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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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Thu Mar 09, 2017 3:09 pm Post subject: Complex Mission - Released! |
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This is my first full custom mission, and it uses the multiplayer map Complex as a direct sequel to Aztec. Bond must once again reprogram a stolen NASA shuttle, but also locate a sample of the deadly nerve agent that is to be unleashed upon the people of this planet. I was aiming to maintain a similar difficulty level to the Aztec, while not creating something that felt unfair, as far as guard behaviour and statistics were concerned. Some action blocks were reused from Rare, some modified, and many others built from scratch. The shuttle has been lightly modified, including a more yellow tone, and the number six painted on. The ventilation shaft door from Bunker was also edited, to utilize the Drax logo, rather than an arrow. You might also notice the nerve agent sample has a watch inventory model, which did not exist prior. Even the Complex map itself has seen some adjustments made to it. Certain connections between areas are no longer present, Drax logos and other decals have been added in, and your intro point shows that you entered from the Aztec temple ruins. There are three hidden secrets in the mission. If you discover them, their rewards may just help you out a little bit. The mission ends when the shuttle launches, but I arranged things in a way so that you shouldn't be able to complete it unless all objectives have been achieved. It may have felt buggy or unfair otherwise. Anyway, hopefully you'll enjoy playing this new mission. If any major problems are found, please report them so that they can be addressed.
Download at the Vault...
http://goldeneyevault.com/viewfile.php?id=326
Player Comments...
"In my opinion this is one of the hardest custom levels ever created. Very challenging"
- 00Drew
"Damn, this level was pretty tight. Took me like 18:45 to complete it (with save states of course) Probably one of the hardest custom levels out there. Those damn turrets!!!"
- EpicGift
"I played this custom level not too long ago myself, and it was definitely one of the hardest by far. I would probably go as far as saying that it was more difficult than the actual Aztec level."
- Wglass90
"Really good level, the turrets can be a bit challenging and it for sure can be as hard as Aztec in some parts."
- Graslu00
"Stellar work, Wreck! This is probably the most difficult custom level I've played!"
- EntropicDecay Gaming
"Impressive. Normally singleplayer missions set on multiplayer maps look like garbage, but this was pretty decently done. The layout of the assets look pretty convincing. Judging by how much damage you took [Graslu00 playthrough video], it looks just as challenging as Aztek on 00 Agent was."
- Corky64
"Man it´s f***ing great and difficult on 00 Agent "
- DFAnk1
"Definitely one of the better custom levels out there, great vid man [EntropicDecay Gaming playthrough video]."
- KennethlongnecK
Playthroughs...
May contain spoilers!
Graslu00
https://www.youtube.com/watch?v=mo3cMXAHFHc
EntropicDecay Gaming
https://www.youtube.com/watch?v=MIFf2egkQUA
JpGonzalez 16
[cheats in use]
https://www.youtube.com/watch?v=oM-LWUsemJE
-----------------------------------
Just wanted to share a few pics of my first real custom mission. I know most of you would have expected Caves, as I had started one even before there was a Visual Editor tool. But I decided to try Complex. It's a direct sequel to Aztec, storyline-wise. You'll notice extra details and some changes to architecture. I also tweaked two areas to allow the doors to properly close portals (since portals were angled originally). The primary door was customized, as was the shuttle. I still have work to do, but it's far enough along to start showing previews. Path walkers were not setup prior to these pics.
There are also some special secrets in store, but you will have to try and figure those out when you play it. 
Last edited by Wreck on Sun May 07, 2017 2:46 pm; edited 11 times in total |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Thu Mar 09, 2017 3:14 pm Post subject: |
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looks great :) |
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Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
Posted: Thu Mar 09, 2017 4:45 pm Post subject: |
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I and General Plastro said: '' This is ... awesome ... I think I'm going to cry ... FROM THE EMOTION OF PLAYING THIS NEW LEVEL!
Why is the sky red?
This level is very original _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Thu Mar 09, 2017 7:49 pm Post subject: |
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Woah that looks like it'll be fun. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Sat Mar 11, 2017 6:07 pm Post subject: |
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Thanks, guys. Still working on it. Getting closer now. Mostly action block related stuff to work out. Four of the five objectives are setup. I'll have to keep testing to see the difficulty. May need to tweak guard stats a bit.
The sky is the same as the Complex multiplayer level. That was dark red with red clouds. |
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Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Sun Mar 12, 2017 7:09 am Post subject: |
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How about you not derail every topic you see? |
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Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
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connery as bond Secret Agent


Joined: 21 Jun 2007 Posts: 340
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Posted: Mon Mar 13, 2017 2:05 pm Post subject: |
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Looks awesome Wreck, if it's anything like your other work we're in for a real treat. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Wed Mar 15, 2017 8:05 pm Post subject: |
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It's pretty close to completion now. All objectives are fully functioning. Got spawning guards sorted out. It's mostly the camera scenes (intro and outro), and nitpicking minor details left. I may be being a bit over cautious, but with this being my first full mission, I would like to make a good impression.
Right now I just have it replacing the Aztec. I also did change the sky to mimic the Aztec more closely. Your watch time is twelve minutes after the start of the Aztec mission. That's probably enough time to finish it up within the cheat target time (9 minutes), and reach the secondary launch complex (3 minutes). |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Thu Mar 16, 2017 8:27 am Post subject: |
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Glad to see you FINALLY decided to create a mission! Were guard paths easy to get working?
btw I vaguely you and I exchanging ideas for a Caves mission.....dang that was a long time ago. |
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Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
Posted: Thu Mar 16, 2017 8:59 am Post subject: |
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bmw wrote: | Glad to see you FINALLY decided to create a mission! Were guard paths easy to get working?
btw I vaguely you and I exchanging ideas for a Caves mission.....dang that was a long time ago. |
Yep... _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Thu Mar 16, 2017 11:20 am Post subject: |
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Guard paths were pretty straight forward. I did have issues with two. They were a little complicated, involving ramps and guards crossing past eachother, which resulted in problems. I ended up changing those two. Not quite as "cool" as I had originally intended, but they work well and still look good enough.
The path network took me less time than I thought it might. I planned it out area by area, splitting them into sets. I also used the Editor options to connect pads to path. Believe it or not, I have always done this manually in a notepad file. Ironically, the only crashing error came from something I did do manually.
Yeah, I pretty much have a Caves mission figured out, with briefing written. I somehow decided to start with Complex, though. It's a direct sequel to Aztec, so it sees Bond encountering some of the same base objectives and enemy guards. But it also makes additional references to the Moonraker film plot - something Dragonsbrethren did, as well.
I gave it a 00 Agent play through, and I barely completed it with just one bar of health left, and that's from me sort of cheating. I obviously know certain exploits, which helped keep me alive. I decided to keep both armours on all difficulties, but one is only the half vest. I'll have to play again the way most people would, or at least on their first attempts. Hopefully it won't take much longer. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Fri Mar 24, 2017 12:59 am Post subject: |
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Just fine tuning it now. I figured out a way to prevent guards from being able to shoot at the player through ramp ceilings and certain other architecture, which was even present in some of Rare's original missions. The helipad hallway in Bunker springs to mind, as do some areas in Silo with stairs. Was always a very unfair thing for them to shoot through walls, even if they can't see over railings (which sort of balances it). Probably be useful in other custom missions, if that sort of thing is an issue with guards or drone guns. |
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