TWHL Tower: Source Created 4 weeks ago2021-06-29 18:11:19 UTC by Dr. Orange Dr. Orange

Created 4 weeks ago2021-06-29 18:11:19 UTC by Dr. Orange Dr. Orange

Posted 4 weeks ago2021-06-29 18:11:19 UTC Post #345711
Edit:
Post template shamelessly ripped off from Strider's TWHL Tower 2 post.
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Download the base map and mod template here.

Starting now and going until December 1st 2021.

Rules

1. Every member must work from the base map. Stick within the room space - 1280x1280x256.
2. You can carve into the walls, floor and ceiling, add balconies, windows, lighting insets... whatever you please, as long as the player stays within the room space and nothing extends too obviously into where someone else's room will be above or below.
3. Make it as easy or difficult as you like, you don't even need much gameplay, just some reason to enter the room before moving upstairs. It could be as simple as pushing a button to open a door out in the hall.
4. Custom content of all kinds welcome (materials, models, sounds)- However, you should place any custom content in a folder named after you. For example, my name is Dr. Orange, and I have a very cool concrete wall texture, so my files would look like this:
materials/drorange/concrete/verycoolwall.vtf
materials/drorange/concrete/verycoolwall.vmt
The exception is if you're using content from another Valve Source engine game, in which case you can keep the original file paths, as long as it doesn't override any default Half-Life 2/Episode One/Episode Two content!
All custom assets will be packed into VPK files to keep things organized.
5. If you're using third party content (with permission) please include a text file with the appropriate credits, otherwise no stealing, obviously!
6. You can change the hall as much as you please to suit your idea. Add another door, move the existing door down the hall, add lasers, forcefields, anything that doesn't greatly alter the shape of the hall. Just make sure you pass through the teal weapon stripper at the end, where a level change will occur.
7.There're some global environment entities, including light_environment, env_tonemap_controller, and env_fog_controller included right outside where the floor entrance is located by default. Please don't alter the entity properties of any of these. Instead, you may use inputs to change any environment settings specific for your floor. There are some helpful comments in Hammer on these entities explaining how you can use them.
7a. Unlike the two previous towers, TWHL Tower: Source will take place during late afternoon to evening, and the time of day will change as the mod progresses. The sunlight will always come in from generally the same direction, though, and will have a reddish-orange color, which the light_environment entity in the base map has already been set up for if you want to add any windows.
7b. Also please don't edit the default 3D skybox. Mapbase allows for a single map to have multiple 3D skyboxes that can be switched between. If you really need a different 3D skybox for your map for whatever reason, you may use this feature.
8. Final compile will be done with the Mapbase custom VBSP compiler and the Slammin' VVIS and VRAD compilers, with the following parameters for VRAD:
-both -final -bounce 100 -ambientocclusion -aosamples 32
If you're using any specific commands, let me know.
9. Don't do anything Half-Life 2 wouldn't do. By that I mean no porn or sweary tirades, this is a community project. I don't expect any problems, just keep it M, not R.
10. Included in the base map is a Half-Life 2 DVD collectible. Hide it somewhere in your floor. If the player finds all of them, some sort of bonus content will be unlocked. If you don't want to put it in your room that's fine, just leave it out in the hall.
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11. Have fun!

Frequently Asked Questions

Who can participate?

You must have an account on the TWHL website or be on the TWHL Discord, so you can send Dr. Orange your level. That's the only requirement - you can be of any skill level. We will accept any completed map that obeys the rules outlined above. Teams are allowed.

Where do I send my floor?

Send your map source files (in VMF format), and all required custom content to Dr. Orange - either via private message on TWHL or contact him via Discord at @Dr. Orange#7953. If you want to submit your floor to the TWHL vault, you can -- however, it's probably better if you can keep it as a surprise.

Should I create a texture for the map name in the hallway?

(example picture)
No. Dr. Orange will complete these textures at the end of the project, to ensure consistency. When sending your files, include a title for your floor so the texture can be created.

I've never used Mapbase before, do I need a special setup for it?

Yes. In order to use Mapbase, you need to install the Mapbase mod, and you must also use the Mapbase VBSP compiler in order for custom shaders to be used. A more complete guide for setting up Mapbase can be found here. See also the Mapbase FAQ for answers related directly to Mapbase.
The rules are essentially the same as for the last two TWHL Tower projects, so check out those threads if you need more info.
Please let me know if I've missed something, or messed something up.

Edit:
Don't send your map file to Strider!
Original post:
So I've had this idea for a Half-Life 2 based TWHL Tower-like project. It would be similar to the first two towers, just in Source :P
I'm posting here just to see what kind of interest there is for this project before I start anything, so if you have any slightest interest in this project, feel free to post here!

The mod will probably use Mapbase as its... base, since it allows all sorts of interesting things beyond what vanilla Half-Life 2/Episode Two is capable of.

As for what the actual game will be, I'm thinking of sticking to the original tower theme, with you starting from the bottom, and going up each floor, having to solve obstacles along the way. The size of your map will still be limited, but I'm thinking of increasing it to 1280w×1280l×256h to give you more space to play with the physics and AI of Source. Other than that, you'll be free to do pretty much whatever you want in your floor from a story and design perspective! No need to stick to Half-Life 2's, or even TWHL Tower's, pre-existing story limitations or visual design.

Preliminary deadline is December 1st, giving you around five months to create a floor, which should be more than enough to design something, but should also give some time to people who might not've had the time otherwise, and to give Goldsource veterans some time to get used to the Source engine as well :lol:

So, if you're interested, or have any other thoughts on this, feel free to post here or contact me on Discord! I'm looking forward to hear what you think!
Dr. Orange Dr. OrangeSource good.
Posted 4 weeks ago2021-06-29 18:14:48 UTC Post #345712
While I do appreciate the concept, I feel like we'd get a lot less variety. HL2 just doesn't have as much versatility as HL1 when it comes to available assets, and creating new assets is a lot harder than in HL1. Also this community mainly works in goldsrc. I just feel like this wouldn't really get nearly as many people, nor as much variety, as the previous towers
Posted 4 weeks ago2021-06-29 18:18:40 UTC Post #345713
i might make a map for this :combines: :hammer:
cambreaKer cambreaKerThe Whole Half-Life: WAR
Posted 4 weeks ago2021-06-29 18:19:30 UTC Post #345714
MrFloyd76 said:While I do appreciate the concept, I feel like we'd get a lot less variety. HL2 just doesn't have as much versatility as HL1 when it comes to available assets, and creating new assets is a lot harder than in HL1. Also this community mainly works in goldsrc. I just feel like this wouldn't really get nearly as many people, nor as much variety, as the previous towers
We'll see! I'd like to think the people of TWHL are creative enough to do something interesting with this concept, but I can also see that there might be some limitations. Though, once again, we'll see how many people are interested, and what they can come up with. Frankly, if at least one person contributes a floor, I'd consider that alone a huge success :glad:

EDIT: I've started working on a base map which should be done in a few days. I'm having a hard time deciding which wall texture to use from these two:
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Thoughts?
Dr. Orange Dr. OrangeSource good.
Posted 3 weeks ago2021-06-30 17:43:21 UTC Post #345715
Can Source SDK be ran without Steam?
Posted 3 weeks ago2021-06-30 17:51:57 UTC Post #345716
Not sure, but I doubt it. But Source SDK Base 2013 Singleplayer is free on Steam and contains all the Source SDK tools you need.

EDIT: Here are some screenshots of the current design for the stairs and hallway
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Dr. Orange Dr. OrangeSource good.
Posted 3 weeks ago2021-07-03 07:17:38 UTC Post #345720
I've only ever briefly looked at that mapbase thing, but it sounds like it really opens up what you can do in a small space. While I don't map for Source anymore I still enjoy playing HL2 mods, so good luck, I'm looking forward to this!
Strider StriderTuned to a dead channel.
Posted 3 weeks ago2021-07-03 09:26:32 UTC Post #345721
Look forward to seeing what comes out of this.

I would normally be tempted to get involved, but I can't guarantee I'll have the time to invest to another project this year...
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 weeks ago2021-07-03 10:10:11 UTC Post #345722
Guess I'll have to learn how to set up Mapbase at last... something I've resisted for ages. Oh well. I hope I'll contribute a floor to this xD
CPripyatUit CPripyatUitshe/they/it
Posted 3 weeks ago2021-07-03 19:20:00 UTC Post #345723
Cool, might take a crack at it
Posted 3 weeks ago2021-07-04 19:39:59 UTC Post #345728
Nice! I can't wait to see what everyone comes up with!
Dr. Orange Dr. OrangeSource good.
Posted 3 weeks ago2021-07-04 19:59:22 UTC Post #345729
Yeah having a pain setting up for some reason
Posted 3 weeks ago2021-07-04 20:07:48 UTC Post #345730
Yeah, Mapbase is a bit tricky to set up. If you have any questions, feel free to ask them here.
Dr. Orange Dr. OrangeSource good.
Posted 3 weeks ago2021-07-05 02:11:08 UTC Post #345731
Yeah I'll try again tomorrow
Posted 3 weeks ago2021-07-05 22:29:33 UTC Post #345734
Ok Got it all running
Just need to set up hammer
Posted 3 weeks ago2021-07-05 22:59:44 UTC Post #345735
any chance of getting some more detailed set up for Hammer?
Posted 3 weeks ago2021-07-06 10:04:19 UTC Post #345736
Sure. The official setup guide for using Hammer with Mapbase can be found here: https://github.com/mapbase-source/source-sdk-2013/wiki/Setting-up-Mapbase#using-mapbase-in-hammer
but if you have any specific issues or questions, you can ask here.

One thing to note is that you want to create your Hammer gameconfig for TWHL Tower, not Mapbase itself, and also launch Hammer with the -game parameter set to the twhltower folder.
Dr. Orange Dr. OrangeSource good.
Posted 3 weeks ago2021-07-06 18:45:31 UTC Post #345737
Just wish I could use JACK lol
Posted 2 weeks ago2021-07-08 02:16:51 UTC Post #345744
What would the rules on multiple entries be? Would a team be allowed to make multiple floors, either together or one as a team and another individually?
Notewell NotewellCall 141.12
Posted 2 weeks ago2021-07-08 07:48:32 UTC Post #345746
Sure! There isn't a limit on how many floors you're allowed to make, other than the five month deadline, and collaborations are allowed.
Dr. Orange Dr. OrangeSource good.
Posted 2 weeks ago2021-07-10 00:07:34 UTC Post #345747
This will be my first project with Mapbase, hoping I got the setup correct because when I see a bunch of instructions my eyes just kinda glaze over due to wall of text : )

EDIT: Will also be using Hammer++ so thats just more complicatedness but hopefully worth it
NovaDelta NovaDeltainfo_player_novadelta
Posted 2 weeks ago2021-07-10 00:43:18 UTC Post #345748
Yeah I haven't do much with source let alone this Mapbase thing that I've never heard of until now. Your not alone.
Edit: Hammer++?
Posted 2 weeks ago2021-07-10 02:08:33 UTC Post #345750
Hammer ++ is an extended version of Hammer. Basically J.A.C.K

And on second thought I might not use it, dont know. Mostly because Mapbase is complicated enough as is, seems to be having issues for me lol
NovaDelta NovaDeltainfo_player_novadelta
Posted 2 weeks ago2021-07-10 03:15:20 UTC Post #345752
thank. I've been juggling a few protects and haven't made much time for this
Sorry
Posted 2 weeks ago2021-07-10 05:57:27 UTC Post #345754
Welp, I finally set it up correctly to compile at least and it does that just fine to my knowledge but now Hammer isnt showing any textures inside of it.
Whoops I dont know what happenedWhoops I dont know what happened
NovaDelta NovaDeltainfo_player_novadelta
Posted 2 weeks ago2021-07-10 11:19:44 UTC Post #345755
Looks like you're using one of the older versions of Hammer from the obsolete Source SDK launcher. The Source SDK launcher (the one called "Source SDK" in the Steam tools section) isn't used for Source SDK 2013. Instead, you launch hammer.exe directly from the "steamapps/common/Source SDKBase 2013 Singleplayer/bin" folder. Remember that you must also create a shortcut and launch hammer.exe with the "-game path/to/twhltower" parameter. If it's the first time you're launching Hammer, you'll also have to change the 3D render mode from wireframe to textured by clicking on the text in the 3D view that says "camera".
Dr. Orange Dr. OrangeSource good.
Posted 2 weeks ago2021-07-10 13:12:01 UTC Post #345758
I'll check over everything again like 3D render mode and the paths but I know I opened the Hammer.exe from 2013's bin folder.

EDIT: Right, sweet. It was the launch option. Putting that in the shortcut did it, thanks. Now for the hard part, coming up with ideas : )
NovaDelta NovaDeltainfo_player_novadelta
Posted 2 weeks ago2021-07-10 15:22:33 UTC Post #345759
Right, my mistake, sorry. Glad to hear it worked out in the end. Really looking forward to see what you come up with!
Dr. Orange Dr. OrangeSource good.
Posted 2 weeks ago2021-07-12 18:57:58 UTC Post #345769
Hey, this is the first time I've tried to join one of these.

Few questions:
  • The DVD model isn't loading properly (ERROR'd) with the template downloaded. Can you supply the file so I know how big of an object to design for? Or provide approximate dimensions?
  • Can we put brushes above/below the level? IE: hiding some brushwork above or below the level that slides into place after a button is pushed (without the player seeing)
  • Is this some sort of competition or more of an exhibition?
  • EDIT: Also, are we ascending the tower or descending between the maps? It looks like we're ascending based on the template file I downloaded, but the text above seems to imply downstairs: "just some reason to enter the room before moving downstairs"
BrokenTripod BrokenTripodMaking Games, Breaking Things
Posted 2 weeks ago2021-07-12 22:24:24 UTC Post #345770
Hello!
The DVD is in the mod provided along with the map source files (link). You need to install this mod, along with Mapbase, and set up Hammer to use it.
You are allowed to extend your floor above and below the level. The only requirement is that the player doesn't go outside the playable volume, and that it doesn't noticably cut into the floor above or below (no deep chasms that stretch down thousands of miles).
It's more of an exhibition than a competition. It's a colaborative project, there will be no prizes, and everyone who submits a floor (or multiple) will have their floor in the mod.
We're ascending the tower. It looks like I forgot to edit that one when copying Strider's TWHL Tower 2 post. Sorry :zonked:
Dr. Orange Dr. OrangeSource good.
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