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Author Topic: [REL][WIP] GE_Citadel_MDS  (Read 35245 times)

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HardHittinHeeb

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[REL][WIP] GE_Citadel_MDS
« on: December 02, 2006, 04:36:38 am »

Download: http://rapidshare.com/files/26573660/ge_citadel_mds_e.rar.html

Documentation:
Quote
GE_Citadel_Rev version 1.19e (WIP)
Rev. McDisneysoft

Installation: Extract compressed contents to:
*\Valve\Steam\SteamApps\SourceMods\gesource\maps\

Description
This map was originally a hidden testing map for the game Goldeneye 007 for the Nintendo 64. Someone remade the geometry for Counter-Strike: Source and did a crappy job. I found the CS:S map and reworked it for Goldeneye: Source.

Credits
Map by Rev. McDisney$oft
Original map design by Rare, Ltd.
Music is "Aztec" by Trent "Basstronix" Robertson.
Skybox and game engine by Valve.
Textures and game by Goldeneye: Source Team.

Change Log:
1.21 (TBA) : Not released yet. Need to compile using both updated PD:S and current GE:S. Has even more geometry changes. Unsure of what to do with skybox with GE:S version (Need a crisp clear blue sky, but cs_militia textures are too big). Name no longer Citadel_Rev, now Citadel_MDS
1.20 (5.8.07) : No GE:S Release. Release for Perfect Dark: Source. Complete texture overhaul using PD:S and HL2 textures. Added more geometry changes. Skybox is now that of Ravine. http://www.pdark-mod.com/forum/viewtopic.php?t=2001
1.19e (1.15.07) : Retextured entire map with ge_egyptian textures. Replaced skybox with one from cs_militia. Used Aztec.mp3 for music. Added HDR.
1.18 (No Release) : Switched weapon spawning for Beta 1.0 release of GE:S. Added GE:S Beta 1.0 weapon spawns. Retextured middle section.
1.17 (No Release) : Standardized geometry height and fixed many misaligned textures. Fixed several areas.
1.16 (12.18.06) : Embedded skybox textures in the BSP, fixed inconsistant textures, moved surface_classic.mp3 to *\goldeneye\sound\music, renamed BSP to include version #
1.15 (12.9.06) : Added cubemaps. Released GE:S version.
1.10 (12.6.06) : Completely redone textures. Also added link for dialup users without background music and screenshots.
1.01 (12.1.06) : Map ported to HL2:DM. Added spawn points, weapons spawns, and original skybox.
For comparison purposes, screenshots of GE007 citadel are here: http://goldeneye.detstar.com/citadelfound/skyscreens.asp

Screenshots (From version 1.16, outdated):
« Last Edit: June 28, 2007, 06:29:47 pm by HardHittinHeeb »
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Wake[of]theBunT

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Re: dm_citadel_rev (HL2DM Version)
« Reply #1 on: December 02, 2006, 05:57:03 am »

I was one of the first to test this map, i really like the sub-level and it all looks like the screenshots from detstar do but better. Rev (hardhittinheeb) did a great job on it imo and i hope to see it working on GE:S once issues are resolved with that.
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Polizei

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Re: dm_citadel_rev (HL2DM Version)
« Reply #2 on: December 02, 2006, 05:58:37 am »

Looks like a fun playthrough, will the skybox be the cradle-blue like on gameshark?
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HardHittinHeeb

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Re: dm_citadel_rev (HL2DM Version)
« Reply #3 on: December 02, 2006, 06:14:01 am »

No, the orange/green sky in the link provided here: http://goldeneye.detstar.com/citadelfound/sky.asp
And the sky is in it already.
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.sh4k3n

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Re: dm_citadel_rev (HL2DM Version)
« Reply #4 on: December 03, 2006, 01:31:13 am »

It's a little tough to get a feel for it from that one screenshot, so I'm reserving judgment until I see more.
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nowhere

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Re: dm_citadel_rev (HL2DM Version)
« Reply #5 on: December 04, 2006, 09:38:39 am »

Didn't we already have this map for GE:S and decided that it sucked hard because it was never finished anyways and no one did anything with it that made it worth playing.
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Wake[of]theBunT

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Re: dm_citadel_rev (HL2DM Version)
« Reply #6 on: December 04, 2006, 02:07:22 pm »

Probably.... but rev did the skybox right, then fixed overall lighting, and worked on gun spawnpoints and textures/such, like he stated if you read at all and dl'd it. You Gm-mod ho  ;D

The puke bus!!!
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Re: dm_citadel_rev (HL2DM Version)
« Reply #7 on: December 04, 2006, 05:59:57 pm »

I gave Heebie my blessing to create a new map based on the formations introduced by Citadel.  That was like, a whole day and a half ago.  The geometry hould be about finished by now, right?
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HardHittinHeeb

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Re: dm_citadel_rev (HL2DM Version)
« Reply #8 on: December 04, 2006, 06:14:40 pm »

I gave Heebie my blessing to create a new map based on the formations introduced by Citadel.  That was like, a whole day and a half ago.  The geometry hould be about finished by now, right?
That assumption is on the basis that I worked on it since then. Been too busy with GMOD 10 and AP courses.
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nowhere

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Re: dm_citadel_rev (HL2DM Version)
« Reply #9 on: December 04, 2006, 06:34:01 pm »

Probably.... but rev did the skybox right, then fixed overall lighting, and worked on gun spawnpoints and textures/such, like he stated if you read at all and dl'd it. You Gm-mod ho  ;D

The puke bus!!!
I'm not saying that he didn't improve it, but the map wasn't finished in the first place. From the very start it wasn't finished, so the map itself just sucks.
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.sh4k3n

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Re: dm_citadel_rev (HL2DM Version)
« Reply #10 on: December 04, 2006, 06:47:20 pm »

I sort of got the same impression, it felt like nothing more than a test map. Nothing against you, Rev. All your work checked out just fine. Maybe you could port de_dust for GE:S? lawlz

I am hoping that you continue mapping, though. I'd like to see what else you can produce.
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Fro

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Re: dm_citadel_rev (HL2DM Version)
« Reply #11 on: December 06, 2006, 01:07:40 am »

A Citadel map is definitely something that needs to be in the final mod, even if it only just has a homage or two to the test map that was in the original rom and was 99% original.  Like the "All Bonds" cheat and the Casino level, it's one of the big things people wished was there.

There's a lot of potential, especially if you expand on the name... a Citadel, a walled Fortress

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HardHittinHeeb

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Re: dm_citadel_rev (HL2DM Version)
« Reply #12 on: December 06, 2006, 04:27:11 pm »

A Citadel map is definitely something that needs to be in the final mod, even if it only just has a homage or two to the test map that was in the original rom and was 99% original.  Like the "All Bonds" cheat and the Casino level, it's one of the big things people wished was there.

There's a lot of potential, especially if you expand on the name... a Citadel, a walled Fortress


I hit myself in the head when I saw that. Wish there was an emoticon for that.
That's just was I needed as inspiration, thanks. This current release was meant to be somewhat of a "classic" version that had the same look and feel as the original, especially with the sky and fog. I had thought of re-envisioning it as something more realistic, before your post I was thinking of something like a modern art museum. But yeah, your idea is perfect. I could make this into an actual citadel, that would seem to be a very workable solution, a solution right in front of my eyes the whole time.
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InvertedShadow

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Re: dm_citadel_rev (HL2DM Version)
« Reply #13 on: December 06, 2006, 09:39:00 pm »

For classic it needs shit thrown on it.
Other then that, it looks like a solid map. I was thinking about making it for fun. I dunno if I'll ever get around to it since I have a lot on my plate.
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HardHittinHeeb

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Re: [WIP][REL]dm_citadel_rev (HL2DM Version)
« Reply #14 on: December 07, 2006, 03:10:01 am »

Did a complete retexturing and added screenshots. I think it now has a really cool feel to it now.
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Re: [WIP][REL]dm_citadel_rev (HL2DM Version)
« Reply #15 on: December 07, 2006, 03:58:26 am »

New textures are a definite step in the right direction. Reminds me of a paintball arena.
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.sh4k3n

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Re: [WIP][REL]dm_citadel_rev (HL2DM Version)
« Reply #16 on: December 07, 2006, 10:06:44 am »

I think the new textures really help, and the ground/foliage looks way better. Nice work.
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X23

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Re: [REL][WIP] citadel_rev (GE:S+HL2DM)
« Reply #17 on: December 11, 2006, 12:58:22 am »

It looks good, what grass texture did you use? It has alot of grass sprites, and that looks great with the map and alot of maps.
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HardHittinHeeb

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Re: [REL][WIP] citadel_rev (GE:S+HL2DM)
« Reply #18 on: December 11, 2006, 06:19:39 am »

Actually, I came across that material as a mistake. I saw a ground texture that looked good (nature/dirtfloor001a) and when I compiled, the grass was on it. It looked cool, so, I decided to keep it.
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