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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Feb 09, 2009 6:02 am Post subject: GoldenEye Source 3: Ingenious map enhancements |
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The team behind this put a drawbridge in Complex, and an alternative route in Control!
http://www.youtube.com/watch?v=p48oUcQk10w |
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Mon Feb 09, 2009 6:30 am Post subject: Re: GoldenEye Source 3: Ingenious map enhancements |
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That bridge was in PD's version of complex, it just didn't move/close. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Feb 09, 2009 7:27 am Post subject: Re: GoldenEye Source 3: Ingenious map enhancements |
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fantsu wrote: | That bridge was in PD's version of complex, it just didn't move/close. |
It would be fairly simple to add a moving bridge to the GE version using the same method as Zoinkity did in Skedar. Whether it's worth it or not, I can't say, I doubt anyone would go out of their way to play with it over the normal complex. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Mon Feb 09, 2009 11:23 am Post subject: |
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Zoinkity and I both, at almost the same time, added the PD catwalk into Complex by modifying the room files. I had trouble getting the clipping to properly work, so he sent me his copy. Unfortunately, somehow all the modded rooms were overwritten by their originals, so I lost nearly all my work. I had put a ton of extra railings in, too. Shame, it looked quite nice.
Anyways, I'm not big on some of the changes they've made with their maps. Especially their lighting. Temple seems incredibly dark compared to the original. And some of the Complex has been coloured too dramatically. Not that I'm not thoroughly impressed by the stage design, it's certain things I don't care much for. Cradle, on the otherhand, is remarkable. _________________
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