TWHL Pockets Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula UrbaNebula

Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula UrbaNebula

Posted 9 months ago2017-08-28 20:47:35 UTC Post #337148
Urby once asked how the stuff is going, it's all right, I made a cube, and even managed to compile it!... I hope the deadline won't be as deadly as it sounds. :D
Edit: Just saw that it's not September 1st anymore, plenty of time then I suppose.
Posted 9 months ago2017-08-28 22:06:27 UTC Post #337149
SSB's comments may come across as a bit headlong but I think largely his intentions in his comments are a bit miss-understood and people interpret them incorrectly from what he means, considering his skill of English.
Lets just try to listen and learn from each other.
Posted 9 months ago2017-08-28 22:33:10 UTC Post #337151

Basically, the premise of the map is that the TWHL portaling has inadvertently set off a chain reaction causing this particular universe to decay and collapse into nothing. All the red textured stuff is "decaying" parts of the universe and you are on the edge next to the void. The red material gives off red light.

The blue bits are basically decaying material that's about to collapse into nothing. They no longer give off light and are partially transparent. Most of the blue pieces you see are func_breakable to simulate them "collapsing" into nothing.
Posted 9 months ago2017-08-29 10:06:55 UTC Post #337154
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I guess my map isn't gonna make it to the final mod.
Posted 9 months ago2017-08-29 11:41:25 UTC Post #337155
Huh? Why not?
UrbaNebula UrbaNebulamonster_urby
Posted 9 months ago2017-08-31 02:09:18 UTC Post #337182
How is everyone's map coming along? I'm really close to finishing mine at this point. The only thing I have left to do now other than alter one of my textures a bit is to add in all the monster entities and get them to do what I want them to do; which is new to me since I've only ever mapped for CS prior to this.
Posted 9 months ago2017-08-31 03:46:39 UTC Post #337183
If everything goes well, by the weekend I'll have added a second brush.
Posted 9 months ago2017-08-31 04:01:23 UTC Post #337184
How is everyone's map coming along?
I seem to have used around 40% of the alloted space so far. But I'm stuck.
I had just finished a pretty good idea but no idea what I should do after that. You mind if I borrow your 'red-light' or 'blue breakable' concepts in my map? Though I'd prolly have to play your map to have an idea what the concept is.
Posted 9 months ago2017-08-31 09:16:52 UTC Post #337186
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I don't know if I should replace it with a spiral staircase... I wasted so much time making this texture.
Posted 9 months ago2017-08-31 23:31:20 UTC Post #337198
You mind if I borrow your 'red-light' or 'blue breakable' concepts in my map? Though I'd prolly have to play your map to have an idea what the concept is.
Basically the world is supposed to look like it's "falling apart" with pieces of the world that have started to decay turning into that red glowing texture. The red glowing texture is still very solid and safe to walk on. The blue textured things are supposed to be much closer to falling apart and are partially transparent. They don't give off light. They are all func_breakable but are set for different things. Some things can just be destroyed by the player (in my map, this includes two doors that have "decayed" into the blue stuff so you have to smash through them with a crowbar) but other things are either triggered by player actions/button presses or triggered on a timed basis just for a nice effect of the world "falling apart" in real time.

On a personal level I wouldn't care if you used that idea on your map as well. On the other hand I'm torn about it though because I think the cool thing about this kind of project is the uniqueness each mapper brings to the table.


Is that supposed to be a little elevator? I think what affects that decision should be whether or not it fits in with the theme/aesthetic of the level. My impression from all your screenshots so far are "stone ruins" so maybe if that is an elevator it would fit in more (and look cooler) with a stone "counter-weight" that moves in the opposite direction of the elevator next to the elevator.
Posted 9 months ago2017-09-01 02:33:34 UTC Post #337200
Mine is "finished" but it's extremely small... might screw with the layout a bunch more and see if I can fill out the space better.
Posted 9 months ago2017-09-01 03:27:36 UTC Post #337201
Mine is basically finished now, but I'm trying to figure out if I can stop all the grunts from blowing themselves and each other up with grenades.
Posted 9 months ago2017-09-01 03:36:50 UTC Post #337202
easiest way is to not let them have grenades.

There are also soldiers in my map and I found that giving them granades is a big no-no with the architecture that they are in.

You give a good point about the importance of uniqueness in each map. I'll try to come up with something else.
Posted 9 months ago2017-09-01 03:37:31 UTC Post #337203

I made a separate topic about the problem, but I didn't give them nades, yet they somehow have them anyway.
Posted 9 months ago2017-09-01 17:07:34 UTC Post #337216
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13k faces in-editor.

So, what do you think?
Posted 9 months ago2017-09-02 04:14:41 UTC Post #337226

Much nicer brushwork than mine usually is, that's for sure.



I know health will be replenished on each map change but will the suit also be charged back up or is that left up to the mapper?
Posted 9 months ago2017-09-02 09:50:34 UTC Post #337230
Suit charge is up to the mapper really. There is no way to strip it in vanilla goldsource, so the player may well enter your map with full suit charge already.
UrbaNebula UrbaNebulamonster_urby
Posted 9 months ago2017-09-02 15:07:38 UTC Post #337235
I think it's a nice reward, suit charge is. Unless someone puts 20 wall chargers it's hard to keep suit charge high in combat especially against soldiers. I think urby can handle rearranging maps so that easy and hard maps are ordered appropriately.
Posted 9 months ago2017-09-02 15:45:02 UTC Post #337236
"There is no way to strip it in vanilla goldsource"
Wait, so suit charge strip is a SoHL feature?
Posted 9 months ago2017-09-02 15:47:46 UTC Post #337238
urby had a slew of entities set up to remove it in vanilla for twhl tower but when spirit had a single entity to do it I think he switch over to that
Posted 9 months ago2017-09-02 18:46:22 UTC Post #337243
I'm sure if you screw around with trigger_hurt enough you can rig it up, just depends on whether or not that's worth doing.

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Posted 9 months ago2017-09-03 08:58:03 UTC Post #337254
Just had a different idea for a Pocket map. Which is convenient, because I still haven't touched my original idea since this project started. Now, how to implement it...
Jessie JessieLadytype
Posted 9 months ago2017-09-03 11:56:28 UTC Post #337259
Congratulations to MistaX88 for being the first to get his map submitted. Just ran through it and had a blast. Well done. :D
UrbaNebula UrbaNebulamonster_urby
Posted 9 months ago2017-09-03 12:55:53 UTC Post #337260
Can't wait to try it out myself.
Posted 9 months ago2017-09-03 12:56:53 UTC Post #337261
So uh, is there any specific syntax you want us to use for sound folder names? Right now it's just "pockets_v933", will that work?

Fun fact: I decided to forgo ripping sounds from other games this time and instead mixed my own from various HL1 sounds.
Posted 9 months ago2017-09-03 15:01:10 UTC Post #337263

Glad you liked it.


I just made a folder called "sound" like in stock HL1 and then a sub folder called "mistax88" where I put my sounds (which is also what I do with my CS maps in case I accidentally give a sound the same name as a sound distributed with another map).

BTW, love those screens from your map.
Posted 9 months ago2017-09-03 16:59:43 UTC Post #337264
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Am I allowed to replace the button with something else/remove it completely so the door is opened by a trigger?
Posted 9 months ago2017-09-03 17:04:19 UTC Post #337265
I replaced mine with a different button (the same keypad used inside the starting airlock). I also had it trigger a multi_manager first so it not only opens the door but starts up a few events. I'm pretty sure you can do whatever you want as long as it works and opens up the airlock.
Posted 9 months ago2017-09-03 17:23:51 UTC Post #337266

Oh, well, thanks!
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Does that glow effect look out of place?
Posted 9 months ago2017-09-03 18:47:17 UTC Post #337267
I should add though that there should be some kind of indication to the player that whatever happened or whatever they did in the map is what caused the door to open. Like, if they just have to go through the level and they cross through some trigger_once in a random doorway that opens the airlock then that would be kinda lame. But if that trigger once was actually linked to some audible and/or visible event that led to the door opening it would look a lot better.

Though this is my first single player map just doing mapping in general has made me notice and analyze things in games that I play; like how events or lighting are used to attract the player's attention to certain things or how certain things are used to let the player know that their actions may have effected something off screen. These things can be obvious or a bit more subtle. For example, once all the chaos begins on my map you have two directions you can go, but you have to go up one way first. I specifically set the grunts that come running out to first stop in specific places to entice the player to move away from them, thus, towards the side of the map they should go to first. I also have one of my blue func_breakable brushes underneath a ladder on the ground where it would stand out and catch the players eye, making it just a bit easier to spot the ladder they need to climb when they start getting shot at.
Posted 9 months ago2017-09-03 18:56:31 UTC Post #337268
"Like, if they just have to go through the level and they cross through some trigger_once in a random doorway that opens the airlock then that would be kinda lame."
Don't worry. Maybe I'm a beginner, but I'm not that bad.
Posted 9 months ago2017-09-03 19:08:03 UTC Post #337269
Haha, I just figured it was worth mentioning. Plus it was an excuse to go off on a tangent about some of the thought process I went through making my map. :D

I also forgot to comment on the glow effect. It doesn't look too out of place based on the impression I'm getting about your map so far but without seeing the whole picture I'm not sure.

The impression I'm getting based on the screens are that the map consists of mysterious, desolate ruins with hints of possible magic/fantasy tech in it's past. But I could be waaaaay off base.
Posted 9 months ago2017-09-03 20:02:26 UTC Post #337270

It's called "Xen Anomaly". Basically it's a stone structure levitating somewhere in Xen, so I can use Xen monsters in my map.
"The impression I'm getting based on the screens are that the map consists of mysterious, desolate ruins with hints of possible magic/fantasy tech in it's past."
Oh, then I guess I'm doing everything right. Thank you.


It looks like you've left the bottom faces of the airlock doors untextured:
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Posted 9 months ago2017-09-03 20:24:50 UTC Post #337271
I just took a look on my own map. The start airlock door is textured underneath but the end airlock isn't. I just fixed it on my map now so when we make edits later after playtesting it'll already be done. I didn't notice it before because of the way the lighting works it's usually pitched black.
Posted 9 months ago2017-09-04 02:05:23 UTC Post #337272
too proud of this sequence to not show it off
Posted 9 months ago2017-09-04 03:17:52 UTC Post #337273
Does that actually take control of the camera for a second too? I like it.
Posted 9 months ago2017-09-04 03:44:46 UTC Post #337274
Yeah, it uses a trigger_camera and some func_train hackery. I just wish I had more control (or any control, really) over the camera pan speed.
Posted 9 months ago2017-09-04 11:12:45 UTC Post #337278
Out of curiosity, has anyone shown the outside of the airlocks (not counting the doors, obviously)?
Jessie JessieLadytype
Posted 9 months ago2017-09-04 14:28:17 UTC Post #337283
You can see the bottom of one of my airlocks (with the ceiling/floor it displaced in pieces and on fire under it). You can also see one side of both the start and end airlocks. You can also see most of the front of the start airlock around the door because it was supposed to have popped in within an existing hallway.
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Posted 9 months ago2017-09-05 13:02:09 UTC Post #337305
Posted 9 months ago2017-09-05 14:54:41 UTC Post #337308
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The layout has been done for like a week now. Everything since has just been screwing with scripting and adding pointless details...
Posted 9 months ago2017-09-09 15:21:36 UTC Post #337360
Posted 9 months ago2017-09-09 23:49:43 UTC Post #337363
so I just recently thought of something. I noticed everyone else has their airlock door busting out of a wall. Is that like.. a requirement? Because in mine I have them set up more like active wormholes. Might need to do a bunch of reorganizing if that won't work...
Posted 9 months ago2017-09-10 15:57:33 UTC Post #337368
Not a requirement as far as I'm aware. It was something we discussed briefly earlier in the topic and Urby had shown how his airlock was busting out of a bathroom wall. I had already been bouncing around a similar idea. One of my airlocks is busting out of a wall like Urby's but you can also see a bit of the outside of it through a crack in another wall.

My other airlock is filling up a hallway. You can see the whole front face of the airlock around the door with cracks on the hallway walls and floor. On the floor below it, you can see the bottom of the airlock, with the floor/ceiling it displaced in pieces on the ground and on fire (which is just outside of the 1024 cube so the fire makes a nice punishment to the player for leaving).
Posted 9 months ago2017-09-10 22:26:19 UTC Post #337375
The above post is correct. It's basically up to you how you integrate the airlock into your world. :D

Just received and played through Dr.Orange's map. Absolutely sublime. :D
UrbaNebula UrbaNebulamonster_urby
Posted 9 months ago2017-09-14 02:43:05 UTC Post #337403
welp... while awaiting a response on my question I got to thinking of ways to solve that issue, and ended up completely reworking that map... ...and now I enjoy the rework a lot more than what I had before.

The first iteration had zero combat and was solely focused on puzzles. It was also really small and short and wasted a lot of space. This new version, though, takes on more of a survival horror element and has a lot more meat on its bones...
Posted 9 months ago2017-09-14 12:01:50 UTC Post #337405
Glad to hear it :D
UrbaNebula UrbaNebulamonster_urby
Posted 9 months ago2017-09-14 14:44:22 UTC Post #337406
Posted 9 months ago2017-09-14 18:49:17 UTC Post #337407
lovely work here :o
Posted 9 months ago2017-09-14 19:11:49 UTC Post #337409
Windawz stuff looks like Unreal style, pretty good.
Stojke Stojke= O P L - 3 =
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