Editing and Customization > Community Content
Egyptian Classic
EMH Mark I:
--- Quote from: TimEh on December 20, 2009, 01:52:34 am ---Not sure if you say this as a bad thing or good thing. But seeing as it comes before 'on the plus side', its not looked on as a positive. Which by your definition of the classic levels on the wiki i figured something like this is what you guys might be looking for. "Classic maps try to bring the old maps from GoldenEye 007 to the players with untouched layouts and classic textures"
--- End quote ---
I got a chance to play your level as well today together with Mangley. The problem is that the textures you exported from the original game are copyrighted material, as is the door sound effect you have. My understanding is that GES classic maps (only complex) use layouts and textures that are modeled to look like their N64 counterparts, but were essentially made from scratch. If the GE:S Wiki really does say somewhere (doubtful) that the classic maps have "untouched layouts and classic textures", then it should be reworded.
Jonathon [SSL]:
You can try using some of the super-duper highres textures from the Egyptian remake, most of them are direct recreations. Take a look at library_classic, it has the same layout, but high-resolution textures and fancy lighting effects (lower the lightmap scale on all faces to 2 since there is so little to render) while still maintaining the GE64 feeling.
Something neat to add would be a logic_timer entity that randomly adjusts an env_fog_controller entity to randomly turn on and turn off dense black fog, just like in the second half of the SP level in GE64. It would add some unique gameplay.
IMO this map looks completely spot-on to the original.
TimEh:
--- Quote ---problem is that the textures you exported from the original game are copyrighted material
--- End quote ---
I see what your saying. I must have done a good job on the tile floor since that was created from scratch(complication while trying to extract from rom, wouldnt export correctly). But yes the rest are from the game. But the floor tile took me all of what, 5 min to create. Wouldnt be hard to create unique textures that resembled the originals. And only 8 of them. max 32x32.
--- Quote ---If the GE:S Wiki really does say somewhere (doubtful)
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http://wiki.goldeneyesource.net/index.php/Ge_Bunker_Classic
most classic maps say this at this time
--- Quote ---You can try using some of the super-duper highres textures from the Egyptian remake, most of them are direct recreations.
--- End quote ---
good idea, ill take a look at what there is to offer. I do like the look of the stretched small textures. takes me back to a time where video cards didnt have gbs of texture space.
--- Quote ---lower the lightmap scale on all faces to 2 since there is so little to render
--- End quote ---
even better idea. only did that to a few faces, mainly the pillar thing where the last barron spawns. Wish i could scrap lightmaps altogether and bake rgb's per vertex. oh well
--- Quote ---Something neat to add would be a logic_timer entity that randomly adjusts an env_fog_controller entity to randomly turn on and turn off dense black fog, just like in the second half of the SP level in GE64
--- End quote ---
Uber idea. But not sure how incorperate it into the current game. mabey the last minute of the round could do that. Ill look into if thats even possible, parsing custom server vars for round times and using them.
The the one thing i didnt hold true to the mp version is the black sky and fog. But that idea is pretty cool
kraid:
Take a look at all these remakes from classic GE maps. Not a single one is using 32x32 textures.
The vital part of classic maps is to recreate the level geometry as plain and simple as the original.
If i want ugly textures i run this game with -dxlevel 70 and configure my graphics as low as possible.
Beside that, if you keep it that way, the map won't fit to the rest of the Game.
We got lots of fancy weapon & playermodels, in a map like this they would look out of place.
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