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Wreck
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 PostPosted: Wed Aug 25, 2010 11:37 pm    Post subject: Dark Levels (PD's Classics)... Reply with quote Back to top

I believe we have finally come to a decision as to which of the Perfect Dark Combat Simulator maps will be retextured and modified for GoldenEye: X. These are the lucky three that will be sticking around...

Skedar, Villa, and Grid

About the only questions left are...
What new themes will they use, and what changes might be made?

The map I've had planned out already is Grid. It'll be using a Control theme. A new elevator will be made in a model editor, mimicking the lifts found in GoldenEye. I imagine two different doors will be present. The elevator doors, and possibly the grey swingers found in Facility and Runway. If these do not fit in well, they'll be changed. I haven't thought of any real architectural modifications at this time, though something small may be done.

The Villa already looks great as it is, and has a preset theme. So, perhaps it'll be more about swapping textures and giving it more of a GoldenEye feel. Getting rid of the "dD" borders is a definite. I also think that adding a ladder to the pedestal (the one you can only reach by dropping off of the overhead walkway) is a good idea. Not sure about other background changes, but perhaps something with the broken stone railing or the wooden bridge area.

As far as Skedar goes, I haven't nailed anything specific. I enjoy the snowy temple theme it already employs, which really only requires texture replacement. I can picture the Aztec Temple stone walls fitting in rather nicely. The strange pillars might see some reshaping, as they are a bit too Skedar'ish.


If anyone has ideas, suggestions, or other comments at this time, please feel free to post. I'm open to hearing what you have to say, and may even consider incorporating your concepts.
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 PostPosted: Thu Aug 26, 2010 5:37 am    Post subject: Reply with quote Back to top

Your Idea for Grid seems good but what about giving it an Archives kinda feel?
 
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 PostPosted: Thu Aug 26, 2010 5:39 am    Post subject: Reply with quote Back to top

possible that the GTA San Andreas, have textures that are well adapted to a level, for example rural areas, casinos, police stations, garages.
so imagine me playing goldeneye or perfect dark, Jefferson Motel GTA on a mission or multiplayer. GTA I think some characters fit well with the thematic goldeneye. And if you are looking textures for the level sked could find perhaps Turok Turok 1 and 3, I mean the textures templos.puede Aztec type or none of this has to do with making as accurate as possible to the original goldeneye, but I think this would help in terms of ambience goldeneye spoken.
 
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 PostPosted: Thu Aug 26, 2010 10:35 am    Post subject: Reply with quote Back to top

Quote:
possible that the GTA San Andreas, have textures that are well adapted to a level, for example rural areas, casinos, police stations, garages.
so imagine me playing goldeneye or perfect dark, Jefferson Motel GTA on a mission or multiplayer. GTA I think some characters fit well with the thematic goldeneye. And if you are looking textures for the level sked could find perhaps Turok Turok 1 and 3, I mean the textures templos.puede Aztec type or none of this has to do with making as accurate as possible to the original goldeneye, but I think this would help in terms of ambience goldeneye spoken.


I think he just want to use the Goldeneye and PD texter in the levels.
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 PostPosted: Thu Aug 26, 2010 12:35 pm    Post subject: Reply with quote Back to top

I love your idea with Grid by giving it the Control feel. Villa is GE like already, like you stated. I think Skedar would look cool with an Aztec Temple look. Caverns also comes to mind, the "white snow" could be the caverns texture to represent the lower floors still being natural. Idk it might look too cliché.
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 PostPosted: Thu Aug 26, 2010 11:47 pm    Post subject: Reply with quote Back to top

As much as I like the Archives theme, it's also used by Library. To have a third map in multiplayer that uses the green and grey colour scheme would be a bit overkill. The same would apply to two other levels. The Complex has the same texture set as parts of the Aztec Complex, and Temple shares a similar style with the Egyptian Temple. Since those themes are already utilized in multiple levels, I wouldn't want to re-use any of the three.

I'd prefer if we stick to using textures already available in GoldenEye. That way, we keep everything feeling like GE, and nothing seems totally new and different from the rest of the levels.
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 PostPosted: Fri Aug 27, 2010 6:49 am    Post subject: Reply with quote Back to top

^oh now I see what u mean. Stick with your idea than Wreck Very Happy
 
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 PostPosted: Tue Aug 31, 2010 11:14 am    Post subject: Reply with quote Back to top

i realy like the idea you have grid, i cant wait to see that Smile
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 PostPosted: Tue Aug 31, 2010 5:57 pm    Post subject: Reply with quote Back to top

Quote:
i realy like the idea you have grid, i cant wait to see that


Me to.
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 PostPosted: Wed Sep 01, 2010 9:55 am    Post subject: Reply with quote Back to top

I must say I also find the idea of a Control-like Grid pretty awesome.

As for Skedar, what about a Caverns like them?
I can see a good architectural mix of stone and tech stuff.
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 PostPosted: Tue Oct 12, 2010 2:17 pm    Post subject: Reply with quote Back to top

Yurei wrote:
I must say I also find the idea of a Control-like Grid pretty awesome.

As for Skedar, what about a Caverns like them?
I can see a good architectural mix of stone and tech stuff.


agree

how about frigate in Grid?
 
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 PostPosted: Sat Oct 16, 2010 9:50 am    Post subject: Reply with quote Back to top

The Caverns theme might work well in Skedar, but it'd have to incorporate something else, as well. Caverns is mostly subterranean, with not much man-made architecture (other than catwalks). It does have that blue metal, but not a lot else. A mix of styles may be necessary.

I still believe the Grid will look best with a Control theme. It feels right, just thinking about it. And with a custom elevator, it'll seem right at home.
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 PostPosted: Sat Oct 16, 2010 4:03 pm    Post subject: Reply with quote Back to top

I don't know if it's too much to ask but I would've loved to see Chicago left there as a VR map too since I loved playing it in CS.What do you guys think?
 
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 PostPosted: Sat Oct 16, 2010 4:36 pm    Post subject: Reply with quote Back to top

I have an idea.

PD made the GE leves old, i.e. the tanks have fallen etc.

So how about making the PD levels 'Incomplete' like adding scaffold in places and maybe replacing some of the walls with fences (Dam Gates) and cones etc

Trev
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 PostPosted: Sat Oct 16, 2010 7:55 pm    Post subject: Reply with quote Back to top

Chicago: I've only really got the three listed (Skedar, Grid, and Villa) in mind for GoldenEye: X. Any other PD stage will have to be imported by another modder at a later date. Hehe, it's just like having custom levels in GE or PD, but they'll be for GE:X instead. Razz

Dark Maps: While I don't mind the idea of having the PD stages look incomplete, or underconstruction, it might reduce the amount of playable area in the level. By putting up fences, or other barriers, it limits where you can go. I'd rather try to make them fit the time period of GoldenEye, and make some subtle modifications here and there. Such as a ladder in Villa, to allow players to climb the column that you normally need to drop down onto from an above platform.
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