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


GoldenEye: Tower
Goto page 1, 2  Next
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling
View previous topic :: View next topic  
Carnivorous
00 Agent
00 Agent


Joined: 15 Oct 2016
Posts: 405
Location: Finland

 PostPosted: Sat Dec 29, 2018 11:45 am    Post subject: GoldenEye: Tower Reply with quote Back to top

GoldenEye: Tower
A collaborative singleplayer mod for GoldenEye 007

About
After playing mods Duke Hard and TWHL Tower I thought about doing the same thing for GoldenEye. I made a template map with a playable space area 2500 x 2500 x 400 units (25m x 25m x 4m). Every floor of this tower will be made by a different person as a different mission. The floors would be separated by a stairwell, the door accessing the next floor will be locked and the key is somewhere on that floor.

Template Download
https://files.catbox.moe/1dge9h.7z
Patch 'GoldenEye Tower.xdelta' with a unflipped GoldenEye ROM. Bunker I contains the template level to start using. Use Bunker I as your base level to avoid complications when submitting your level

Participants
Coockie1173
Sogun
sixty four
Uufje
Trevor
MRKane
Garabuyo

Rules (shamelessly stolen from TWHL)
1. Every member must work from the base background template
2. The stairwell can be modified, but only adjusting the doorway or adding decals
3. Aside from the stairwell, the player should only be able to move within the 2500 x 2500 x 400 unit space provided. The challenge is to use the limited space to make something interesting / enjoyable
4. Level scale value must be always set to 1.0
5. You can add windows on the external wall, however this area should not be accessible by the player. It must also fit the tower theme
6. You can cut into the floor and ceiling for detailing purposes but within reason. Bottomless pits wouldn't really work
7. The goal of each floor is to open up the access door to the next floor. This can be a simple button, a key puzzle, or something more elaborate
8. As this mod is based on the footsteps patch, any use of sub-action 2B that affects gameplay for other missions are not allowed
9. Your level setup must use the footsteps action block. It has been included with the setup for Bunker I with block ID 10FF
10. You can only submit one level
11. Deadline for submissions is 30th of June, 2019

Asset Rules
1. If you use third party content, you MUST include the credits to the author in your submission. Any textures / model / sound credits not accounted for WILL be removed or replaced
2. The maximum amount of custom assets per submission are:
- 5 sound effects
- 20 textures
- 2 custom models
- 1 custom song
3. The assets must run on hardware without crashing to be accepted
4. The asset content cannot be offensive / explicit (18+)


Last edited by Carnivorous on Sun Jan 06, 2019 5:34 pm; edited 16 times in total
 
View user's profile Send private message
Coockie1173
Agent
Agent


Joined: 03 Jun 2017
Posts: 41
Location: Belgium

 PostPosted: Sat Dec 29, 2018 11:46 am    Post subject: Reply with quote Back to top

Count me in!
_________________
へ何ですか?

------------------------------
Contact me:
discord: Coockie1173#8187
 
View user's profile Send private message
Sogun
General
General


Joined: 15 Dec 2010
Posts: 616
Location: Valencia, Spain

 PostPosted: Sat Dec 29, 2018 12:18 pm    Post subject: Reply with quote Back to top

Looks very interesting.

This is the perfect excuse to learn about action blocks. I'll try to make something before the deadline.
 
View user's profile Send private message Visit poster's website
sixty four
Agent
Agent


Joined: 30 Mar 2018
Posts: 26

 PostPosted: Sat Dec 29, 2018 5:09 pm    Post subject: Reply with quote Back to top

I would like to give this a shot. I already looked at the template here, its a good idea. I think I could come up with something for this.
 
View user's profile Send private message Visit poster's website
Lazlo52
Secret Agent
Secret Agent


Joined: 18 Nov 2017
Posts: 226
Location: N.J.

 PostPosted: Sun Dec 30, 2018 12:13 am    Post subject: Reply with quote Back to top

This is a cool idea! But, I'm no good at modeling...and I don't have the creativity for a "here's an empty room, make something out of it" type of deal.

I guess I could be an emulator-using beta tester at the least.
_________________
Quote:
22 not happening nerds. forget about it. 23 til the day i die.
 
View user's profile Send private message
MRKane
007
007


Joined: 11 Dec 2008
Posts: 932

 PostPosted: Sun Dec 30, 2018 3:04 am    Post subject: Reply with quote Back to top

Sounds like a brilliant idea! I'll be sure to have a look when I'm back at work (don't pen me in for anything yet) but there's a lot that can be done with a space like that - and if my different courses have taught me anything it's that everybody has a totally different and crazy idea!
_________________
No Mr. Bond, I expect you to be re-coded!
 
View user's profile Send private message MSN Messenger
Uufje
Agent
Agent


Joined: 26 Feb 2007
Posts: 26

 PostPosted: Sun Dec 30, 2018 5:43 am    Post subject: Reply with quote Back to top

Sweet! I've recently gotten back into modding and modeling for GE and PD, so I'm interested. Count me in!
 
View user's profile Send private message Send e-mail
DF Ank1
00 Agent
00 Agent


Joined: 17 Feb 2009
Posts: 512
Location: Feldkirch, Austria

 PostPosted: Tue Jan 01, 2019 3:16 am    Post subject: Reply with quote Back to top

I just dont understand what that project is about.

There is a tower, and in every single floor there is a level based on a level from goldeneye? so floor 1 is dam, then upstairs there is floor 2 etc. ?
_________________
-----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate
 
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Carnivorous
00 Agent
00 Agent


Joined: 15 Oct 2016
Posts: 405
Location: Finland

 PostPosted: Tue Jan 01, 2019 9:33 am    Post subject: Reply with quote Back to top

Every floor will be a separate mission created by a different participant. Upon project completion, all levels will be combined into a ROM with a lobby and rooftop missions. As the base map has the same stairwell, it will be like if the player is climbing the building for every mission.

The floor itself can be anything you want, so long as it fits within the tower theme. If you are unsure try out the referenced mods in the OP
 
View user's profile Send private message
Johnny Thunder
00 Agent
00 Agent


Joined: 10 Jan 2017
Posts: 469
Location: Mexicali, Baja California, Mexico

 PostPosted: Tue Jan 01, 2019 11:15 am    Post subject: Reply with quote Back to top

interesing project, i like that level
_________________
Johnny Thunder presents:
K.I.L.L.E.R. vs Vendetta

NEW GAME, NEW HISTORY, NEW VILLIAINS, enjoy

Ginez Silvo: The Adventures Continues

Ginez Silvo Return!

K.I.L.L.E.R. vs Vendetta: Expanded Edition

An Ultimate Edition of my first mod but now remastered

''You Pretty Good''

''Rusty but Trusty''

"Silvo for Silver"

Never Gonna Give You Up

Here's Johnny!
 
View user's profile Send private message Send e-mail
MRKane
007
007


Joined: 11 Dec 2008
Posts: 932

 PostPosted: Wed Jan 02, 2019 6:10 pm    Post subject: Reply with quote Back to top

You know what - count me in. I'm gonna make it work around everything else that I've got to do.

Quick question to everyone: Is there a theme for this overall mod? I was thinking a "Bond theme" for overall consistency, or does it not matter at all? Smile
_________________
No Mr. Bond, I expect you to be re-coded!
 
View user's profile Send private message MSN Messenger
Carnivorous
00 Agent
00 Agent


Joined: 15 Oct 2016
Posts: 405
Location: Finland

 PostPosted: Wed Jan 02, 2019 6:20 pm    Post subject: Reply with quote Back to top

It can be any theme, so long as it fits with the tower setting. The playable character will still be Bond
 
View user's profile Send private message
Garabuyo
Agent
Agent


Joined: 23 Apr 2017
Posts: 75
Location: Canary Islands, Spain

 PostPosted: Sun Jan 06, 2019 4:35 pm    Post subject: Reply with quote Back to top

HI. I want to join to this project.

Thanks.
_________________
I am a pilot copter at:

http://bf4stats.com:8601/ps4/Garabuyo

 
View user's profile Send private message
MRKane
007
007


Joined: 11 Dec 2008
Posts: 932

 PostPosted: Sun Jan 13, 2019 2:51 pm    Post subject: Reply with quote Back to top

Finally back at work, and a quick request: Is there any vertex lighting on the fbx template? Blender can only import binary fbx files not ASCII so I'm mainly being sure Very Happy
_________________
No Mr. Bond, I expect you to be re-coded!
 
View user's profile Send private message MSN Messenger
Carnivorous
00 Agent
00 Agent


Joined: 15 Oct 2016
Posts: 405
Location: Finland

 PostPosted: Sun Jan 13, 2019 7:54 pm    Post subject: Reply with quote Back to top

Yes there is vertex lighting used. As far as I know E-S's blender importer for GEOBJs is the only way to keep lighting for blender
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling All times are GMT - 8 Hours
Goto page 1, 2  Next
Page 1 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 ]