GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: namajnaG on November 14, 2015, 04:07:35 pm

Title: WIP ; ge_codex
Post by: namajnaG on November 14, 2015, 04:07:35 pm
Hello everyone!
I've been working the past week on a recreation of dm_codex from Unreal Tournament from scratch.
For those who are unfamiliar with UT99, this is a medium-scale deathmatch map, often used in 1v1 matches.
At first, I was using UnrealEditor to recreate the exact same scale as in UT, but it turned out to be waaaaay too small for GE:S, so I ended up using UnrealEd only for reference purposes and enlarged the scale of the map for it to be able to accompany a fair amount of players and to fit GE:S since UT has, of course, way different game mechanics.

Although the map is still in development, since I just finished up the main geometry of the level an hour ago, I decided to give you guys a sneak peak of what will be coming towards you guys in a very near future. I'll be working on lighting and secondary geometry next.
This is ONLY to demonstrate the layout of the level, lighting will come in later

Biorifle spot ;
(http://i.imgur.com/89JLL1H.jpg)

Hallway under Biorifle ;
(http://imgur.com/ceWgZmL.jpg)

Center of the map ;
(http://imgur.com/pgUEzDt.jpg)

(http://imgur.com/J6IlU3E.jpg)

Flak Cannon spot
(http://imgur.com/2pv37BM.jpg)

Stairway beneath Flak Cannon
(http://imgur.com/stGS3IG.jpg)

Stairways
(http://imgur.com/h3q5PnQ.jpg)

Ripper stairway
(http://imgur.com/L8WFAdQ.jpg)

Sniper Rifle's spot
(http://imgur.com/60ZaoC7.jpg)

Top (Rocket Launcher)
(http://imgur.com/WEPbxFU.jpg)

Large room with the armor
(http://imgur.com/62EMO6o.jpg)

Same room, from downstairs
(http://imgur.com/L7NZWYQ.jpg)



Here's a quick video if the screenshots aren't enough for ya'.
(You can see through water since lighting was not built yet. Don't mind that.)

https://www.youtube.com/watch?v=UhUwWKF0sno

I should complete the entirety of the map within the next 7 days if everything is fine and dandy.
Title: Re: WIP ; ge_codex
Post by: Helios on November 15, 2015, 02:39:15 am
Awesome, I'll be looking forward to it.  :)
Title: Re: WIP ; ge_codex
Post by: Rick Astley on November 15, 2015, 07:25:36 am
looks interesting namajnaG

cant wait to see more progress on the map :)
Title: Re: WIP ; ge_codex
Post by: Mangley on November 15, 2015, 04:08:23 pm
Good job! I love UT so I look forward to playing this.
Title: Re: WIP ; ge_codex
Post by: namajnaG on November 19, 2015, 06:41:55 pm
Hey guys, thanks for the interest! I've been working all week so work on the map has been slow, but I've just finished up the lighting. Here's a sneak peek.
(Pictures aren't top quality and it looks slightly brighter ingame)

Top
(http://imgur.com/bHg5Fo1.jpg)

Minigun
(http://imgur.com/JLBB0Zv.jpg)

Next to shock rifle
(http://imgur.com/1lh9TOa.jpg)

Armor
(http://imgur.com/78J9zh0.jpg)

Flak cannon
(http://imgur.com/hsGJUqS.jpg)

Hallway beneath Flak cannon
(http://imgur.com/2bozXx8.jpg)

Hallway with lava
(http://imgur.com/pkqFEn5.jpg)

Main room
(http://imgur.com/hFsbNZF.jpg)
(http://imgur.com/fa3cvga.jpg)

Biorifle
(http://imgur.com/rNPJOLj.jpg)

Ripper
(http://imgur.com/wKQmaVk.jpg)

Stairway in the middle
(http://imgur.com/7IyZ3tI.jpg)
(http://imgur.com/nWGCd2P.jpg)

Lifts
(http://imgur.com/XpjPBmU.jpg)

Sniper
(http://imgur.com/YLETnB2.jpg)

Next up is the rest of the geometry and then I'm left off with optimization and weapon placement.
If anyone has any constructive criticism on how I could make the lighting better if you believe it could be improved, I'll gladly take some.
Title: Re: WIP ; ge_codex
Post by: soupcan on November 19, 2015, 06:59:16 pm
I like the varied lighting throughout the map, but some of the dimmer areas could stand to be a bit lighter.
Title: Re: WIP ; ge_codex
Post by: namajnaG on November 19, 2015, 07:01:55 pm
Noted. I thought a few areas missed out some brightness as well.
Title: Re: WIP ; ge_codex
Post by: Mangley on November 20, 2015, 02:53:36 am
Looking great! Lighting looks very reminiscent of the original.

I'd recommend making your own water material so that you can define the water fog value so it's not bright blue. It's easy!

Title: Re: WIP ; ge_codex
Post by: Jonathon [SSL] on November 20, 2015, 04:49:36 am
I was going to comment how spot-on the lighting looks but Mangley beat me to it!
Title: Re: WIP ; ge_codex
Post by: namajnaG on November 20, 2015, 03:41:37 pm
Thanks guys! Really appreciate it.
As for the water material, I've already had a water_lod_control laying around but I left it untouched until now (If this is what you are talking about, because I am unsure).
I have also updated most textures for high-res ones and tuned up the lighting a bit, but there's still some changes to be made because now I think a few areas look slightly too bright.

Here's a quick look.
https://www.youtube.com/watch?v=9wUm5eCoTMs
Title: Re: WIP ; ge_codex
Post by: Rick Astley on November 21, 2015, 10:19:45 am
Looks Great :)
Title: Re: WIP ; ge_codex
Post by: The Cy on November 21, 2015, 11:46:01 am
Great work, man, I really like the lightning!
Title: Re: WIP ; ge_codex
Post by: RogerMooreSucks on November 29, 2015, 08:51:41 am
HAWT DAYUM! LOOKS GREATS :D!
Title: Re: WIP ; ge_codex
Post by: namajnaG on December 01, 2015, 12:19:00 am
Thanks to everyone! The map is closing in very quickly onto release, and I should wrap it up in the next few days.