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[Map] Complex - Oct 5th, 2010
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Wreck
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 PostPosted: Sun Sep 26, 2010 1:57 am    Post subject: Reply with quote Back to top

If it were that simple, I'd have probably tried it already. It isn't just the entire rotation of the map, there are also other coordinates to factor in. Even if you did rotate it properly, you'd have to adjust where the map lies within the world space. It might end up being harder to figure that out than just replicating what Rare did for PD.

I'll be adding in the flag base spawns shortly, so I'll remember to grab a screenshot in 4-Player mode to show off my progress. I'm still deciding on a weapon set or two, so something may change by the time the level is released publicly.
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 PostPosted: Sun Sep 26, 2010 2:29 am    Post subject: Reply with quote Back to top

Sound great, cant wait to see the picture.
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Wreck
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 PostPosted: Sun Sep 26, 2010 9:31 am    Post subject: Reply with quote Back to top

Added an image to DB's first post.
He really is right, the GoldenEye Complex looks so much better than the PD version.
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 PostPosted: Sun Sep 26, 2010 10:11 am    Post subject: Reply with quote Back to top

Wow that looks fantastic, great work wreck.
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TH126
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 PostPosted: Sun Sep 26, 2010 11:36 am    Post subject: Reply with quote Back to top

Looks awesome Wreck! Complex, by far, is my favorite map in Goldeneye. I can't wait to play the next patch of GE:X man!
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 PostPosted: Sun Sep 26, 2010 11:44 am    Post subject: Reply with quote Back to top

Wow thats looks so dang epic.

I got to say it dus look rily good in PD.
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Wreck
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 PostPosted: Mon Oct 04, 2010 9:07 pm    Post subject: Reply with quote Back to top

Big news for the Complex:
I was able to successfully reproduce the Path Network from Perfect Dark's Complex. With minor adjustments and the removal of certain areas, the Simulants are now able to travel the entire map. I still need to work out the drops, as well as a few other odd bugs, but at least the Sims are supported. Smile

Check out the added image on the first post.
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 PostPosted: Mon Oct 04, 2010 10:00 pm    Post subject: Reply with quote Back to top

Good job Wreck.

Its just keeps getting better and better everytime you post Wreck Smile
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 PostPosted: Tue Oct 05, 2010 1:21 pm    Post subject: Reply with quote Back to top

Thats fantastic to hear wreck, great job! im looking forward to the classic complex with sims Very Happy
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 PostPosted: Tue Oct 05, 2010 4:20 pm    Post subject: Reply with quote Back to top

Complex is the number 1 GE map!! This next patch needs to be released now!! Razz
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 PostPosted: Sat Oct 16, 2010 9:37 am    Post subject: Reply with quote Back to top

I didn't realize just how stupid the Sims can be in this level until watching some of the videos on YouTube. Even though I did manage to fix a fair amount of their path issues, they still have a lot of trouble with ramps. I hope I can sort out these problems and better the AI knowledge of the layout. They just look so bloody dumb at times...
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 PostPosted: Sat Oct 16, 2010 11:41 am    Post subject: Reply with quote Back to top

I found a glitch that enables you to leave the map and fall to your death. It was quite humorous dying this way haha. I recorded the glitch if you want to see what I'm talking about : http://www.youtube.com/watch?v=BBWpvdttuEE

It was a good laugh Razz
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 PostPosted: Sat Oct 16, 2010 12:26 pm    Post subject: Reply with quote Back to top

Ah, good find. I guess I'll have to clip the ceilings above the ramps. I had run into some problems when I tried to do that with Egyptian, but perhaps I just didn't do it correctly. I guess I can always take a peek at how Rare did it with the PD Complex.
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 PostPosted: Sat Oct 16, 2010 3:29 pm    Post subject: Reply with quote Back to top

Lol i dont know how you find that but thats funny.

Good job TH126.
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 PostPosted: Fri Oct 22, 2010 11:34 am    Post subject: Reply with quote Back to top

Please bare with me, i have a theory about the problems your having with drops in the sets.

Example sets:

Set: 00 Connections: xx
Preset 0001: 0002 xxxx (0001 = top of a drop)
Preset xxxx: xxxx xxxx
Set: 01 Connections: xx
Preset 0002: 0001 xxxx (0002 = bottom of a drop)
Preset xxxx: xxxx xxxx

According to this example when the guard is at preset 0001 (top of drop) he can go to preset 0002 (bottom of drop) and when at preset 0002 (bottom of drop) he can go to preset 0001 (top of drop), shouldn't it look more like this:

Set: 00 Connections: xx
Preset 0001: 0002 xxxx (0001 = top of a drop)
Preset xxxx: xxxx xxxx
Set: 01 Connections: xx
Preset 0002: xxxx (0002 = bottom of a drop)
Preset xxxx: xxxx xxxx

Now when the guard is at preset 0002 (bottom of drop) there is no 0001 (top of drop) for him to go to, there for he won't even attempt it and get stuck.

I have extracted the sets from perfect darks complex and it seems to match the first example above wich would suggest i was wrong but it seems like such an easy solution im supprised that it wouldn't be set up like this so i was wondering if it may be an error with how the editor is reading them.
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