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Thinking about making my own map - things to consider?
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Dragonsbrethren
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 PostPosted: Mon Oct 15, 2007 2:35 pm    Post subject: Thinking about making my own map - things to consider? Reply with quote Back to top

I downloaded a 3D model editor last night (DeleD) and I'm getting fairly good with it already, the interface was really easy to learn unlike Blender which still confuses the hell out of me. Laughing

Anyway, what should I take into consideration when I'm making my map? I already know to use ramps instead of stairs but are there any other things architectural elements I should avoid while modeling it? Are there certain heights I should use for ceilings? The editor makes polygons 128 units high by default, so I was going to use that as my ceiling height, is that okay? For texturing, I can use any of Goldeneye's textures regardless of size, right?

I have most of the map planned out in my head, it's going to be a fortress. I'm making it to be used for a solo mission but it should make a good multiplayer map too. I won't really start on it until after my Silo mission is done, this is what I'll be working on next.
 
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 PostPosted: Mon Oct 15, 2007 3:15 pm    Post subject: Reply with quote Back to top

Use bitmaps, and only 32 x 32 max preferably. You can do 64 x 32 or 32 x 64, but smaller the better and stay away from 64 x 64. The only shading that is picked up by the editor is Kd, and map_Kd for the texture. When you're ready to import, you make a file like:
a.bmp
b.bmp

That's the text file you first choose, then you add them to the ROM, then you choose the .obj file, then save the Vertices/Indices separately. Then you export a room positions file. It's confusing, but clear once you get it. There's a tutorial on it, though not up to date I think, may be. Also, if you're feeling lucky, you can separate your level into groups/objects named RoomXX, where XX = hex room number, starting at 01. Then you export the full level by rooms.

Avoid all stairs. You need to make a "floorplan" when you're done, where you copy the file, then delete anything that's not floor. You'll import that as clipping from .obj file.

Oh, and also avoid all ladders for sure. I look forward to more new missions!!! Ask any questions as you go.
 
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moonraker808
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 PostPosted: Wed Oct 17, 2007 5:08 pm    Post subject: Reply with quote Back to top

Make another james bond movie level, like from thunderball or something like that. It's up to you.

I'm working on one from the man with the golden gun myself Very Happy
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Dragonsbrethren
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 PostPosted: Wed Oct 17, 2007 5:21 pm    Post subject: Reply with quote Back to top

I agree levels from other Bond movies would be cool but I haven't watched any of them recently enough to recreate anything. The only one I own besides Goldeneye is Moonraker and we've already got a fairly good Moonraker-inspired level. Wink

The level I have in mind is going to fit in Goldeneye's time line (The game, not the movie) between Facility and Silo.
 
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 PostPosted: Wed Oct 17, 2007 5:24 pm    Post subject: Reply with quote Back to top

Well look at the aspects of the movie that were skipped. There was the casino level; even though no action happened you could change that. There is also MI6; etc.
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Wreck
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 PostPosted: Thu Oct 18, 2007 4:44 am    Post subject: Reply with quote Back to top

Yeah, there are a few locations from the film that could have been made into stages. Besides the Casino de Monte Carlo, there's Valentin's Club, the Grand Hotel Europe (swimming pool / sauna), MI6 Headquarters, The Church of Our Lady of Smolensk, the Cuban Beach House, even the Russian Ministry of Defense. You should check out the movie and see if anything grabs you.

Here's a link to IMDB's list of locations...
http://www.imdb.com/title/tt0113189/locations
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Dragonsbrethren
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 PostPosted: Thu Oct 18, 2007 9:01 am    Post subject: Reply with quote Back to top

Wreck wrote:
Casino de Monte Carlo

This would probably be the easiest to make from a mission standpoint, all these years of beta version rumors have given rise to a fairly decent list of objectives. From a mapping standpoint it would be a lot harder, you'd need to do most of the textures yourself and there aren't many casino-related objects in the game so you'd have to model them as part of the map. That alone makes it too hard for me at my current skill level, I've never been very good at modeling anything besides basic architecture.


Wreck wrote:
Russian Ministry of Defense

Before you mentioned this I hadn't even considered it, but this could very easily serve as the setting for my map. My basic plan for the mission was that you would infiltrate a Soviet fortress, spy on a meeting between Soviet generals with the micro camera, obtain documents about the space weapons program, rescue a captured 00 agent, and escape from the building before hoards of soldiers arrived. The ministry of defense would be perfect for this, you'd just be arriving a few years before it was depicted in the movie.
 
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 PostPosted: Fri Oct 19, 2007 6:32 pm    Post subject: Reply with quote Back to top

Watching TWINE now...this is a decent movie, which is probably ruined by the EA garbage...it'd be really nice if we could get a copy of the EA maps, and how how they probably could be decent in GE.
 
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 PostPosted: Sat Oct 20, 2007 6:33 am    Post subject: Reply with quote Back to top

The World Is Not Enough was a pretty poor game. I don't know how anyone in their right mind can say that the graphics were a step-up from GoldenEye. Everything looks so pixelated, it's ridiculous. Not so much the backgrounds, but the rest of it. Perhaps it'd look and play better in GE. Still, I'd love to make a Tomorrow Never Dies mod. There's a ton of great gaming possibilities from that movie. Also, Michelle Yeoh is in it. Wink
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Dragonsbrethren
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 PostPosted: Sat Oct 20, 2007 8:32 am    Post subject: Reply with quote Back to top

Funny you guys brought it up, I actually tried playing TWINE in PJ64 the other day, my actual copy was stolen a few years ago along with some of my other N64 stuff (Or rather, a former friend of mine borrowed it and "lost" it). I don't believe I actually managed to play through this, the aiming controls so bad. And what's with the load screens? GE and PD's maps were much more detailed than these and they never had more than a few seconds of a black screen before the maps loaded.

The graphics are pretty good but the objects are lifeless unlike GE and PD, it feels kind of like Quake, you can only affect a limited number of things in the environment. The guard models are good but they have hardly any animations besides walking and shooting, and they look clunky doing that.

I did like the fact that you could silence the P2K whenever you wanted and had access to all the watch gadgets at all times. It's a shame stealth never really worked in TWINE unlike GE, seemed the guards were always on alert. You could kind of duplicate this in GE by always giving both PP7s and all the watches in every mission, but having it as a toggle is better.

Overall it seems like EA's developers played Goldeneye and then thought "how can we make this better?" but all the ideas they came up with ended up just making the gameplay worse. I haven't played any EA Bond games after this except for the DS version of Rogue Agent but judging from that it seems like this trend continued.
 
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 PostPosted: Sat Oct 20, 2007 8:37 am    Post subject: Reply with quote Back to top

I just can't find a good way to rip the TWINE models. Nemu does it room by room, and I'm not a good enough modeller to join them. Plus you'd need to delete all the objects inside.

But I'd really like to show how awesome it would be in GE, remake the levels.
 
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Dragonsbrethren
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 PostPosted: Sat Oct 20, 2007 8:47 am    Post subject: Reply with quote Back to top

I'd offer to help but I'm just learning how to model in this kind of 3D editor, I probably couldn't do it. Some editing would need to be done to the maps as well, TWINE had jumping and I seem to remember a few areas where you had to jump to proceed. My memory of the later areas is really bad so I don't know how big a part it played in the game.
 
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 PostPosted: Sat Oct 20, 2007 8:56 am    Post subject: Reply with quote Back to top

Just ignoring jumps for now. We would worry about that later. The big thing is just getting the maps out of TWINE. I can't think of an easy way to do it, and did a quick look and TWINE and not figuring out the format.
 
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Dragonsbrethren
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 PostPosted: Tue Nov 06, 2007 10:55 pm    Post subject: Reply with quote Back to top

I went to Delgine's site tonight to get an update for DeleD and took a look at their plugins section again. They have a plugin to import .map format maps, which is what Quake and Half-Life use for their maps. It should be possible to create a map using an editor for those games, import it to DeleD, then export it to .obj. Not only that, it means we can convert preexisting Quake/Half-Life maps for use in Goldeneye. Smile

I need to install Half-Life and Worldcraft again to see how well it works.
 
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 PostPosted: Wed Nov 07, 2007 5:18 am    Post subject: Reply with quote Back to top

Let me know if that works. I've been trying to find a quake convertor for a while. Alas, it probably won't convert bsps, but .maps should provide a huge amount of levels.
 
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