Castle Disposed - MOD

Half-Life HL
Castle Disposed - MOD by Tetsu0
Posted 9 years ago2010-09-16 23:44:57 UTC • Completed • Half-Life
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Castle Disposed - MOD
Tetsu0 Tetsu0
9 years ago2010-09-16 23:44:57 UTC
5 years ago2014-07-19 13:18:30 UTC
4.60 (5)
full star full star full star full star full star Download (Hosted Externally)

-latest update: Removing random buttons in Atom's maps - 9/21/2010 - 7:33PM est

Castle Disposed is a collection of abandoned maps from many TWHL members.
Explore the castle to uncover maps that never before saw the light of day.
---- Attention -----
All source files have been lost in a hard drive crash.
What's left is final - glitches and all
Sorry :(


Commented 9 years ago2010-09-17 00:37:27 UTC Comment #18498
"Couldn't open tetsu0wad.wad"
Commented 9 years ago2010-09-17 00:49:46 UTC Comment #18499
Half-Life crashes when I test it. Btw I already have the empty tet wad. I made to test another one of your maps...
Commented 9 years ago2010-09-17 06:39:15 UTC Comment #18501
I really hope you remember to wadinclude everything for V2.
Commented 9 years ago2010-09-17 08:52:33 UTC Comment #18502
Yay its here!

Looking at the mod structure now, i can already tell you that there are a bunch of files that you don't need to play the mod, so remove the following files/directories:
  • In the cl_dll directory, GameUI.dll and paritcleman.dll are not essential for the mod to run. Remove them.
  • The gfx directory is empty. Remove it?
  • models\player directory contains a bmp of the zombie player model named remapped.bmp. Why?
  • SAVE directory. Don't submit a mod that still have old saved game files in them. This alone saves you 2 mb.
  • C:\THOR\Half-Life.fgd. What's that? Where did i get that? Take a look in the sound/psiwave directory. Remove that wc file.
  • sprites directory is empty. Remove it also?
  • config.cfg. Never include your own config file, i don't want to play using your keybindings, whatever they are, i got my own. :)
  • voice_ban.dt. Pointless file. Remove it.
Sorry for being so picky about it but why would you not want to exclude empty directories and pointless files from your mod? Exactly. :)

And here's something neat: if you want to give the mod an icon, follow these steps:
Open listlib.gam and add the following line:
icon "resource\cd"

Where cd is the filename without extension. Now create your icon. Make sure it's 16x16 and save it as a Targa tga file in the resource directory. In this case the filename should be cd.tga. Now the mod has it's own icon in the games library list.

I still have to play the mod, which is what ill do now. :)
Commented 9 years ago2010-09-17 13:38:29 UTC Comment #18504
Tetsu0 fix all the crashes associated with wads and such that people pointed out please, atm I just cant be bothered to play a half-broken mod.
Commented 9 years ago2010-09-18 08:18:01 UTC Comment #18503
Tetsu0 provided the missing wad file, skals, it'll be wadincluded in the next update. With that wad in place, the mod runs fine.
Commented 9 years ago2010-09-18 09:19:02 UTC Comment #18507
half broken? its like full broken:)
im sorry guys.
Commented 9 years ago2010-09-18 12:33:03 UTC Comment #18509
Hmm, I re dl'd it and it seemed to be working at first but than crashed again. Anything special I need to do to run the mod? And there was no splash screen.
Commented 9 years ago2010-09-18 18:15:47 UTC Comment #18514
need deathtex.wad
Commented 9 years ago2010-09-18 19:27:08 UTC Comment #18515
Tetsuo, you forgot to remove the fadein effects. Here's what i posted in avatar 2muchvideogames' latest journal post:

Sorry about that, in the original uneditted maps, you were not allowed to shoot the pictures on the wall. If you did, the screen would fade to black, you hear an annoying sound and the game load the last autosave. Tetsu0 replaced the textured of those pictures, removed the sound, but left in the fadein effect. What was i thinking to put that in the maps in the first place?

Would you mind fixing this?
Commented 9 years ago2010-09-19 19:17:44 UTC Comment #18524
Missing several wads, and sprites: stuffed1.spr, wurmwhole.spr. I copy/rename as I'm asked, but you know I shouldn't need to do this.
Commented 9 years ago2010-09-19 19:22:04 UTC Comment #18525
chill I know it's broken I haven't had the time to do anything with it.
I tested the mod on my machine before I released it. I guess( and didn't know before ) the mod still references stuff in the default valve folders- wads... sprites... ect..
Commented 9 years ago2010-09-19 19:42:57 UTC Comment #18526
Yeah ok, you're forgiven. I can still play I guess. I hope there isn't more missing stuff.

Edit: Just finished it.

Should have some negative trigger_hurt before entering the castle. I hated to run around between maps with 3HP desperately looking for a medkit.

By the way, I think you forgot the text for psilous's picture/map.

I wish I had enough time to make a castle for this project - I just have a very special fondness of castles and my perception of them is different. Maybe I'll be able to make one for CD2 :)
Commented 9 years ago2010-09-20 05:31:58 UTC Comment #18527
bloody hell tetsu0, you just uploaded a new version right? It still says missing tetsu0.wad ..............
Commented 9 years ago2010-09-20 06:39:15 UTC Comment #18529
I'm uploading [again] the files. try the download again
Commented 9 years ago2010-09-20 10:14:05 UTC Comment #18530
Very nice little mod. I liked most of the maps. I remember the one I gave you, It was supposed to be my map a puzzle entry lol. Muzz your maps made me lol. What was that alien place supposed to be???? The happy alien land of sunshine & lollipops? Anyway I didn't finish all of it because the mod crashed, it kept reloading the exact same map every 2 seconds so I just gave up.
Commented 9 years ago2010-09-20 10:44:35 UTC Comment #18531
which map? details please? - this nod has just been a nightmare:(
Commented 9 years ago2010-09-20 11:24:41 UTC Comment #18532
muzzleflashes one, after you exit the ultra random land of candy, you get back into the facility... somewhere there. All of the areas look the same so I cant really describe them.
Commented 9 years ago2010-09-20 12:43:31 UTC Comment #18533
What was i thinking...

Commented 9 years ago2010-09-20 14:56:04 UTC Comment #18535
You were thinking about lollipops!
Commented 9 years ago2010-09-21 14:24:29 UTC Comment #18497
Tetsu0 this problem happens in more than one place, if you click a drink machine it's supposed to kill you but it failed to kill me every time, the screen would just fade out and reload. I think this is what happens here. I live without taking damage when the drink machine blows up, and I got an autosave as it's fading out and reloading my last game.
Commented 9 years ago2010-09-21 15:29:24 UTC Comment #18537
Tetsu0 this problem happens in more than one place, if you click a drink machine it's supposed to kill you but it failed to kill me every time, the screen would just fade out and reload. I think this is what happens here. I live without taking damage when the drink machine blows up, and I got an autosave as it's fading out and reloading my last game.
As i've said before this is because of my doing way back when i made that, Tetsu0 removed some entities but not all.

Tets: Look for button_target entities which are pictures/photo's on walls and remove eveything they target, then turn them into func_walls or func_illusionaries.
Commented 9 years ago2010-09-21 18:09:53 UTC Comment #18538
ahh crap. see i never went around really exploring the levels beacuse i knew their layout from hammer.... that could def cause some issues.

ok version 2.1 of castle disposed is up!
Commented 9 years ago2010-09-22 20:47:32 UTC Comment #18539
2.1 already? I wanted to make a castle for 2.0... :P
Commented 9 years ago2010-09-23 08:55:59 UTC Comment #18541
I think I'm stuck on the first map(hlife_hotdog) as I can get that damn door to open at all. Are there any scripted_sequences or something like that? Probably that's why.... I guess( because I know sometimes monsters just won't appear).
Commented 9 years ago2010-09-23 09:14:22 UTC Comment #18542
the big Door in the middle does not open. try using everything!! - it's a puzzle
Commented 9 years ago2010-09-24 03:53:11 UTC Comment #18546
striker there is a small teleporter thing on the ground floor room. Click it with use button a couple of times and the unconnected wire thing will connect itself and you can teleport.
Commented 9 years ago2010-09-24 08:48:21 UTC Comment #18547
Muzz whats up with the ultra random flying ghostly smiley face missile thing at the end of your map pack? anyway, yeah I completed it.
Over all it was pretty fun, I'll rate it 5 stars not because I believe all these maps are 5 star quality (they're not). But because of all the effort tetsu0 has put into fixing them and making this!

Also here are some more errors I experienced:

Muzz's pack needs alot more health packs. He spams monsters everywhere and even on easy I had to godmode on 5hp and then kill like 60 more enemies and only then find some health kits -.-
Also in the mappack after muzz's one (forgot whose that was) you're supposed to fall through the elevator and into the sewer pipe, the pipe was somehow blocked off for me, I had to noclip through the bottom of the elevator shaft to get into the pipe.
Commented 9 years ago2010-09-24 10:46:18 UTC Comment #18552
I was trying to create a ghost scene. That room is where i quit working on the mappack so that scene was never finished.

As for the rest, you can finish the pack on hard if you're good. I did it before. You just have to make sure you charge up health before entering my mappack.
Commented 9 years ago2010-09-24 12:10:20 UTC Comment #18553
helps to know the triggers too. thanks for the vote and review skals
Commented 9 years ago2010-09-24 14:35:39 UTC Comment #18555
Muzz, The ghost looked like a giant seethrough smiley face missile, it made me lol and go wut? it's not really effective as a ghost lol.
Commented 9 years ago2010-09-24 16:45:56 UTC Comment #18556
hence castle disposed! =]
Commented 9 years ago2010-11-04 18:09:28 UTC Comment #18620
Superb stuff! =)

I wrote a big review for each map for this the other day but the submit button ate it, and wouldn't give it back.. =(

I like how you added gameplay to each map and for the most part i really liked the castle and the way you accessed/unlocked each map.

Skals' map stands out in my memory as being a superbly-fun and well-crafted puzzle map. I know there were other good disposed maps in the series, but i can't remember any atm.. =(

Great stuff and another great twhl compilation! Bravo!


Commented 9 years ago2010-11-04 19:36:31 UTC Comment #18622

] thanks captain!

Commented 8 years ago2011-04-27 20:24:27 UTC Comment #19048
Finally remembered about and played this. It's good, considering it's stuff we threw in the trash. Not all the maps from my dead mods made it in, but, to be fair, I don't think I sent you all of them, either, because they got deleted. You also took quite a few liberties with the texturing where you didn't have the custom ones (the AWOL employee of the month photos in mine and the demotivational posters that sprang up in everyone's entries came to mind) but considering we didn't supply our custom textures in most cases, you did quite well!
All in all, for trash, this is quite good!
Commented 8 years ago2011-09-21 00:49:24 UTC Comment #19459
I like this mappack, it's good too see so many playable maps alive together. It's like a little PQL experience again :) . Good work! By the way, WON version of the pack has missed liblist.gam file and some dlls, so if someone downloaded this version, here is a content of liblist.gam (how you must set it to run the mod):

game "Castle Disposed - TWHL"
startmap "castle"
trainmap "castle_training"
mpentity "info_player_deathmatch"
gamedll "..valve/dlls/hl.dll"
gamedll_linux "../valve/dlls/"

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