TWHL Tower Created 9 years ago2015-02-07 21:24:31 UTC by monster_urby monster_urby

Created 9 years ago2015-02-07 21:24:31 UTC by monster_urby monster_urby

Posted 9 years ago2015-10-29 12:44:20 UTC Post #327354
Sure thing, I'll take a look.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 00:58:38 UTC Post #328076
So, this project is nearly a year old now huh? Just kinda powering through to get this done now. Allow me to present the:

3rd of January, 2016 update post
I'll continue edit this post as I work on this, feel free to post below :P

Roof
  • Balance has shifted. Removed some grunts as this was nearly impossible on Hard, even when knowing the exact enemy placement
  • Explosives access. Helicopter now requires a small backtrack to destroy.
  • Began work on credit roll.
Lobby
  • Intro sequence with Urby, recorded, scripted and complete
  • Increased quality of index board texture considerably
2MuchVideoGames
  • Added Arrow sprite over keys as some could be easily missed.
MightyMuzz
  • Edited buckets to prevent up-fuckery during compile.
Overall
  • Autosaves added to each floor.
  • Several textures quality increased.
  • Added background image to menu.
  • Added background track to menu.
  • Added credits to titles.txt.
Wanted to get this out before returning to work and fried my brain until 2am last night. Not smart. Having some issues getting the trigger for the credits to work, but that's the only thing left to do.

UPDATE!

MODDB Page is now active! Follow to show your support (assuming you have an account...

Looking to get this released to the Map Vault, MODDB and Run Think Shoot Live before the weekend to get it out of my life! :P

Bye bye linky. You guys can play it again when it comes out officially. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 05:48:08 UTC Post #328090
I guess I'll come remind myself of the weird shit everyone did ^^
Jessie JessieTrans Rights <3
Posted 8 years ago2016-01-05 10:53:12 UTC Post #328091
I wouldnt mind getting my door fixed (apparently it opens if you just 'use' it haha which wasnt intended...) but maybe I can live with it being a feature...
Posted 8 years ago2016-01-05 11:11:46 UTC Post #328092
Oh, haha. I'll fix that before the FINAL release.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 11:21:32 UTC Post #328093
I didn't destroy the helicopter before I finished the level. Is that intentional?
Jessie JessieTrans Rights <3
Posted 8 years ago2016-01-05 11:51:16 UTC Post #328094
Yeah, you can just leave if you like. The idea was for the portal to appear after the chopper goes down. However, the apache is a lying bastard when it comes to triggers.

This way, the player can still get out if they really suck with rockets.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 17:47:52 UTC Post #328096
Haha, my readme is still in the mod folder, and it's the only one there. Probably not intentional.

I like all the changes I noticed, in particular on Malle's floor - the crushy ceiling bit is actually doable now without having to do a bunch of trial and error, for instance.

The only issue I have is that Urby says he'll meet you on the roof, and then never shows up.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-06 00:03:03 UTC Post #328097
He always does that.
Posted 8 years ago2016-01-06 00:45:12 UTC Post #328098
Audio has been rerecorded for the final release so that Urby isn't a liar. Thanks for the feedback guys.

I've set the release day for the 8th (Friday) on ModDB, but been in touch with Phillip at Run Think Shoot Live and offered him access a little earlier, simply because I'm getting more and more involved with his site at the moment, what with The Core and all that.

If he does a playthrough, I'll be sure to include it here so we can all see how he handles our maps. :P

Mu guess is not well. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 01:20:16 UTC Post #328099
Thinking further on it, I wish there was a way to make the guy in my map a bit more agressive when it comes to his melee attacks. Despite obviously being a highly-trained combatant (okay, maybe not, since he doesn't count rounds :P) he spends most of his time running away rather than kicking and punching you.

But, alas, we can't fix that without code, so it'll have to stay.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-06 01:49:06 UTC Post #328100
your setting him as a hgrunt? Pretty sure he'll only try melee if you set him as a zombie, but he will bleed green
Posted 8 years ago2016-01-06 02:46:01 UTC Post #328101
rip link
Posted 8 years ago2016-01-06 03:17:29 UTC Post #328102
  • on the roof, it is possible to get on top of the buildings using the stack of green armory crates. From there it's possible to get the rpg without blowing the door or jump out of the level
  • I noticed you added small helpful arrows to most of the pickups in the tower, but not to the keycards in lobby, tjb's and muzzleflash's floors. Think it's needed there? (I'm thinking consistency)
  • it's still possible to get stuck on jeffmods wooden cutout in the back room. Instead of getting stuck on the wedge you can jump over it and get stuck behind the cutout
  • jeffmod's assassin can still follow you thru the stairs and into the next floor. It's pretty hilarious
  • the first scientist in status reporting floor might have a missing or wrongly named action animation. check its scripted sequences
  • malle's floor still has some volume or startsound thing set to 2550 (should be 255)
although I really like how you made the entire floor more user-friendly
  • I thought it's pretty clever whoever used jessie's gauss to jump over all the secruity checkpoints, and it helps alot on muzzleflash's floor. Thats all in the past now, obviously.
  • I've seen maps with triggers using a dying apache and they work. Maybe sprirt has bugged it?
Posted 8 years ago2016-01-06 09:31:56 UTC Post #328103
Thanks! I can work on these tonight.
I noticed you added small helpful arrows to most of the pickups in the tower, but not to the keycards in lobby, tjb's and muzzleflash's floors.
I can add these, except the lobby which was the first map to get an arrow...
jeffmod's assassin can still follow you thru the stairs and into the next floor. It's pretty hilarious
D'oh! I stopped him opening the door but never actually clipped him from leaving the office! Thanks
- the first scientist in status reporting floor might have a missing or wrongly named action animation. check its scripted sequences
I think this is intentional?
- malle's floor still has some volume or startsound thing set to 2550 (should be 255)
although I really like how you made the entire floor more user-friendly
Trawled through the entities in the map but had no luck with this one. I'll take another look to see if I can crack it before v1.1 goes online.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 14:33:53 UTC Post #328108
Played through this again yesterday. Still great stuff, and nicely packed up now. I like the new view model skins. I also never realised TWHL needed it's own special forces until now... something to think about.

If it's not too much trouble can I get you to do two things to my map, Urby? Clip off the space under the office desk, and copy another turret into the secret room? JeffMOD found out you could exploit these earlier and trap yourself in my floor!
Strider StriderTuned to a dead channel.
Posted 8 years ago2016-01-06 14:50:08 UTC Post #328110
Sure thing. I'll add it to my list of fixes for tonight. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 16:58:30 UTC Post #328113
Really minor, but could you re-apply Fit on this monitor texture:
<link removed>

... as well as these 'off' indicator textures:
<link removed

Tnx. :)
Posted 8 years ago2016-01-06 17:11:28 UTC Post #328114
How bizarre... I'll take a look.

Also, the MODDB page has had a stir of activity over the first day. 34 watchers, a bunch of comments and even got one from one of the ModDB staff. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 22:57:43 UTC Post #328117
the first scientist in status reporting floor might have a missing or wrongly named action animation. check its scripted sequences

I think this is intentional?
More or less, I think I put an animation in there but probably had a typo, therefore it doesnt work. You can leave it though, I think the animation was just as silly.

[quote]
  • malle's floor still has some volume or startsound thing set to 2550 (should be 255)
[/quote]

yeah this actually crashes my game, I had to use to console to go to next levels
Posted 8 years ago2016-01-07 12:19:01 UTC Post #328119
Malle's map has been fixed now. I found the culprit.

Phillip from Run Think Shoot Live streamed tower! Go watch!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-07 17:43:45 UTC Post #328129
After watching the Twitch, i think my map's broken a bit. The agrunt is supposed to run out of the room, knocking over a filing cabinet and exposing a pistol. Ideally the map won't end until he's killed.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-07 23:36:58 UTC Post #328135
I kinda face-palmed a little when Phillip totally failed to notice the big red button under the desk that would open up the hidden door on JeffMOD's floor even though he did manage to press it, thinking it was the computer that he 'use-keyed'. xD.

I'd like to see a play through of this from Unq as well, just to see it from his perspective. Provided that he's not going to watch Phillip's play through though, or else it would be spoiled for him.
Posted 8 years ago2016-01-08 00:59:16 UTC Post #328139
From planetphillip's download, malle's map is now WON-friendly.

I will upload a playthru video eventually, but since I already played it yesterday it will be kinda fast (unlike phillip's blind playthru). I also noticed he has HD models on by default, causing some visual inconsistencies (like how when he shoots the mp5 it sounds like the m4)

Wish I was there for his stream too
Posted 8 years ago2016-01-08 02:34:55 UTC Post #328143
Well now that I read that I know about the BIG RED BUTTON. No, I didn't see Phillip's stream and I haven't played it yet. I'll talk to him about doing a stream of it, I usually only do the classic of the month stuff.

Probably won't be this weekend, I've got a really sore throat at the moment. :(
Posted 8 years ago2016-01-08 11:34:47 UTC Post #328145
There are a few issues still remaining. One player has had a crash due to a model path issue which didn't come up before. I think I know which map to check. :P

I'm not in any particular hurry to get this patch out since I really need to knuckle down and make some progress on The Core. I'll be making notes from feedback however and will release a patch in the next couple of weeks
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-08 17:14:39 UTC Post #328154
Another playthru for your viewing pleasure (played in good old WON)
https://www.youtube.com/watch?v=6yC2Oy4GLwo

and yeah, one last WON error is model path name for metalplategibs.mdl in tetsu0's map
Posted 8 years ago2016-01-08 18:07:24 UTC Post #328156
Honestly, I'm not a fan of your play style. I mean, c'mon now, really? User posted image
Posted 8 years ago2016-01-09 01:33:22 UTC Post #328161
I thought it was pretty amusing, 2much! I always get a kick out people tricking their way through maps. The way you left that one zombie for Dr Orange, and your bittersweet ending got a laugh out of me.
Strider StriderTuned to a dead channel.
Posted 8 years ago2016-01-09 17:15:16 UTC Post #328165
Well, I whipped together a very quick HD pack by copypasta-ing the HD models from Blue Shift to a new folder and going from there. I tried to recreate the white Beretta with Paint.Net for the texture, but it turned out horribly, so I put is as a seperate model, and left the unmolested model (with the yellow sleeves) as the v_9mmhandgun.mdl

https://www.dropbox.com/s/9ef8ytf132d948b/Tower%20HD.rar?dl=0 Linky

Edit: New link with a corrected version of v_crowbar.mdl
Posted 8 years ago2016-01-09 17:47:32 UTC Post #328166
Your model pack just made me realise something... The textures the HD pack are completely fucked. I'm assuming they are the wrong way round or something. The Sleeve and hands are 64x64 in HD, and 256x256 in the original LD... Slow clap Valve.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-09 17:55:48 UTC Post #328167
A few of them are in 256, but yeah, most are 64x64. Gearbox was responsible for the HD pack anyway. I tried to find an HD model pack with the Ambient Impact arms, as I remember having this, but I couldn't find it.
Posted 8 years ago2016-01-09 23:46:27 UTC Post #328168
Blame the Dreamcast.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2016-01-10 00:19:10 UTC Post #328169
Something like that
Posted 8 years ago2016-01-10 22:07:50 UTC Post #328173
I got stuck on level 2. I open some doors and then two aliens with hornet guns appear I can only kill one of them because I only have crowbar, there is another alien in sound room, can't kill him. Can't find where to go next.
Posted 8 years ago2016-01-10 23:13:59 UTC Post #328174
theres a keycard in the room before the door your opened. the card will let you open the door at the stairs to go upstairs
Posted 8 years ago2016-01-14 04:10:04 UTC Post #328230
Jeffmods map needs some hint brush lovin'
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 04:59:24 UTC Post #328231
Yes. Very yes.
Posted 8 years ago2016-01-14 06:22:28 UTC Post #328233
Yup, the frames get rough there. I wonder if there's any one element that causes that.
Jessie JessieTrans Rights <3
Posted 8 years ago2016-01-14 12:12:17 UTC Post #328239
The wpoly isn't totally outrageous by modern standards, but there's a lot visible at any one time.
User posted image
Those fully 3D window blinds/slats probably aren't helping, but they do look nice.
Strider StriderTuned to a dead channel.
Posted 8 years ago2016-01-14 14:07:32 UTC Post #328241
Yeah, my bad. Should maybe have put some hint brushes overtop the offices and in the doors/windows.

Whoops.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-14 19:58:05 UTC Post #328258
Mod was covered by Valve News Network today, which is nice. Lo and behold, not a hint of lag on Jeff's floor...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-15 00:26:47 UTC Post #328265
Wauw, our little community project has gotten some attention lately. Makes you feel goods. :)
Posted 8 years ago2016-01-15 01:53:21 UTC Post #328268
The wpoly isn't totally outrageous by modern standards,
The FPS are.
Posted 8 years ago2016-01-16 19:04:22 UTC Post #328303
I love the arrows pointing to the keys!!!, how are they done?
Posted 8 years ago2016-01-16 19:25:17 UTC Post #328304
Magic.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2016-01-16 21:03:59 UTC Post #328310
I love the arrows pointing to the keys!!!, how are they done?
It's just a simple env_sprite entity. :glad:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-16 22:27:57 UTC Post #328312
Magic.
Haha!!, Ok, Mr.Snape!! :biggrin:
It's just a simple env_sprite entity. glad - :glad:
What´s their set-up?, and, of course, where I can download them?
Posted 8 years ago2016-01-17 04:34:30 UTC Post #328318
You can make a sprite from a bitmap image using Sprite Wizard. Google that.

I don't think there is anywhere you can download sprites for gold source.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-17 12:24:44 UTC Post #328323
Oh, it' been ages ago (9 years) since the last time I'd used SW!!. Ok , I thought I could use those sprites that looked so good, but I'll try SW again, thanks! :)
You must be logged in to post a response.