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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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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Wed Apr 08, 2009 8:15 am Post subject: |
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I have an idea reguarding an underground passage. In one of the cabins, you have a secret trapdoor/bookshelf, similar to Library missions'. The cabin could be built into the side of a mountain, to hide the trapdoors path into the ground. Underground, is a series of small rooms and tunnels, which eventually lead in the general direction of the large building.
Just a thought  |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Thu Apr 09, 2009 9:41 pm Post subject: |
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I think I'm going to stay away from tunnels for this map - I'm designing it as a multiplayer map and its already quite large - tunnels would just be too much. That would be interesting though if this ever evolved into a mission.
Last edited by bmw on Sun Apr 12, 2009 7:16 pm; edited 1 time in total |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Fri Apr 10, 2009 5:23 pm Post subject: |
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I'd have to agree with an underground tunnel being too much in a multiplayer map. Depending on how large and complex it is, it could take away from the match. Players at ground level and those in the caverns would need to track eachother down, which might take a while. It is a neat concept for a mission, however.
It's very fun seeing this thing grow, BMW.  _________________
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Apr 12, 2009 7:15 pm Post subject: |
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Ok have a few more screenshots to post. I'm getting pretty close to having the basic layout done, though I haven't yet fleshed out the large building.
The "mountains" are also a concern because of the number of faces in the geometry - if they significantly slow down gameplay then they will have to go.
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sun Apr 12, 2009 9:33 pm Post subject: |
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are the limits final? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Mon Apr 13, 2009 1:24 am Post subject: |
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I'm definitely liking how that main building is shaping up. About the only suggestion I have right now, is to perhaps lower the height of the perimeter textures. By shortening them, you'll be able to scale them a little better. That'll result in less pixel-heavy images, which seem to be occuring. It's hard to tell just how tall those surrounding walls are, though. _________________
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Apr 13, 2009 6:57 am Post subject: |
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Yeah the perimiter area portion of this map is not yet set in stone (well, actually nothing is yet) - the reason I set it as high as I did was anticipating what it will look like from standing at the highest point in the map which will be somewhere near the top of the tall main building - I want it so that you don't see the game's horizon from anywhere in the map.
That being said, I may very well get rid of the mountains altogether and replace it with just a wall (I just know those things are going to slow down the game) - I will probably use the setup editor to darken their RGB values considerably so that they're not a focal point of the map, maybe similar to the walls in the jungle stage.
The other thing I'm trying to figure out right now is exactly how to compile this thing (ie, break it up into rooms). I will break up the interior of the large building via standard room dividing procedures, but I'm not sure what the optimal way is to break up the outdoors. Here is a rough sketch of what I have in mind...
I honestly don't know if it will make much difference at all how I break up the outdoors because I don't know exactly how the game engine handles when to draw rooms. I know I will NOT be individually breaking up the small cabins into individual rooms because that will require also that the surrounding outdoor portions be broken up on all 4 sides because "island rooms" cause bullet travel problems such as in surface. So the number of rooms required to do this would be quite high AND the number of portals, with windows and doors in the cabins, would be ridiculously high and would cause severe blackout issues.
Another question - grenade travel. Lets say you want to launch a grenade up and over the large building from one side to the other. Will that grenade be affected by the portals? In other words, will I need to create a room directly above the rooftop as a connecting room? See image below to understand my point....
That may also illustrate my question about how rooms are loaded - if I do NOT create that room directly above the building, will that protect me (ie, prevent) rooms from being loaded on the opposite side of the building if you're standing outdoors? |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Apr 13, 2009 8:54 am Post subject: |
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I guess you can just make the portals that connect the rooms inside the central building as high as you need, even going trough the roof.
If that building is going to have multiple levels inside, do that with the portals of the uppermost level.
That should save you rooms if you are running low on them. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Apr 13, 2009 12:11 pm Post subject: |
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How do you like this?
make sure you don't leave leaks
just to clarify, I used the different colors to mark the geometry of the different rooms. There are 4 rooms and 9 portals here
And a question for gurus:
given a open sky level like this, in order to ensure that things that go up always drop as supossed instead of disappearing, would it be possible to create a single giant portal that covered all the level that connected all rooms to each other and possibly to an "empty" room behind it? |
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Mon Apr 13, 2009 4:58 pm Post subject: |
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Wow this is almost as impressive as the Medieval castle level in design/architecture. I'm loving the the texture use, and how the new textures blend in with GE's. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Apr 13, 2009 5:12 pm Post subject: |
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radorn wrote: |
And a question for gurus:
given a open sky level like this, in order to ensure that things that go up always drop as supossed instead of disappearing, would it be possible to create a single giant portal that covered all the level that connected all rooms to each other and possibly to an "empty" room behind it? |
Looking back at my notes, I see that the correct solution is to NOT connect the empty airspace above the roof to the surrounding areas via portals, but rather to place clipping tiles on the roof. Grenade travel depends on clipping, and once it gets above the roof, if there's no clipping up there, it will instead "attach" itself to whatever clipping it is closest to once it crosses the roof threshhold, which would be the clipping inside the building. But I already see another problem - that being the large wooden porch area - if you launch a grenade up on the roof and it comes down right over the porch area, it will fall through the roof to the porch. It will only land on the roof if it goes further than the wall with the door in it.
The only solution I see here is to add a wooden railing blocking most of the front porch from being able to be walked onto from the ground so you can only enter the porch right in the middle. Grenades will still travel incorrectly directly over the door, but that will be a small enough area not to worry about. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Nov 28, 2010 2:31 am Post subject: |
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I normally don't like to bring back old threads, but I was cleaning out my computer today and stumbled across this old project. Since I see my screenshot images no longer exist and since I can't remember what was the last update I posted, I figured I'd re-post some images just for the heck of it. I sure need to get my hammer program back up and running properly! This is a project worthy of completion.
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Sun Nov 28, 2010 6:11 am Post subject: |
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I remember this one, for some reason the original design reminded me of some kind of Mario Kart 64 map, not sure why. Looking forward to seeing this done.
Also, in my experience, I have found that you can raise the scale of most grass textures to an absurd amount, such as 10x10, 20x20, or...whatever. My point is you can REALLY stretch out grass, so it looks less "texturized" and not so repetitive...try it...same with water...lava..etc
Last edited by flopperr999 on Sun Nov 28, 2010 11:16 am; edited 2 times in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Nov 28, 2010 6:30 am Post subject: |
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That does look great! I'm tantalized by it. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sun Nov 28, 2010 11:33 pm Post subject: |
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Very nice to see this again, BMW.
If you ever get Hammer functioning properly on your computer, you should definitely consider finishing this up. I think you had also offered to help Flopperr out with his Last Bastion map, too, so both levels would be a fantastic treat.  _________________
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