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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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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Thu Jan 28, 2010 5:59 pm Post subject: [MULTIPLAYER]Infiltration Beta |
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I really don't feel like posting screenshots since most of you all ready know what Infiltration is, but I promise it's very good and worth downloading. Please replace the "Area 51 Multi" title for the file on GoldenEye Vault with "Infiltration Multi" (leave out the quotation marks). It's just Infiltration-only areas with the exception of two extra areas. The level has a lot of weapons and a few hover bikes plus some hover crates. I don't think I was actually finished, but I wanted to submit what I have because you all will most likely enjoy it the way it is. I just may not be satisfied with it.
http://two.xthost.info/00dark0/Infiltration%20CS.zip
EDIT: I posted many screenshots
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Fri Jan 29, 2010 2:11 am Post subject: |
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Looks great, 00Dark.
I know you've really wanted to put out a good Area 51 Combat Simulator map, so it's nice to see you've been able to complete one and release it publically. I'll have to check it out when I'm back at home.
00Dark wrote: | I really don't feel like posting screenshots since most of you all ready know what Infiltration is... |
You must've changed your mind, because I see a whole bunch of pictures.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Fri Jan 29, 2010 4:02 am Post subject: |
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I want to get on my comp to test this out!
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Fri Jan 29, 2010 11:36 am Post subject: |
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I'm going to post a public beta 2 in a bit. I'm calling it beta because I obviously need feedback and opinions. I'll post some more screens of the hangar office, hangars, Hills, Bases, and fun tactics to do on this level.  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Tue Feb 09, 2010 2:28 am Post subject: |
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I'm adding this to the "CI: Project Files" forum, as well as updating your dataDyne Central thread. If you make any updates to it, I'll include them when released.
Question: Did you add a special item in the same room where you find the Phoenix in Rescue and send a distress call as Elvis in Maian SOS? I don't remember ever seeing a "Picked up something" message in PD before, so that was a first for me.
Also, the Hoverbikes on the beginning helipad and the fenced-in helipad can't be taken out of those areas. Are they there for looks, or for use in those small locations?
It also seemed as though the lift that connects between the two hangars and the control tower (I guess you could call it that, as it does look outside to the many landing pads) couldn't be called up to the top floor. I pressed the action button on the doors a few times, but it wouldn't send the elevator up. It took quite a while for it to finally arrive. Perhaps a link was off? _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Feb 09, 2010 2:34 am Post subject: |
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Thanks for bumping this, I completely forgot about trying it out.
Edit: I guess you didn't see it when I mentioned it in the action blocks thread, but this is how you can fix simulants riding the elevators:
Add tag objects for each elevator car.
Insert a new 10XX action block.
Add an 018D action in this block for each tag object. The first empty field is the elevator object number plus one (so 1 for your first elevator, 2 for the second, etc.). Select the proper tag object from the pulldown menu to fill in the second field. In the original stages, they often added a dummy tag object $00, so that the elevator number and tag number would match up.
End the block with an 05 action, which jumps to the built-in 0000 block.
Your sims will ride elevators just fine then, and it'll be easier to comment on how this plays. Right now it seems to me like there might be a little too much ammo available. Also, commenting on what Wreck mentioned about the hoverbikes, do they work like GE's tank, where you can resize them but still have them work normally? If that works, you could probably get them through those areas. It might look a bit silly from the other players' view if you make them too small. |
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