 |
 |
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
 |
 |
 |
 |
|
 |
 |
 |
 |
 |
00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
Posted: Tue Feb 07, 2012 12:58 pm Post subject: [Map] Silo |
 |
|
Silo for GoldenEye: X
Background, Portals and Visibility Complete!
Clipping and Footsteps Complete!
Setup in progress...
This conversion includes the vents fully clipped as you can see in the picture above. All the railings are set up correctly to allow the guards to see and fire at you from levels above and below, again you can see this in the picture above. hope you like the picks.
Guards have been fixed
Vent with and without cover, what do you think? _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action
Last edited by 00action on Fri Mar 02, 2012 3:44 pm; edited 1 time in total |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
 |
Posted: Tue Feb 07, 2012 2:52 pm Post subject: |
 |
|
Looking great! That's so cool about shooting across different levels. Btw if you get thru all the levels I haven't done any setup on depot yet, if you want to do it, can't get past that annoying portal issue. |
|
|
|
|
|
 |
 |
 |
 |
 |
00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
Posted: Wed Feb 08, 2012 12:17 pm Post subject: |
 |
|
subdrag: i won't take on the depot setup just yet because i prefer to get the background and clipping done first, it is realy annoying about that damn portal issue but i am still going to have another look at it. my silo and aztec setups still need lots of work on them and your more than welcome to take on one of those if you want because im concetrating on backgrounds and clipping the remaining levels. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Tue Feb 28, 2012 10:31 am Post subject: |
 |
|
Very nice!
Siberian Guards have been hired to defend the silo?
We might have to make some small BG adjustments to the Silo, such as removing the vent cover from the level. I'd also like to switch out the stationary ceiling fan for a real moving one. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
|
|
|
|
|
 |
 |
 |
 |
 |
EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Fri Mar 02, 2012 10:37 am Post subject: |
 |
|
00action wrote: | heh i never realised i put the wrong guards in  |
I notice to you put the wrong guards in the silo. If I remember right they are green not brown.
Other then that, your doing a lovely job on the setup. Looks identical to the real game.
I'm really dieing to see this coming out since silo one of those level I just gotta play as long as it got its music.  _________________ There totally nothing to read here. |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
|
|
|
|
|
 |
 |
 |
 |
 |
00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Fri Mar 02, 2012 4:10 pm Post subject: |
 |
|
Yeah, I like the vent cover gone. We could always make a door version that you can swing open during the mission. That way it isn't really missing, and gives more interactivity with the background. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Sun Mar 04, 2012 1:27 am Post subject: |
 |
|
If you have any issues, you could always ask me about it. It shouldn't be too bad, since I imagine the vent cover is only four points, two draws, and one texture. Standard models (like doors) are also one of the easiest models to form manually. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sun Mar 04, 2012 6:46 am Post subject: |
 |
|
Haha, yay looks great
WHeres the elevator?
Trev _________________
   |
|
|
|
|
|
 |
 |
 |
 |
 |
oldyz 007

Joined: 02 Dec 2009 Posts: 607
 |
Posted: Mon Mar 05, 2012 9:22 am Post subject: Re: [Map] Silo |
 |
|
00action wrote: |
Vent with and without cover, what do you think? |
I think that it would be better to have a vent cover you could "B grab" and move away (but that would mean it would probably float upright)
or one that acts like a door (it opens from top to bottom making a clang noise when it hits the floor)
or a vent cover that can be destroyed with shots , then move in - |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Mon Mar 05, 2012 9:29 am Post subject: |
 |
|
Either way, we will have a vent cover in place as an object. It'll just be too weird not having something there. Maybe Bond even has to shoot off a lock, or a few bolt strips (like in Train), in order to get it open. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
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
|
|
|
 |