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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sat Nov 30, 2013 6:27 pm Post subject: Rogue Control Center Release |
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Hello everyone, I like to release my brand new level that has been in the works for nearly a month.
Called Rogue Control Center.
This level took a lot of work, and a bunch of on and off testing to make sure it works as I planned for Muitiplayer.
There are first versions of Rogue.
First version is the one with Objects. This one includes crates tables, computers. All kinds of objects. That keeps a great FPS.
Second version is the one without Objects. This one is pretty much empty but with ammo crates guns and doors.
Reason why I made two version because the fact the no object one will run much smoother then the one with objects. So you guys get the best of both worlds in this release.
This zip file will also include everything needed to import into DeleD and Goldeneye Editor. All you will need is a Goldeneye Rom to do so.
Here an image of the level in action.
And here the folder link that includes everything.
http://goldeneyevault.com/viewfile.php?id=287
Also Subdrag, when you do put the file on the vault, I hope you don't mind updating the Mupen.ini for both patches, so that players who plays it online will be able to choose from both.
Anyway link will be updated to the vault one once its on the site.
Enjoy everyone and happy late Thanksgiving!  _________________ There totally nothing to read here. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Sun Dec 01, 2013 8:45 am Post subject: |
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Why have two patches? You can add both backgrounds, clipping and setups to different level spots (then change sky settings and allocations to same values) so players don't have to change rom if they want to try both maps.
It's a process that won't take longer than 5 min.  |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sun Dec 01, 2013 3:23 pm Post subject: |
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Sogun wrote: | Why have two patches? You can add both backgrounds, clipping and setups to different level spots (then change sky settings and allocations to same values) so players don't have to change rom if they want to try both maps.
It's a process that won't take longer than 5 min.  |
To be honest, I did not have that in mind.
Mind telling me how to combined the maps? I will replace bunker by the way. This will be probably the next level that could handle this giant polygon monster. _________________ There totally nothing to read here. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 920
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Posted: Mon Dec 02, 2013 7:48 am Post subject: |
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Thanks for this, mate (it looks great), but I probably won't get a lot of chances to play it, as most of my mate's won't play Goldeneye because "it's old" (idiots ).
Can you make this for Goldeneye X, or for Perfect Dark, please, as (thanks to the built in bots) I can then play even if there are no other humans present, and I don't doubt many other people would like to be able to play the new maps with bots too. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Mon Dec 02, 2013 2:04 pm Post subject: |
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@Kerr Avon: That's a real shame. My friends (or should we say "Associates") are much the same. CoD has ruined a generation of gamers as they just don't have the mindset to have a good rumble in a deathmatch - they get sick of loosing because they're too attuned to just pointing and firing and something being dead within a moment - which you can't do in the old games - you'll get out gunned by an opponent who uses the environment to his weapons advantage. Once upon a time you had an engaging and strategic firefight worthy of...well...a JAMES BOND MOVIE! _________________ No Mr. Bond, I expect you to be re-coded! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Mon Dec 02, 2013 2:50 pm Post subject: |
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That little buffer of invincibility makes GE's gameplay much different from PD. It caters more to short bursts and watching what you're doing.
Probably the biggest difference is the way explosions are handled. Entirely different. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Mon Dec 02, 2013 8:01 pm Post subject: |
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Yeah but Zoinkities wasn't it already discussed that the invincibility short burst is possible to add in PD? Also you can definitely explosions are handleded differently from both games. In GE explosions and go through walls and floors in a surrounding area where as in PD they don't. Not only that but the Proximity, Timed, Remote mines are handled differently as well in PD from how they were in GE. |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Tue Dec 03, 2013 11:35 am Post subject: |
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Really GE the explosions are just longer were as PD the explosion is quick.
Also,the explosions do go through walls in PD. Just works a bit different. _________________ www.youtube.com/gamerrey23 |
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Tue Dec 03, 2013 11:59 am Post subject: |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Fri Dec 06, 2013 4:16 am Post subject: |
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I LOVE this level Aries. It's what COMPLEX should have been. Nice framrates too! You should consider mixing up your textures. this level is WAY TOO COOL for repeating textures BUT either way!!!  |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sat Dec 07, 2013 6:39 pm Post subject: |
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MultiplayerX wrote: | I LOVE this level Aries. It's what COMPLEX should have been. Nice framrates too! You should consider mixing up your textures. this level is WAY TOO COOL for repeating textures BUT either way!!!  |
Thanks MuitiplayerX. Glad that you enjoy the map. I did have plans to use a Facility theme on it. But due to its huge size for a map. The level would of been a wreak if I added just a bit to much too it. So I found complex texture set a very good idea to keep the level from bogging down in framerate issues. Since the more textures that loads in one level. The more the framerate bogs down. Anyway glad you love the level, and maybe I will see some muitiplayer matches done on this map. Since I love to see other players using some ares to its advantage.  _________________ There totally nothing to read here. |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Mon Dec 09, 2013 9:21 pm Post subject: |
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EternallyAries wrote: | MultiplayerX wrote: | I LOVE this level Aries. It's what COMPLEX should have been. Nice framrates too! You should consider mixing up your textures. this level is WAY TOO COOL for repeating textures BUT either way!!!  |
Thanks MuitiplayerX. Glad that you enjoy the map. I did have plans to use a Facility theme on it. But due to its huge size for a map. The level would of been a wreak if I added just a bit to much too it. So I found complex texture set a very good idea to keep the level from bogging down in framerate issues. Since the more textures that loads in one level. The more the framerate bogs down. Anyway glad you love the level, and maybe I will see some muitiplayer matches done on this map. Since I love to see other players using some ares to its advantage.  |
aaaaaahhhhhhh well nevermind other textures then bummer my multiplayer extended maps wouldn't load after altering too many images gotta love goldeneye's uuuummmmm polygonal overkill lol |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Mon Dec 30, 2013 4:29 am Post subject: |
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This map feels like a goldeneye map Wreck. It seems like a lost multiplayer beta. Really cool layout |
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