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Author Topic: ge_Train  (Read 14821 times)

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LP640

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ge_Train
« on: January 15, 2011, 04:16:43 am »

Hi everyone. I've been playing the Goldeneye Source mod since its early stages of production. Over the Christmas break I decided to start working on a map design for the Train level. I should note that this map features only custom textures and no props have been placed yet.

I understand that SharpSh00tah is assigned to map this level out, so this is more of just my own custom map design based on the original Goldeneye level; a converted missile train. I'm interested to see what the community thinks of my map so far. Here are some shots:

Passenger Car



Cargo Car



Feedback is welcome. I need encouragement to finish this map if it is really worth finishing...
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WNxEuphonic

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Re: ge_Train
« Reply #1 on: January 15, 2011, 06:37:20 am »

Finish it! First, the experience will make you a better mapper, second, I always love playing new maps for GES.

JcFerggy

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Re: ge_Train
« Reply #2 on: January 15, 2011, 07:02:22 am »

I want to see a final product. Despite the linearity of the map, I loved the original.
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The Cy

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Re: ge_Train
« Reply #3 on: January 15, 2011, 11:05:22 am »

hi there!

it´s great that you wanna work on train. it was one of my favourite single player maps. but on the first picture it looks too futuristic with all that metal and sharp angles, I think. I would try some wood-textures and warm lightning instead. also the hallway is a bit too small for a multiplayer-map (the second one seems ok). imagine 16 people running around, heavy armed, wanting to get ahead.
« Last Edit: January 15, 2011, 11:06:53 am by The Cy »
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kraid

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Re: ge_Train
« Reply #4 on: January 15, 2011, 01:45:50 pm »

I think everyone knows train is one of the few levels which won't work out well in multiplayer if they're not heavily altered. Even team based game modes will fail because it's so tight.

Oh wait you wanted to be encouraged, well.... no matter how good or bad a map will be at the end, the vital thing is what you learnt while making it.
And i've allready seen ppl turning from absolute beginners into modding pros within a short periode of time.
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Emilia

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Re: ge_Train
« Reply #5 on: January 15, 2011, 03:25:26 pm »

I really like the look of the cargo car!

I think you should keep working on it. Custom maps are cool ;)
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Entropy-Soldier

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Re: ge_Train
« Reply #6 on: January 15, 2011, 04:09:23 pm »

I think it could work for some gamemodes, and who says some minor modifications couldn't be preformed to improve flow while keeping the linear structure?
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Re: ge_Train
« Reply #7 on: January 15, 2011, 09:53:04 pm »

Looks sweet. Think about making a double decker car to give more movement options
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Re: ge_Train
« Reply #8 on: January 15, 2011, 10:46:59 pm »

Or have a ladder to the roof, using a moving background to simulate a mobile train.  A dangerous alternate route, given the possibility of falling off of the sides...of course that's done in every game/movie ever, so it's debatable if that is the best way.
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LP640

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Re: ge_Train
« Reply #9 on: January 16, 2011, 12:23:20 am »

Thanks for the feedback and ideas everyone.

When I began the map design, my intention was to make it non-moving so that players could walk outside of the train at certain points. Later, I considered that the original Train level was in fact a moving train and I sealed the exterior doors and created a 30 frame animated jungle texture for the windows. A "moving train" environment sound is in the works.

The passenger car of the train houses private rooms with sliding doors which should make for good cover spots when players meet in the hallway. Boxes and crates will be placed in the cargo area. Aside from that, I don't want to steer too far off course from what the original Train map really is. What makes this map so unique and special is that it sports a long and narrow layout which is usually forbidden in the map making community.






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Entropy-Soldier

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Re: ge_Train
« Reply #10 on: January 16, 2011, 01:00:31 am »

But it's taboo for a very good reason; it ruins gameplay.  Hallways that are either long or narrow make it very difficult to advance on an opponent waiting at the other end, so one that incorporates both of these elements makes for dreadful combat.  If two parties meet at the passenger car, there will either be a stalemate, the player who tries to cross the hallway dies due to inability to dodge while moving between booths, or both parties go at the same time and it becomes a spam fest with the player who jumps the most victorious. 

The booths will provide very little in the way of advancing on your opponent, as it would take longer to open the door to a booth than it would to get to the next booth's door.  Even if you want to keep the original linear layout, you need to consider certain design elements of the train in GE64 make it literally unplayable with multiple participants.
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Kinky

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Re: ge_Train
« Reply #11 on: January 16, 2011, 03:30:37 am »

Just putting this out there. Instant respawn spamfest CTK would be fun on this.
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JcFerggy

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Re: ge_Train
« Reply #12 on: January 16, 2011, 05:11:29 am »

Just putting this out there. Instant respawn spamfest CTK would be fun on this.
Define "fun" :P
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Re: ge_Train
« Reply #13 on: January 16, 2011, 07:39:39 am »

See "hectic" ;)
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Re: ge_Train
« Reply #14 on: January 16, 2011, 07:58:09 am »

The first picture looks pretty slanted, might just be the textures playing with my mind though.
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