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Rogue Control Center Release

 
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EternallyAries
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 PostPosted: Sat Nov 30, 2013 6:27 pm    Post subject: Rogue Control Center Release Reply with quote Back to top

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! Smile
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Sogun
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 PostPosted: Sun Dec 01, 2013 8:45 am    Post subject: Reply with quote Back to top

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. Wink
 
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EternallyAries
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 PostPosted: Sun Dec 01, 2013 3:23 pm    Post subject: Reply with quote Back to top

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. Wink


To be honest, I did not have that in mind. Laughing

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.
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Kerr Avon
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 PostPosted: Mon Dec 02, 2013 7:48 am    Post subject: Reply with quote Back to top

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 Rolling Eyes ).

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
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 PostPosted: Mon Dec 02, 2013 2:04 pm    Post subject: Reply with quote Back to top

@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!
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zoinkity
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 PostPosted: Mon Dec 02, 2013 2:50 pm    Post subject: Reply with quote Back to top

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.
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AstroBomber
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 PostPosted: Mon Dec 02, 2013 8:01 pm    Post subject: Reply with quote Back to top

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
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 PostPosted: Tue Dec 03, 2013 11:35 am    Post subject: Reply with quote Back to top

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.
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AstroBomber
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 PostPosted: Tue Dec 03, 2013 11:59 am    Post subject: Reply with quote Back to top

Rolling Eyes
 
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MultiplayerX
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 PostPosted: Fri Dec 06, 2013 4:16 am    Post subject: Reply with quote Back to top

I LOVE this level Aries. Very Happy 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!!! Cool Wink
 
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EternallyAries
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 PostPosted: Sat Dec 07, 2013 6:39 pm    Post subject: Reply with quote Back to top

MultiplayerX wrote:
I LOVE this level Aries. Very Happy 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!!! Cool Wink


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. Wink
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MultiplayerX
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 PostPosted: Mon Dec 09, 2013 9:21 pm    Post subject: Reply with quote Back to top

EternallyAries wrote:
MultiplayerX wrote:
I LOVE this level Aries. Very Happy 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!!! Cool Wink


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. Wink


aaaaaahhhhhhh well nevermind other textures then Laughing bummer my multiplayer extended maps wouldn't load after altering too many images Laughing gotta love goldeneye's uuuummmmm polygonal overkill lol
 
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Wreck
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 PostPosted: Tue Dec 24, 2013 11:09 pm    Post subject: Reply with quote Back to top

Definitely need to check this map out soon, Aries. Nice job! Smile
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MultiplayerX
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 PostPosted: Mon Dec 30, 2013 4:29 am    Post subject: Reply with quote Back to top

This map feels like a goldeneye map Wreck. It seems like a lost multiplayer beta. Wink Really cool layout
 
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