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monkeyface
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 PostPosted: Sun Feb 22, 2009 1:17 pm    Post subject: General Goldfinger 64 discussion Reply with quote Back to top



This is an announcement of the Goldfinger patch, a patch that will replace all 20 of the original Single player maps with completely new maps and missions. The missions will play along the plot of the 1964 movie Goldfinger, and at the same time make use of it to create new missions and scenarios, such as in the Goldeneye game.

===

1: Mexico, drug bust. Bond infiltrates a Silo where there's an opium lab.
In game you will run around some dock lands and finally plant a bomb in a silo. This happens both in the movie and in the book.



2: Miami Hotel, hotel ambush. After the Mexico mission, before going back to England, Bond is on vacation. Felix Leiter meets him at the Miami hotel Bond is staying at and tells him about Goldfinger. He encounters Auric Goldfinger, foil his gambling scheme, gets hit over the head by a figure with a bowler hat (Oddjob) and the girl he has seduced (Auric's secretary) gets murdered.
This happens in the movie, but not in the book. In the book, Auric's secretary is killed when Bond has gone, and he get to know from a third person. Oddjob is never sighted on the hotel. In the game you could explore the hotel and it's surroundings and fight some North Korean spies.



3: India, smuggling bust. Bond investigates Auric's affiliates in India. He finds out that Auric has been smuggling large quantities of gold.
This happens in neither the book nor the movie, but it's talked about. They suspect that Auric is smuggling gold to India, and Bond could certainly find a mission here. It may be too far fetched, if you think so, speak up.

4: Golf club in England, infiltration. Bond meets up with Auric, plays a game of golf with him, wins, and plants a homing device on his car.
Now that Bond has evidence of Auric's smuggling business, he needs to investigate him further. The mission in the game could be to plant a bug and do something in the surroundings of the golf club house. Maybe have a talk with Auric. This happens in both the book and the movie.

5: Auric's mansion in England, infiltration. Bond follows Auric to his house. When Auric leaves, he infiltrates the area. In the nearby industrial building he finds molds for a car, among other things.
I don't think this happens in the movie, but it happens in the book, in a way. Bond gets invited and finds said things. In the game you could break in, instead of getting invited for dinner. And Auric would be away, unknowing of Bond's endeavors, so far.

6: Airport in England, pursue Goldfinger. Bond follows Auric to the airport, he must find out what plane he's
taking. He locate Auric's private jet and disposes of some North Korean spies who have been followed him.
This happens in both the book and the movie, except for the disposing of spies, and he never plants a bug.

7: Alps in Switzerland, pursue Goldfinger. Bond stalks Goldfinger to find out where he's going. He encounters Tilly Masterson, a woman who's out to kill Goldfinger to revenge the death of her sister, the girl that got killed in Miami. Auric stops at Auric Industries.
Happens in both the book and the movie. Some rooms are done, and it'll mostly be a driving stage. After this he wouldn't fight or silence anymore spies or assistants of Auric, from now on there will be soldiers sent out by Auric, as he knows you're after him.



8: Auric Industries in Switzerland, infiltration. Bond waits til the night falls, then infiltrates the factory. He finds out that Auric is smuggling gold, and that the car he drove was solid gold which his Chinese henchmen now is melting and turning into gold bars. Bond finds out about "Operation Grandslam."
Compared with the following map, this could be more slow and stealthy. Happens in the movie but not the book, as Bond and Tilly is captured by now.

9: Auric Industries in Switzerland, escape. Bond and Tilly are detected and have to escape. They flee into the nearby forest but Tilly is captured.
This map would include some parts of the earlier one, but add a forest chapter.

10: Auric Industries in Switzerland, rescue mission. Bond tries to rescue Tilly but is ambushed.
This map could focus on a big building of the factory which you couldn't enter in the earlier maps. At some point during this mission, Tilly should be killed, that would match up with the movie.

11: Baltimore ranch, investigate mission. Bond is in Auric's Baltimore mansion but manages to escape from there.
Bond would start out in a prison and fight his way out of an underground complex with prisons, training facilities, barracks and laboratories. Happens in the movie, sort of. There's not really a complex, but he manages to escape.

12: Baltimore ranch, infiltration. Bond infiltrates a nearby building and find Goldfinger explaining Operation Grandslam to a group of mobsters. Before exiting the building he must fight of some guards.
Happens in the movie, in the book he is at the meeting as a secretary. In this mission you would explore the Baltimore mansion.

13: Baltimore ranch, seduction. Bond is out of the mansion and get to know the finer details of Operation Grandslam from P. Galore (a woman who's supposed to help Goldfinger execute his plan) and turn her to his side. Bond then escapes from the mansion.
This mission would focus on the exteriors of the Baltimore mansion, with horse tracks and whatnot. Maybe he'd need to find a vehicle to escape in. Either way, one objective should be to meet up with P. Galore.

14: Chinese associates. Bond deals with the people that have supplied Auric with the Bomb. Location and scenario not yet decided.
Doesn't happen in the book or the movie, but would fit the setting.

15: Pennsylvania train station, boarding. Bond gets to the station from which the train going to Fort Knox is departing. He needs to get on board it in order to get to Auric.
This doesn't happen in the movie, but in the book, except that he's still a prisoner by then.

16: Outside Fort Knox, infiltration. The perimeters of Fortknox is swarming with North Korean soldiers. Bond fights his way through and is finally inside Fort Knox.
Bond would probably start by the train that now has stopped, and fight his way til the backside of Fort Knox, where Auric has blown the doors open. It happens in the book, but he never has to enter the building as there's no timed bomb inside it.

17: Fort Knox, showdown. The goal of Operation Grandslam is to set off a nuclear device, financed by the Chinese, inside Fort Knox, in order to render the gold reserves useless for the next 50 years, resulting in Auric's gold being more worth. Bond fights his way in to Fort Knox and defuses the device. He then finally defeats Oddjob.
This is how Operation Grandslam looks like in the movie, in the book he'll simply steal all gold and move it to the train and escape.

18: Plane, final showdown and escape. On a nearby airport Auric's private jet is waiting for him. Bond has to get there
before he escapes. In the final moment he gets on and the plane lifts off. A fight breaks out and it ends with Goldfinger getting sucked out of the plane. The plane is going down but Bond and Galore parachutes to safety.
This happens in neither of the versions, in the movie, Auric has hijacked a plane that takes Bond from the scene, in the book it happens many months later, when Bond is taking a vacation to somewhere. In the game, he will go to a nearby airport, get on the plane (maybe there'll be a cut scene in the middle of the mission that show how the plane flies away?) and defeat Auric.

CUBA END SCENE: J. Bond and P. Galore makes out on a life raft in the middle of the ocean, by a sinking plane.
Happens in the book, but not in the movie.


Last edited by monkeyface on Sun Aug 09, 2009 7:16 am; edited 12 times in total
 
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radorn
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 PostPosted: Sun Feb 22, 2009 4:39 pm    Post subject: Reply with quote Back to top

What's the planned time for completion?
I would love to contribute at some point (right now is not possible).
I have no experience with the ge editor because my computer is crap and crashes on it (something to do with the grahics chip), but I like making maps. I use something other than hammer, but I can get the results into obj and many other formats anyway.

By the way, I'm Spanish and PAPAVER doesn't mean anything to me. I searched and it seems to be a plant genus name in Latin. definitelly not Spanish at all. Maybe you mixed up latin and "latino"?
 
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monkeyface
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 PostPosted: Sun Feb 22, 2009 4:56 pm    Post subject: Reply with quote Back to top

We're taking baby steps. There's a great chance it wont be finished. So the whole project wont be planned, but each map will get different dead lines. Right now, I've set late April as a completion period for the geometry for this map, at least. That doesn't include coding, lighting, clipping and such. But imagine if a few of us worked on at least 2 maps each, then this project could be finished within a year, with the proper planning and dedication.

Yes, I hoped for help. It would mean the world to me if you could contribute with .obj-files.

Hm, what about this then: http://es.wikipedia.org/wiki/Papaver ? The reason that I chose the Spanish word for it is because the mission probably is located in Mexico, and has a nice ring to it. Also, it would fit in the text field! I do hope it actually exist.
 
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radorn
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 PostPosted: Sun Feb 22, 2009 5:11 pm    Post subject: Reply with quote Back to top

Well, it exists, but in Latin language, not in Spanish. It's not listed in the dictionary of the Real Academia EspaƱola (Royal Spanish Academy) which is the authority here, not even as slang word or in disuse, and I swear I haven't seen that word until I read it in your post.
Nothing against it, but it is not Spanish. If it was in the movie as a pretended spanish word... well, they were just being creative.
I have a mexican friend over msn. I'll bug him for characteristic Mexican words related to opium, derivatives and whatnot, of 6 letters or less Cool

Anyway, at some point in the future, if you still want it, I will probably be interested in contributing maps and anything I see myself capable of doing, right now, as I said, it's materially impossible for me.
 
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SubDrag
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 PostPosted: Sun Feb 22, 2009 6:26 pm    Post subject: Reply with quote Back to top

I'm excitedly watching from afar. I would absolutely love to see something like this made. I'd also like to do something similar (but not as awesome) with Zoinkity's hopefully eventual converted TWINE maps.
 
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Wreck
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 PostPosted: Sun Feb 22, 2009 11:48 pm    Post subject: Reply with quote Back to top

This sounds like a very exciting project, Monkeyface. Goldfinger is perhaps the most beloved Bond film in the entire series, so it'll be interesting to see a game version be devised. Definitely keep us updated as you continue to make progress. Smile
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Dragonsbrethren
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 PostPosted: Mon Feb 23, 2009 7:00 am    Post subject: Reply with quote Back to top

Sounds very interesting.
 
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radorn
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 PostPosted: Mon Feb 23, 2009 11:26 am    Post subject: Reply with quote Back to top

Your project prompted me to see this film. Never saw it before.
I did so to get familiarized with the locations.

I would like to make fort knox, if it forms part of your script.
Any directions I should follow?
like, what textures are to be used, general style or any other stuff?

In case you are wondering, my intention is to make a reproduction as close as possible to what is seen in the film, unless you give another direction, of course. I mean, if you set for a given style It'd be better to stick to it and be consistent.


Last edited by radorn on Mon Feb 23, 2009 12:24 pm; edited 2 times in total
 
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fantsu
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 PostPosted: Mon Feb 23, 2009 12:10 pm    Post subject: Reply with quote Back to top

I want to see Aston Martin!

Very Happy
 
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ryanoasis
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 PostPosted: Mon Feb 23, 2009 1:55 pm    Post subject: Reply with quote Back to top

Sounds ambitious yeah. Can I help too?? Send me a PM, email or something? I haven't done any advanced things but I have at least some experience in action blocks and texture replacing. I would even be willing to do some testing.

Let me know? Thanks.
 
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Wreck
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 PostPosted: Mon Feb 23, 2009 6:51 pm    Post subject: Reply with quote Back to top

It might not be a bad idea for someone to get a hold of the Goldfinger novel. There is likely a lot of good information regarding locations and mission objectives within, which could prove very useful.
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fantsu
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 PostPosted: Mon Feb 23, 2009 9:32 pm    Post subject: Reply with quote Back to top

that is true, and don't try to do it too ambitious, small levels and such...
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monkeyface
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 PostPosted: Tue Feb 24, 2009 11:30 am    Post subject: Reply with quote Back to top

SubDrag, not too far I hope. It'd be great to work on the lighting with some easier tools! I kid, I kid... Still, it'd be easier!

fantsu, I actually thought of that. If MrKane's vehicle mod gets released and if it would be possible to turn it into a car model, a driving stage would be the perfect fit.

ryanoasis, PMd you.

Wreck, didn't thought of that! I'll see if can order it. It'd be great for those extra missions we need to fit in, without straying too far away from the source material.

radorn, about the name, it doesn't matter really. If it doesn't exist, I rename it. When it's time, I'll put you on the job to find a suitable Spanish name for it... I'm very eager to see what you can conjure up, if you get the time for it. If you decide to hop aboard, we'll start working with dead lines, to incorporate some discipline into this project, it could need it. At certain days we'll post progress pictures and talk about what we're doing. Fort knox was one of the first scenarios I thought about, and really, that map is indispensable. The original Goldeneye team didn't create the levels with exact missions in mind, but rather created them as they went along. Don't think of missions, just create something that resembles what you see in the movies, and something you'd like to explore. From the scene, I gather that there are three main "rooms." Outdoors, some kind of room from where you enter the vault, and the vault itself. If you want, you can focus on the outdoor section, or, inside Fort knox. The feeling of that scene is rather warm. Warm colors, warm light, metal and golden bars. Goldeneye doesn't really feature too many warm areas. Both Bunker and Control could resemble Fort Knox, but they feel a little too cold. Maybe you could modify some of the Control textures to be slightly warmer? More red, orange, brown. Anyways, here are some screens I took from the movie and made some notes. I'm sure you could watch the scene again and find more things to include or ponder about.



And here is a quick update from the, it's a house by the docks and the British embassy. You'll be able to enter it, though I'm not sure if there'll be any missions there.

 
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radorn
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 PostPosted: Wed Feb 25, 2009 1:49 pm    Post subject: Reply with quote Back to top

thanks for the shots, you sure took a while making and commenting these.

I knew about the design methodology followed in by the GE team, and how they made levels without objectives or even gameplay style in mind beforehand, and I totally agree that's the path we should follow too, but fir one thing, if only for the fact that it was a small group modeling them, the style, the look was consistent (for the most part), or at least followed the direction of one person overseeing the process, and not two/three/many people. What I was asking for was more about "artistic" direction rather than asking about objectives or which I should include or not.

Anyway, now I can see it was rather superfluous to discuss that over nothing. It's probably better that I start modeling and then discuss over it later, then I'll have more of an idea about the look you want.
I was trying to avoid having to redesign stuff later, but it's probably no way to avoid it unless we were working in the same place.

Someday I should look into these so called colaborative software suites, but they are probably overkill and introduce more overhead than it's good for a project such as this.

So, well, nevermind, you'll hear from me as soon as I have something to show.
 
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monkeyface
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 PostPosted: Thu Feb 26, 2009 7:32 am    Post subject: Reply with quote Back to top

Aha, I see where you're getting at. Well, other than doing things that "feels right", I guess you should check with the original maps if there are things that could be replicated and modified for your own needs. When we got enough map geometry to discuss, I'll be like a rabid dog when it comes to criticism! And I hope you'll be too. It's important that we question the design choices we make, and ask ourselves where we can deviate from the original design and how we should relate to it.

Fort Knox, for example, could be some sort of Control with warmer colors, it isn't' exactly the easiest of maps. Try different things and see how they come out, it's easier to improve when you got something to start with.

With the map I'm working on, Papaver/Docks/blahblah, I can easily steal from Streets (urban areas and abandoned rooms in the alleys), Jungle (to add "Mexico" to it, warm and humid climate, certain vegetation) and Train (for those nicer looking rooms, such as those in the embassy and silo where they produce opium.)

As we have a whole game to look at, design choices becomes more obvious, and when we're modeling different kind of buildings, rooms and corridors we've got alot of references to work with. Those times we have to break the rules, it'll be easier to see if it'll fit in.

Also, remember to hint on the surroundings with little details here and there. I haven't started yet, but where the map "ends", I'll place stone walls, fences or slopes with different kinds of buildings and environments peeking up behind them, so that you can guess what's on the other side.

Other than that, I guess texture alignment and texture treatment is important. See how the texture you're using looks in the original map, and apply it in same fashion. The good thing about the existing textures is that they are not only made for this game, but they're made to look good in 32*32/32*64. If you use other textures and down-scale them, they'll probably look more muddy than you intended, I got that feeling from the Counter Strike textures I ported.

Quote:
Someday I should look into these so called colaborative software suites, but they are probably overkill and introduce more overhead than it's good for a project such as this.


No, tell me, what did you have in mind? I'm all for organization, and this project could take some time, so it'd be nice to work with some helpful tools.
 
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