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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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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Fri Mar 28, 2014 8:15 pm Post subject: UPDATE: Multiplayer Extended maps |
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New maps (WIP) : Metroid I Metroid II Museum
I'm back for a while after making a decision to go back to school for software development. Wifey is ready to stay at home with the baby so until then I'm officially hacking again. Working on three maps at a time off and on. The museum map has been a BEAST trying to get things working correctly. The polygons in library can really tear graphics if objects are not placed just right. Metroid has been a really exciting project. Working on music to replace the midis for Cuba's end scene music and another RARELY used track. Gameshark code (included) will be required to turn it on. PLANTS will be removed in the final version due to them not looking right in the level. Caverns textures are incomplete and there are only a few weapon placements until the final release. For now here is a teaser you can walk around in. Please rate! MultiplayerX
XDELTA: http://download1075.mediafire.com/5mky8fdebl9g/f2pd62fxf645m85/MPE_metroid_and_museum_BETA.zip
Screens:
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Sat Mar 29, 2014 8:54 am Post subject: |
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This is sheer beauty !!! Hope to see all this new stuff happen in PD though
I await your progress on Metroid Museum !!!!  _________________
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sat Mar 29, 2014 5:37 pm Post subject: |
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It's time consuming placing things. Btw the museum is a military museum not a metroid one. Sorry for the confusion. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Sun Mar 30, 2014 12:05 am Post subject: |
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The plants may either require certain bitflags being set on them, or the actual models having changes made to their display lists. I thought they were fine in Jungle multi, though. I remember Cuba having some issues before, one of which I fixed in the background file. I wouldn't write them out just yet, in case they can be helped.
There should be no reason to require a GameShark code for anything. Whatever it is for, I'm sure there is a way to just set it up in the ROM itself.
Is that an Ourumov wax statue in the Military Museum? Interesting... _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Tue Apr 01, 2014 8:09 am Post subject: |
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Wreck wrote: | The plants may either require certain bitflags being set on them, or the actual models having changes made to their display lists. I thought they were fine in Jungle multi, though. I remember Cuba having some issues before, one of which I fixed in the background file. I wouldn't write them out just yet, in case they can be helped.
There should be no reason to require a GameShark code for anything. Whatever it is for, I'm sure there is a way to just set it up in the ROM itself.
Is that an Ourumov wax statue in the Military Museum? Interesting... |
The gameshark code is to turn on the music track for the level. Cuba's end scene track 31 and Silence track 27 have been overwritten with music from nes metroid Wish I could make Library just play...oh wait I forgot I can select the music in the multiplayer options lol I'll check into it |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Tue Apr 01, 2014 5:22 pm Post subject: UPDATE: MUSEUM |
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So it's taking longer than expected to finish this due to objects glitching in certain rooms. Polygon tearing. The floor grating will have texture loss and glow green when the map is finished but oh well. It's GE not me. Anyways....here's another screen of new exhibits.
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Fri Apr 11, 2014 9:57 am Post subject: Metroid II UPDATE |
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I am beyond ecstatic how this level is coming around. You can barely recognize it and it did some weird mesh colorizing thing while trying to finish texturing the walls and changing the water color. Lots of clipping added for objects hovering over water,etc. Sooooooo.....now we have lakes of energy for that is the uuummmm secret of the metroids power and an uber creepy alien cavern system where. Welcome to the homeworld.
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Tue Apr 15, 2014 1:56 pm Post subject: UPDATE: Isla Nublar and Metroid I New Multi Levels |
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These three new maps represent two different classics in both gaming and film. Isla Sorna and Isla Nublar are Jurassic Park themed and Metroid I is based off of the 8 bit Nintendo super classic Metroid. Metroid I is a complete Caves overhaul. Visibility should no longer be an issue from the original Caves multiplayer. Isla Sorna has been updated and fixed from a previous beta that someone advised me on. The level has been walled off from the previous beta and is now FINISHED. All plants can be rocketed and shot through now. Isla Nublar is a FRESH new overhaul for Surface I and I believe aesthetically much better than Jungle's original Solo level. Two music tracks have been written into the ROM to be used in Metroid I from the original game midis. I honestly could not find an epic match of instruments that do justice to the nes metroid version but included the gameshark codes that point to the music files I added to the ROM.
BUGS and ISSUES**
Boardwalk no longer works due to texture replacements from other levels crashing Dam's setup file. I have included the original xdelta until further notice. I have also decided to release a GoldenEye Legend Second Edition with more SOLO bonus levels including Boardwalk as one of the levels. Have no idea how soon I will do this as I will be integrating regular multi weapon setups in the second edition as many of you requested.
Amazons and Runway have subtle texture differences from Metroid II texture conversions. Please forgive this however it is not my fault the levels BORROW textures from one another. I believe once you see these errors they can be easily overlooked after playing the new levels.
There was a FOURTH level meant for this release however it kept crashing due to Library's setup file not being able to handle object counts. So MUSEUM may end up in another SOLO setup or as something else altogether.
Hope you enjoy it and keep an eye out for Metroid II (Caverns conversion) and a secret Dam multi!
Happy modding,
MultiplayerX
Download from vault: http://goldeneyevault.com/viewfile.php?id=280
Last edited by MultiplayerX on Sat May 03, 2014 9:35 am; edited 1 time in total |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Wed Apr 16, 2014 7:15 pm Post subject: |
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That junglefied Surface looks pretty neat. I'll definitely have to check that one out soon. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Thu Apr 17, 2014 12:37 pm Post subject: |
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Wreck wrote: | That junglefied Surface looks pretty neat. I'll definitely have to check that one out soon. |
Yea me and my crazy level ideas. I was just thinking about what levels would look amazing by just swapping textures and it occured to me that Surface would make a better Jungle level than the original Jungle. I can't believe it can load all the objects in it. It's a beast object wise but makes it look authentic.
My current idea is another wacky one. I could never get library to hold objects to support a museum so i came up with this:
BASICALLY NASA has a secret space center facility at the edge of town. Should be some really neat hiding areas in this.  |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1077
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Posted: Mon Apr 21, 2014 7:04 pm Post subject: |
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Smart solution. That's the joy of limitations - makes you work smart  _________________ No Mr. Bond, I expect you to be re-coded! |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Fri Apr 25, 2014 4:23 pm Post subject: **Official Release** Multiplayer Extended Update |
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Update: These two new levels are reimaginings of Caverns and Statue Park. Caverns now looks completely different based off of the final mother brain level in nes metroid. Statue Park has been retextured as a snow level with two satellite dishes from Surface added to polish off the levels feel. Several attempts were made to replace treeline textures but were removed due to the game crashing or loading torn images. A fog hack has been included to add a better look to the level and mask this discrepancy. Metroid II is the final level of its theme. Surface III hopefully makes Statue Park a much more enjoyable level visually taking away the intense darkness and shadowing from its original design. Hope you enjoy these new concepts and keep an eye out for updates in the future! MultiplayerX
****
These three new maps represent two different classics in both gaming and film. Isla Sorna and Isla Nublar are Jurassic Park themed and Metroid I is based off of the 8 bit Nintendo super classic Metroid. Metroid I is a complete Caves overhaul. Visibility should no longer be an issue from the original Caves multiplayer. Isla Sorna has been updated and fixed from a previous beta that someone advised me on. The level has been walled off from the previous beta and is now FINISHED. All plants can be rocketed and shot through now. Isla Nublar is a FRESH new overhaul for Surface I and I believe aesthetically much better than Jungle's original Solo level. Two music tracks have been written into the ROM to be used in Metroid I from the original game midis. I honestly could not find an epic match of instruments that do justice to the nes metroid version but included the gameshark codes that point to the music files I added to the ROM.
BUGS and ISSUES**
Intense blackouts in Surface III. It is STRONGLY advised you use the White Out fog to compensate for visual acuity and level appearance.
Boardwalk no longer works due to texture replacements from other levels crashing Dam's setup file. I have included the original xdelta until further notice. I have also decided to release a GoldenEye Legend Second Edition with more SOLO bonus levels including Boardwalk as one of the levels. Have no idea how soon I will do this as I will be integrating regular multi weapon setups in the second edition as many of you requested.
Amazons and Runway have subtle texture differences from Metroid II texture conversions. Please forgive this however it is not my fault the levels BORROW textures from one another. I believe once you see these errors they can be easily overlooked after playing the new levels.
MultiplayerX
Download from Vault:
http://goldeneyevault.com/viewfile.php?id=280
SCREENS:

Last edited by MultiplayerX on Sat May 03, 2014 9:34 am; edited 1 time in total |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sat Apr 26, 2014 5:14 am Post subject: |
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hello MultiplayerX :
you've done a great job of freshening , though the game remains the original and with the same missions , the ambience may change a bit the way we perceive the game. there are some errors , but does not if this is the final patch.
Lighting Effects :
at some levels , especially in Multiplayer can be noted an exaggerated dark. on Surface 2 The osuridad is exaggerated , while 1 of the missions Surface illumination is correct.
music:
simply say that I like, but listening with much less volume than the rest of the melodies of the game. if not may correct this in the future.
vegetation :
It is a smart way to acclimate the niveles.en some multiplayer levels seems exaggerated . missions do not usually have much vegetation in Surface would be nice to use a little more vegetation and trees , so difficult camouflaged enemies behind them.
Statue in the missions :
has a spectacular snowy and quite enlightened aspect . pity that no enemies or targets.
some ideas are bigger and a little personal :
- I like the columns that you used in the Caverns level, having aspect of columns of the Roman Temple , can be utlies for park level Jurassic , and can look good with vegetation , it can also be useful if you use these columns in the Statue level mixed with other monuments.
- Since you're changing the textures of the game, if you do well with the Enemy , and the clothes they wear ? . on weapons so perhaps it's a good idea to apply some textures.
- not if your intention is to change all the music from the game , I like that you included some soundtrack of Super Metrois SNES . |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sat Apr 26, 2014 6:11 am Post subject: |
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SATURN_81 wrote: | hello MultiplayerX :
you've done a great job of freshening , though the game remains the original and with the same missions , the ambience may change a bit the way we perceive the game. there are some errors , but does not if this is the final patch.
Lighting Effects :
at some levels , especially in Multiplayer can be noted an exaggerated dark. on Surface 2 The osuridad is exaggerated , while 1 of the missions Surface illumination is correct.
music:
simply say that I like, but listening with much less volume than the rest of the melodies of the game. if not may correct this in the future.
vegetation :
It is a smart way to acclimate the niveles.en some multiplayer levels seems exaggerated . missions do not usually have much vegetation in Surface would be nice to use a little more vegetation and trees , so difficult camouflaged enemies behind them.
Statue in the missions :
has a spectacular snowy and quite enlightened aspect . pity that no enemies or targets.
some ideas are bigger and a little personal :
- I like the columns that you used in the Caverns level, having aspect of columns of the Roman Temple , can be utlies for park level Jurassic , and can look good with vegetation , it can also be useful if you use these columns in the Statue level mixed with other monuments.
- Since you're changing the textures of the game, if you do well with the Enemy , and the clothes they wear ? . on weapons so perhaps it's a good idea to apply some textures.
- not if your intention is to change all the music from the game , I like that you included some soundtrack of Super Metrois SNES . |
Thanks for the compliments and opinions Saturn. I understand exactly what you mean. Unfortunately GE limits many of these things you listed here. Blackouts are simply 100% inevitable in certain levels. Wreck wrote me on some requests I had to put Jungle and Streets into GoldenEyeX as well as the other Solo levels. SAME PROBLEM :'(. TERRIBLE blackouts and lag issues.
BTW: I don't hack solo missions and none of these hacks are intended to be played in mission mode. Metroids objects were the best I could find and the columns were only meant for that level. Surface III is a simple makeover idea I thought of to take away the dark shadowy visibility of Statue Park. I have been toying with a few other levels to either snow it or GROUND it to give it a different look so as to keep it GE but something new. Keep an eye out for some other wacky things in the future! This mod is just for fun and add things to GE that will EXTEND from it's original design. Thanks for checking it out bro and giving input!  |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Tue Apr 29, 2014 11:11 am Post subject: FRIGATE TOP ZONE |
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Okay I'm letting the secret out of the box now that I know I can make it work. TWO DAYS of non stop trial and error I developed my own technique to successfully clip severely spaced out areas. Now that I know how to do this I have some new ideas for LOST ZONES in multiplayer. BMW has a Runway one. I'm considering slowly piecing together something creatively weird for SILO. Anyway here's a teaser screen of Frigate Top Zone. The final version will have a fake floor and railings, walls, maybe even a tunnelway to the main rooms or something. We will see. May be another week or two before I release it with NASA in the final version of MPE.
Multi
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