Now before I begin, I want to point out that I freaking love this mod, and I am extremely happy that you guys have been working on it for almost a decade now. I enjoy playing this game constantly and congrates for sticking with it for this long. Now I'm going over things that I think should be add/fixed in later versions, and that most of the "issues" I go over are mostly from the OCD and perfectionist side of me talking, and a lot of people probably over look or ignore. I will make references to how GoldenEye X handles this feature, which is a Perfect Dark mod to recreate GE like this is, however their going closer to the original, like they've got same fire rates, sound effects, models, and even overpowered-ness of the guns...so yah it sucks when a bot is duel wielding golden PP7s. O_O Please keep this in mind when reading these "errors."
Also these suggestions are mainly for after 4.3, though some could possibly find a way into 4.3 like new maps. Now let's begin.
FIXES:Rocket LauncherModel ErrorsFirst let's get this one out of the way, the Launcher and Rocket models are incorrect. Most of you guys on the development team probably noticed this at one point, and either still remember this or ignore it. The RL doesn't actually shoot a rocket, it shoots one of the Grenade Launcher's Grenade Rounds.
Now while this doesn't interfere with the gameplay, it bugs me seeing it shoot one of those instead of a rocket, again, perfectionist side talking. Now I haven't actually made a gun model for a Source game before, so I don't actually know if this would be hard or not, but from what I see, it should just be a simple process of making a rocket model for the projectile, same rocket model attached to the launcher that is rigged so when you fire, it disappears until it reloads and goes below the screen.
Ammo ErrorThe amount of rockets that you can hold in GE:S is 7 (1 loaded and 6 remaining), while in the original, you had 4 (1 loaded and 3 remaining) when holding one RL, and 5 (2 loaded and 3 remaining) when duel wielding. At first this seems like a good thing right? Being able to have more Rockets, but it also messes with its balance a little bit. If you were playing a You Only Live Twice match, where it's just you and one last guy. You have a Sniper Rifle with a good amount of ammo, the other guy only has the max amount of ammo for the Rocket Launcher left, and his aim with the RL is just awful so he misses either all or all but the last shot. He'd have more chances to get you in Source than in the original, which yah if it's reversed you'd have more chances, but the Rocket Launcher is already overpowered with it causing explosions with good splash damage when the "rocket" hits something, so you shouldn't need more rockets. Most good players if they have the Rocket or Grenade Launchers, the restock on ammo when they can, so giving them more ammo kinda tips the balance a little bit. Anyways so in my opinion, the Rocket Launcher should have only 3 remaining instead of 6 in future updates. It "should" be a small change so you could squeeze this into 4.3 but you don't have to.
Automatic ShotgunModel ErrorsNow these model errors are tiny, so most people probably overlook them or don't know about them. The Auto Shotgun's shell holder holds 6 shells instead of 5 like in the original.
Now this could be that the real life counter part hold six on the side, but that hasn't stopped you from editing the model. I mean look at the KF7 Soviet, it looks like a pencil (which I love because as kid I knew it as the Pencil Gun like most others), but in real life it doesn't look much like a pencil, so I don't see why you guys couldn't remove a simple space on the shotgun shell holder.
The shell holder is also on the wrong side, in the original, it's on the right and at an angle, while here it's on the left and vertical.
Like I said before, most players over look these or don't know about it, so this is my OCD talking, but I'm positive that I'm not the only one who notice these errors.
Now this part isn't an error, but it'd be a neat little extra. In the original, if you had less than ten shells left, the amount of shells on the side would change depending on how many shells you have remaining.
If it is possible, I'd like to see this in Source in a future update, it isn't much and would probably be overlooked by most people, but it'd be one of those tiny details that hardcore GE players, and players who constantly reload so they have a full ammo clip whenever they find another player aka me, would enjoy seeing.
PP7 (Normal, Silenced, Silver, Gold)Model ErrorNow I know others I mentioned this one, but I'm going to include this anyways. The PP7 models and hands are too far to the right, and I think the hands are different from the ones holding the DD44, Cougar Magnum and Golden Gun. If not different, I know the fingers are positioned differently, noticeably the thumb.
Now I could ignore the PP7 hand being different/positioned differently if it was like that in the original, but it's not. The hands are the same for all these pistols.
Now these might not be as quick of a fix as removing that extra shotgun shell for the auto shotgun (if you do), but I believe it's needed.
Weapon Idle AnimationsMost don't have one. A few do have an idle animation, where it moves around a little when you stand, though I think the Grenade Launcher and RC-P90 are the only guns, and then Slappers and both Knives are the only non-gun weapons that do.
In the original, every gun would move around a little when you stood still, so it bugs me that most of the guns in Source don't, that it looks a little weird that the character would be able to hold a gun in the exact same position when not moving or shooting. And then Slappers, mines and grenades didn't have any first person models showing.
This is a little error, but adding idle animations adds to the magic and "realism" of GoldenEye: Source.
NEW FEATURES:[/b]
Duel Wielding GunsYah this is the big one that we all want. Now I know that the team wants this game to stay balanced, and I respect that so that's why I put in a lot of thought on how to get this to work, stay badass, and be a bit balanced.
Okay in GoldenEye X, here is how duel wielding works:
You pick up a gun from a different spawn point than the first one. This includes picking up dropped weapons from dead players, which in GoldenEye X (and also the original I believe) a player drops all of the guns that they had on them instead of just the weapon they were using before dieing. So many times I'd be killed by an expert bot, who was holding one gun, then they'd run over me and run away holding two. They're more advanced than ours, though they were stupid when it came to explosives, god I'd turn around a corner and theyĆd shoot a rocket when they were right in front of them. Grrrr
Anyways, yah getting duel weapons is simple, easy, and fast in GoldenEye X, however it's extremely overpowered and too easy so everyone would be running around duel wielding guns. They'd look badass, but it wouldn't feel like you actually did anything to get them. So I've come up with an elaborate way to get this to work in GoldenEye: Source, now I don't know anything about programming Source mods, so if the following is not possible, simply tell me (as long as you are an actual member of the team and knows for a fact that it wouldn't be made), and we'll leave it at that. I hope this is programmable, and if not, some elements go into a different version of duel wielding if you do get that feature in a future version.
How to get the ability to Duel Wield a gun:To get to duel wield a gun, you have to collect it from every spawn point on the map, not counting dropped guns, a certain amount of times, without dieing. If it's an arena, you have to get the gun from all 8 spawn points once, if only 7 to 6 spawn points, then twice, if 5 to 4, three times, 3 to 2 then four, if only one spawn point then you can't duel wield. Why? Because then players would just sit on top of the gun's only spawn point, which is usually the Golden Gun, and then would just camp there, which we don't want to happen. Now I'm not saying you can't duel wield the Golden Gun, if there's more than one spawn, then you can duel wield the Golden Gun. When you die, you have to repeat this progress, I mean come on there has to be some challenge so you feel rewarded. It makes it hard if you're say on Bunker, and the AR33 is only the top two, you have to run from basically one corner of the map to the other four times in one run. So if playing with a bunch of people, you'll be glad to be duel wielding at that point, but you still have to be careful because if you die, you got to go through all of that again.
Specifics on Duel Wielding a gun:When duel wielding a gun, both guns are only 2/3 their original damage, that way it isn't completely overpowered but you'll deal more damage then say 1/2 power, so there is an actual gameplay advantage to duel wielding & not just looking badass.
Weapons that Can't be Duel Wield:Now I would like to point out that if you have the original game, you can change what guns, ammo, and which hand the gun is in when you start a level. Same goes for what each guard has, so you can make combinations, like I gave Trevelyan in Facility have a SIlver PP7 in his left hand and a Gold PP7 in his right. I killed and was able to use those two guns exactly like him, Silver in left and Gold in right. This is how Xenia was able to have a Grenade Launcher in her left hand, a RC-P90 in her right and you being able to do the same thing when you beat her. Because I like trying out random things with GoldenEye 007, I tested what guns can be in your left hand. Every gun can be duel wielded technically, however a lot of of the ones you don't in GoldenEye X look weird. Like Slappers, you have two rights hands if you duel wield. xD Same with Taser Boy, Remote Mine Detonator and others.
Anyways, so in Source you should not be able to Duel Wield Mines, Grenades, Taser Boy (when made into the game), Slappers. You would have no need, nor way to duel wield Flags, Suitcases or GoldenEye Keys. You can however duel wield Hunting Knives and Throwing Knives.
Sticking MinesIn the original and GoldenEye X, Mines would stick to ammo crates and players, and I believe Body Armor. Now I'm all up for not having the Mines stick to crates because I, like some others, like to hide Proximity Mines inside the crates and Body Armor, but sticking to players would be a really cool tactic, especially for Remote Mines.
New WeaponsObviously Taser Boy is planned for some future release since the model and textures have been completed for some time, using it would be interesting concept.
C4, which was only used in the Silo level, but when it got shot, you got either an endless amount of explosions or a really high amount of explosions. It's not a few explosions because if you turn on Invincibility, throw one on the ground or wall in the first room, then shoot at it, you'd be able to go through the whole level with explosions popping up all around you. It's funny running into rooms and then the guards getting killed be the explosions, though Scientists die too so you fail the level unless using an emulator (only if you own a legit copy of the game, which I have two) and having the All Objectives Completed code on. Now obviously this would have to be severally modified for multiplayer. Should be simple, just make a C4 model that explodes when shot or with a knife, and just give it a bigger explosion than one of the existing explosives in the mod.
Beta/Unused Weapons. GoldenEye 007 contains a ton of unused items, from either variations of existing items, to one that were complete and just not used in the original levels, to ones that didn't even get far enough to have their own model, just use the world grenade model for them. Some were unnessary like the Door Exploder and Lock Exploder. Some were cool like the Exploding Pen, which if you guys include only one of the unused weapons, it better be the Exploding Pen, along with an achievement dealing with either Bond and Boris using it. There are a ton of unused things, so if you are interested, then search it on the internet...as long as you're in the mood to read a ton of things. lol
New Characters and MapsObviously you guys know that you're missing certain maps and characters. *cough* Natalya and Xenia *cough* *cough* Dam, Train, etc *cough*
Anyways it'd be cool to have 64 characters, just like the original, but I know that there's limits, and considering all those extra characters were reskins and different heads, 64 isn't needed, aka I am joking. Just get the main characters from the game and movie, it'd be nice to see a M and Q in the game. I do hope to see a male scientist, then a soldier with the different suits as alternate colors, however green being the main color. Also alts for characters, like Bond getting his Surface, Jungle, and Stealth clothes, and Alec getting a Janus version (I know that was in the works but was cancelled since the modeler didn't upload what he had before leaving, but I'm okay with a redo that doesn't include a cut in his cheek because that just didn't look right to me
). Remember this thread is for future versions after 4.3, so I asking for these alts to be available in the final version way down the road, and not by 4.3's release. Next maps, yes get the rest of the maps done, even though Train would still be really linear, it'd be a nice map to play on, but also new maps like ones based off the movie like Valentin's Club, and.....oh well I guess that would be the other main place, maybe a version of MI6 based off the rooms in the movie. And then maps from other Bond games & movies since Casino is based off Casino Royal.
Also a classic aiming mode, I'd elaborate myself, but what I have in mind is the same as what StrikerMan780 says in this thread:
http://forums.geshl2.com/index.php/topic,7404.0.html