ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


The Layer Concept
Goto page Previous  1, 2
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
radorn
007
007


Joined: 23 Sep 2007
Posts: 1424

 PostPosted: Thu Jun 18, 2009 4:57 pm    Post subject: Reply with quote Back to top

LOL, this is fantastic. Really trippy. Congrats again, TimEh.
 
View user's profile Send private message
Entropy Soldier
Secret Agent
Secret Agent


Joined: 13 Feb 2009
Posts: 263
Location: GE:S

 PostPosted: Thu Jun 18, 2009 6:09 pm    Post subject: Reply with quote Back to top

oh, i think its because the slope clip connects to the base clip in the other room. But the base clip connects to the clipping tile in the same room, and thus, you cant go back up since the clipping tile does not connect to the ramp, but the area underneath it (which is in another dimension).


Anyway, if you use four portals, it looks like the previously noted concept should work:

 
View user's profile Send private message Visit poster's website
TimEh
Agent
Agent


Joined: 08 May 2009
Posts: 187
Location: oakville. ONT, Canada

 PostPosted: Fri Jun 19, 2009 9:51 am    Post subject: Reply with quote Back to top

lol i actually reread your concept like 20 times last night and staired at the picture for a good 10 min. Tried again this morning with fresh eyes and i still dont get it. The vertical lines are portals im guessing. Are the horizontals the rooms?? Fire up a quick map, see if it works.
 
View user's profile Send private message
Entropy Soldier
Secret Agent
Secret Agent


Joined: 13 Feb 2009
Posts: 263
Location: GE:S

 PostPosted: Fri Jun 19, 2009 1:04 pm    Post subject: Reply with quote Back to top

Heh, it turned out pretty interesting.

Sorry i didn't explain it thoroughly enough.

What i'm talkign about it arranging 4 portals (two connecting the same two rooms) in the center of a room so that you can't move through them, but you can see through them.
If arranged properly, you can shoot through one end of the portal in room one, and hit room two. Firing through the other end will get you to hit room 3.

I got this to work, but with some interesting quirks. (given I'm only using three rooms right now, so this might be fixable using the visibility editor.)

- While looking through the portal, you can see your dimension and the other dimension simultaneously.

-However, if any parts of the room occupy the same space, your room is drawn over the room your looking into.

- You can shoot players in your room and players in the visible room while looking through the portal.

-if a player stands in front of the portal in the room your looking into, you can see them (as opposed to behind).

Anyway, regardless of my most excellent diagrams obvious superiority, it appears as if its actually impossible to understand as it has no indication of what its for or what anything means. I blame the USB hub. Anyway...The vertical lines are portals, and the horizontal lines are just representations of bullets or other projectiles going through it.

EDIT:
I was thinking, perhaps using this and one-way clip tiles (as seen in my test map) you could probably make a portal that goes into a different room depending on which side you go through. Just a thought, though.


Last edited by Entropy Soldier on Sat Jun 20, 2009 10:58 am; edited 2 times in total
 
View user's profile Send private message Visit poster's website
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6179

 PostPosted: Fri Jun 19, 2009 6:39 pm    Post subject: Reply with quote Back to top

http://www.goldeneyevault.com/viewfile.php?id=173

Very unique level!
 
View user's profile Send private message
monkeyface
Moderator
Moderator


Joined: 05 Apr 2008
Posts: 275

 PostPosted: Sat Jun 20, 2009 4:31 am    Post subject: Reply with quote Back to top

That's very Escher-esque. Really cool, I doubt many of the modern engines or games allows you to create such seamless transitions. It'd make for a great maze map.
 
View user's profile Send private message Send e-mail MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]