

Please post any comments, suggestions and/or bug reports in this thread.

The map will be added to the server next week, and there will be a competition with a prize probably on Saturday the 28th May.

Cheers
Archie ArchieGoodbye Moonmen
Posted 11 years ago2011-05-18 23:24:57 UTC Post #294769
Win!
Daubster DaubsterVault Dweller
Posted 11 years ago2011-05-18 23:42:33 UTC Post #294770
I thought the first shot was source before I maximized it. Awesome texture set...
Posted 11 years ago2011-05-18 23:58:27 UTC Post #294771
Looks absolutely great.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2011-05-19 00:07:12 UTC Post #294772
I'll release the .wad and .rmf when it's final. Anyone actually downloaded it? Thoughts on layout?
Archie ArchieGoodbye Moonmen
Posted 11 years ago2011-05-19 00:20:59 UTC Post #294773
Looks awesome. I'll definitely want to check it out when I get back to my desktop in a few days.
I'll try to come up with a thorough review when that time comes.
Posted 11 years ago2011-05-19 01:33:00 UTC Post #294774
I like how there's a really short path to combat @ the underpass. I think it's nicely sized for the number of people what we'd have playing in that it doesn't take long to get anywhere from anywhere. And you know not to leave yourself logged onto facebook on shared computers. Much less twice.
Posted 11 years ago2011-05-19 01:36:54 UTC Post #294775
Who says I'm logged on? Much more likely is it's all the lady employees checkin' mah profilez. :3

Cheers for the comment, mate.

Edit:
By 'lady employees', read 'urby'.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2011-05-19 02:37:25 UTC Post #294776
Because urby is hot?

Downloading. From the screenies, I can only say it looks good but I have a problem with those chairs. Those are dining room chairs, not office chairs. I'd also turn them into func_somethings and set their angle to != 0.
Posted 11 years ago2011-05-19 03:43:49 UTC Post #294777
Because urby is hot?
man i was totally thinking the same thing!

and, good work, The Hunter.
Posted 11 years ago2011-05-19 05:09:11 UTC Post #294778
Looks great and oldschoolish. You have created really nice atmosphere.
Posted 11 years ago2011-05-19 06:03:31 UTC Post #294779
Wow this is amazing! Great map Huntey, cant wait to see it finished.
Stojke Stojkeunreal
Posted 11 years ago2011-05-19 07:34:30 UTC Post #294781
Lol that crate is freakin hilarious! Nice map dude your proving "thus worthy". Uhh, geter in the vault too eh?
Posted 11 years ago2011-05-19 08:16:02 UTC Post #294783
haha YES downloading!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2011-05-19 09:35:33 UTC Post #294784
Played through it myself, very well made, couldn't tell an error anywhere. It almost makes me want to play Counter-Strike.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2011-05-19 09:37:39 UTC Post #294785
super map! i like these simple, clean textures and the brushwork looks great everything fits together
Posted 11 years ago2011-05-19 11:42:14 UTC Post #294796
Thanks for the comments, folks :)
Archie ArchieGoodbye Moonmen
Posted 11 years ago2011-05-19 14:16:51 UTC Post #294800
That looks insanely good, but CS, meh...
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2011-05-19 15:06:19 UTC Post #294801
This map looks really nice and clean but for a bomb defuse map, it's quite small. It's even more weird when you have 2 bomb sites. Also, the layout(which I like) assures a fast gameplay style, more specific to fy maps.

Also, sincerely, I expected more easter eggs.
Is this the final version? It'll be a great addition to the server. I hope I will be able to playetest too on 28(unless we die in 21 :D).
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2011-05-19 15:14:12 UTC Post #294802
but CS, meh.
Ach, live a little :lol:
it's quite small. It's even more weird when you have 2 bomb sites.
defusion maps with only one bomb site are always a pain to play, regardless of the size. But don't let the size of this map fool you - it's actually a fairly complicated layout compacted into a relatively small area. I'm actually quite interested to see how it plays, because I put a lot of thought into making it as balanced as possible.
sincerely, I expected more easter eggs.
There's quite a few :3
Is this the final version?
No, this is a public beta. It's more or less finished, but still needs some touching up like extending the street at CT spawn. I'm also hoping people will report bugs in this thread.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2011-05-19 15:23:03 UTC Post #294803
If I could rate this from 1-10, I'd rate it epic...which is clearly above 10.

I love how clean the map is. The architecture is outstanding. The textures are amazing, but could use detail textures. I love how you're not afraid to waste a bit of r_speed for a lot of detail, something that most GoldSrc developers don't do. All it needs are detail textures, as previously stated, and func_vehicles! HELLZ YEAH.
Posted 11 years ago2011-05-19 15:41:17 UTC Post #294804
Those are dining room chairs, not office chairs. I'd also turn them into func_somethings and set their angle to != 0.
Those are not dining room chairs. Those are "Oh fuck, these office chairs are causing all sorts of rendering issues, I had better simplify them" chairs. They are func_walls and some are rotated, but I tried to keep it to 45 degrees to stop players getting stuck on them. Edit: Actually, no, I must have gotten rid of the 45 degree ones as well. Ask Daubster how much trouble those chairs were causing :P

Cheers dexter, but absolutely no about the func_vehicles :3
Archie ArchieGoodbye Moonmen
Posted 11 years ago2011-05-19 16:56:30 UTC Post #294805
Played it with a friend. Really fun small map. But I think respawns are too close to each other. And as I said some textures are way too clean.
Posted 11 years ago2011-05-19 18:00:03 UTC Post #294806
Superb stuff!

I love the small detail like those concrete barriers and the cubicles, and the overall presentation of the map is extraordinary!

minor nitpicks

Maybe add some minor detail to make the map feel more "lived in":

trash cans
rubbish
food/food containers(PIZZA IN TEH CONFERENCE ROOM)
nick-nacks at peoples cubicles
projector ala office someplace
file cabinets
etc etc etc

A couple distractions i noticed:

The board room door texture is is strange
No railings on the stairwells
chairs don't really fit and scaled a little big imo
main reception area is begging for detail
doors you can't open should give you the "locked" sound
use a trigger so double doors open together

Most of the above are very small complaints imo and easily fixed. I DO realize the constraints put on you by the limits of the engine tho, so i understand not being able to add everything you might like. If your epoly budget is ok, maybe change a bunch of the small detail stuff to models?

ANYWAY, SEXELLENT stuff mah man, Bravo! Very impressive.

P

Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2011-06-07 15:06:18 UTC Post #295365
Hey guys. Having a bit of trouble finalising this due to things not resetting properly at the start of rounds. Can anyone give me a hand?

At the moment I'm using a multimanager with the name "game_playerspawn" which causes it to fire when players spawn at the start of the round. It seemed to work fine until in a playtest, a player joined half way through a round and all the entities the multimanager targets were fired, ruining it.

What's a better way to reset things like env_renders and func_rotatings at the start of each round?
Archie ArchieGoodbye Moonmen
Posted 10 years ago2011-06-07 15:16:09 UTC Post #295366
round_start
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2011-06-07 15:19:21 UTC Post #295367
Ha, seriously?
Is there a list of entity names which have effects like this?
Archie ArchieGoodbye Moonmen
Posted 10 years ago2011-06-07 15:39:32 UTC Post #295368
Well...

It seems that Google did the magic for me: The List

That page says that you can find them in the OrangeBox "resourcegameevents.res" file.
I bet you can do a lot of cool stuff with those event commands. Have fun.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2011-06-07 15:42:35 UTC Post #295369
Goldsource, dude.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2011-06-07 15:47:11 UTC Post #295370
Damn. Some time passed since the betatest, and the screens fooled me. Sorry.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2011-06-07 16:49:31 UTC Post #295371
Yep, just tried round_start to no avail. Must be Source only.
Anyone got any ideas?
Archie ArchieGoodbye Moonmen
Posted 10 years ago2011-06-07 17:53:46 UTC Post #295373
I remember about some way of resetting things each round with a door. But the memory of that is so full of fog...

[EDIT] Aha! But I remembered that I read this on Egir a long time ago. Here's the tutorial.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2011-06-07 18:35:43 UTC Post #295374
you legend. Nice one! Added a (c)striker easter egg as thanks.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2011-06-07 19:12:21 UTC Post #295375
That, or you could just get a trigger_auto with it's value set to off, to trigger off the entity you want it to. trigger_auto's reset every round.
Skals SkalsLevel Designer
Posted 10 years ago2011-06-07 19:12:24 UTC Post #295376
That is nice. Thank you too.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2011-06-07 20:03:23 UTC Post #295381
Wow, from the screenshots this looks awesome. The textures are fresh!

Would love to try this out on the server, hit me up next time people are playing.
Posted 10 years ago2011-06-07 22:22:55 UTC Post #295382
MAP RELEASED!
PROMO VIDEO

trigger_auto was only working for 1 round, Skals. Don't know why. Presumably it's a common problem though, otherwise why would anyone bother writing a tutorial about the door method (which worked perfectly).

Anyway, the map is released! Yaaay.
If a mod wants to adjust the first post in this thread with the updated link, that'd be great.

Grab the final map here!

Want to see how I did something?
Check out the source files (rmf and wad) here!
Please do not steal my content. I'm happy for you to learn from this map, and you're welcome to use the .wad (although crediting me would be nice), but please don't directly copy from the map.

Edit:
You know, I still have that server we hosted the TWHL retro tournament on. I'd be willing to host a match on this for a modest prize. What date/time would suit everyone?
Could I entice competitors into writing reviews of the map, or is that extortion? :3
Archie ArchieGoodbye Moonmen
Posted 10 years ago2011-06-08 05:27:04 UTC Post #295401
The door trick only works if the door is not moving at the time the round resets. Otherwise, the door will start the following round in its open position and everything will be again all screwed up.
Posted 10 years ago2011-06-08 09:44:41 UTC Post #295404
It looks superb mate. It's refreshing to see a range of colours in a level. Good stuff.

P.S. The crate joke made me lol.
Habboi HabboiSticky White Love Glue
Posted 10 years ago2011-06-08 10:54:07 UTC Post #295407
Lol, Spike asked Penguinboy to unban him on the video's comments. And I wondered where he disappeared...
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2011-06-08 12:35:11 UTC Post #295408
trigger_auto was only working for 1 round, Skals. Don't know why. Presumably it's a common problem though, otherwise why would anyone bother writing a tutorial about the door method (which worked perfectly).
You need the latest fgd. It works well, unless you set it up wrongly.
Skals SkalsLevel Designer
Posted 10 years ago2011-06-08 14:11:15 UTC Post #295410
trigger_auto only triggers once directly after map load, not every round.
Posted 10 years ago2011-06-08 14:21:54 UTC Post #295411
I don't know what kind of trigger_auto you're talking about.
Skals SkalsLevel Designer
Posted 10 years ago2011-06-08 14:40:59 UTC Post #295412
I challenge you to create a very simple example map demonstrating the use of a trigger_auto to trigger something every round.
Posted 10 years ago2011-06-08 14:43:57 UTC Post #295413
Go make one yourself.
Skals SkalsLevel Designer
Posted 10 years ago2011-06-08 14:48:19 UTC Post #295414
I can't. No one can.
Posted 10 years ago2011-06-08 14:51:46 UTC Post #295415
wow, you failz then.
Skals SkalsLevel Designer
Posted 10 years ago2011-06-08 14:57:59 UTC Post #295416
You're either a liar, a troll or a bad loser. Which one is it?
Posted 10 years ago2011-06-10 21:17:40 UTC Post #295465
Riiight...

So when do you guys want a match?
£15 Steam prize, as usual.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2011-06-11 03:29:30 UTC Post #295467
I can play any day and any time except between 05:00 and 15:30 British time.
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