GoldenEye: Source Forums

  • April 19, 2024, 10:00:07 am
  • Welcome, Guest
Advanced search  

News:

Pages: 1 [2] 3 4   Go Down

Author Topic: facility/runway,, streets/archives,, depot/train  (Read 34041 times)

0 Members and 1 Guest are viewing this topic.

fonfa

  • Retired Developer
  • 00 Agent
  • ***
  • Posts: 914
  • Reputation Power: 3
  • fonfa has no influence.
  • Offline Offline
Re: facility/runway,, streets/archives,, depot/train
« Reply #15 on: September 30, 2007, 05:23:35 pm »

Yeah, it doesn't really line up at all. And the dam/facility/runway thing is so weird. Up there in dam, the weather is fine, but down there in runway, there's some serious snow. Even in the movie it's hard to relate them, since the geography shown when facility explodes doesn't remind at all those of dam.
Logged
[01:22 PM] fourtecks: YOU NEED ME HARD

Xanatos

  • Colombian Decaffeinated Coffee Crystals
  • GE:S Fanatic
  • *****
  • Posts: 2,809
  • Reputation Power: 5
  • Xanatos has no influence.
  • Offline Offline
    • The Janus Syndicate
Re: facility/runway,, streets/archives,, depot/train
« Reply #16 on: October 01, 2007, 03:23:04 am »

continuity continuity cnotinuity continuity continuity

Sergeant Kelly

  • Deus Ex Fan.
  • 00 Agent
  • ***
  • Posts: 720
  • Reputation Power: 18
  • Sergeant Kelly is working their way up.Sergeant Kelly is working their way up.Sergeant Kelly is working their way up.
  • Offline Offline
Re: facility/runway,, streets/archives,, depot/train
« Reply #17 on: October 04, 2007, 03:01:31 am »

Is the actual Surface level going to have that change in vent location too? Or just Bunker?
Logged

Semedi

  • Retired Developer
  • 007
  • ****
  • Posts: 1,378
  • Reputation Power: 3
  • Semedi has no influence.
  • Offline Offline
    • GNardone.com
Re: facility/runway,, streets/archives,, depot/train
« Reply #18 on: October 04, 2007, 03:44:58 am »

Is the actual Surface level going to have that change in vent location too? Or just Bunker?

Hard to say at this point, it's one of those things we're working through and we'll see how things play out. Obviously Bunker and Surface have a decent amount of overlap, and it'd be nice to have continuity between the two versions. The issue becomes, how do you alter the map to provide a realistic boundry for the edge of Bunker, without hurting the integrity of Surface.
Logged
Sims 3 Producer - Follow me on Twitter @SimGuruGraham

WNxVirtualMark

  • Agent
  • *
  • Posts: 24
  • Reputation Power: 0
  • WNxVirtualMark has no influence.
  • Offline Offline
Re: facility/runway,, streets/archives,, depot/train
« Reply #19 on: October 04, 2007, 06:01:24 pm »

I just played depot to see if a train/depot level would be feasible and I think it would. All you'd have to do is extend a small portion of depot and make a couple more ways to get in and out of the train. It wouldn't deviate too much from the original layout, but it would make the level flow much better. I wouldn't make a train/depot level that was exactly like the original due to train's extremely linear layout.

I agree with this totally, not just because it sounds like a cool idea, but because I honestly don't see any other way to succesfully incorporate Train into the mod.  Train is just too linear to be a stand-alone level.  However, if you do as Luchador suggested, and incorporate Train into Depot, and have multiple paths in and out of the train, I think that would work much better than having a standalone Train level.
Logged

Semedi

  • Retired Developer
  • 007
  • ****
  • Posts: 1,378
  • Reputation Power: 3
  • Semedi has no influence.
  • Offline Offline
    • GNardone.com
Re: facility/runway,, streets/archives,, depot/train
« Reply #20 on: October 04, 2007, 06:25:44 pm »

We have other plans for Train at the moment, it won't be a part of Depot.
Logged
Sims 3 Producer - Follow me on Twitter @SimGuruGraham

Ryan [Saiz]

  • Retired Developer
  • 007
  • ****
  • Posts: 1,709
  • Reputation Power: 0
  • Ryan [Saiz] is looked down upon.
  • Offline Offline
    • My Site
Re: facility/runway,, streets/archives,, depot/train
« Reply #21 on: October 04, 2007, 08:47:37 pm »

Another thing you have worry about with mixing bunker and surface is that surface is a foggy level and if you combine both maps it will be foggy inside bunker too
Logged
Quote from: Loafie, Hero of Dreams
He's kind of like a tornado. He's not around all the time, but when he is, shit gets moved hahaha

irfman

  • Secret Agent
  • **
  • Posts: 52
  • Reputation Power: 0
  • irfman is looked down upon.
  • Offline Offline
Re: facility/runway,, streets/archives,, depot/train
« Reply #22 on: October 04, 2007, 09:50:53 pm »

I think contunity would work great, but you i think you gotta add quite a few pieces that wasnt in the original game. Also, the Frigate level, bond just magicially apears on the ship, it would be cool if you did a mission before that, like taking photos of Xena then travelling to the boat itself. Just an idea.
Logged

Semedi

  • Retired Developer
  • 007
  • ****
  • Posts: 1,378
  • Reputation Power: 3
  • Semedi has no influence.
  • Offline Offline
    • GNardone.com
Re: facility/runway,, streets/archives,, depot/train
« Reply #23 on: October 05, 2007, 12:40:55 am »

He doesn't magically appear on Frigate, he pulls along side it in a little boat and then goes on board  :P
Logged
Sims 3 Producer - Follow me on Twitter @SimGuruGraham

Mercury

  • Agent
  • *
  • Posts: 14
  • Reputation Power: 0
  • Mercury is looked down upon.
  • Offline Offline
Re: facility/runway,, streets/archives,, depot/train
« Reply #24 on: October 28, 2007, 05:19:28 am »

I never noticed until now that surface and bunker don't match up. Strange, because it's a pretty large deviation. Still, I think combining bunker and surface wouldn't be that hard. Just put a single 90 degree right turn in the long hallway that leads into the bunker form the helipad.

Alternately, just twist the helipad clockwise. This leaves the hallway straight. I'm not sure if the distances match up well, but those can be tweaked easily enough, I think.



[attachment deleted by admin]

[attachment deleted by admin]
Logged

Spoudazo

  • Secret Agent
  • **
  • Posts: 57
  • Reputation Power: 0
  • Spoudazo is looked down upon.
  • Offline Offline
Re: facility/runway,, streets/archives,, depot/train
« Reply #25 on: November 20, 2007, 07:34:50 pm »

HUGE maps make for boring gameplay. :)
Logged

Xanatos

  • Colombian Decaffeinated Coffee Crystals
  • GE:S Fanatic
  • *****
  • Posts: 2,809
  • Reputation Power: 5
  • Xanatos has no influence.
  • Offline Offline
    • The Janus Syndicate
Re: facility/runway,, streets/archives,, depot/train
« Reply #26 on: November 29, 2007, 02:51:47 pm »

not always. i cant stand small maps with a lack of routes and not being able to go from point A to point B without running into the entire server of players.

Jonathon [SSL]

  • Generalist
  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,311
  • Reputation Power: 99
  • Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!
  • Offline Offline
    • Steam Community Page
Re: facility/runway,, streets/archives,, depot/train
« Reply #27 on: May 05, 2008, 08:57:25 pm »

What ever happened to Depot? You can see it in the trailers on youtube, but it hasn't been released yet? Those were the trailers for beta 1, and beta 1 was released a while ago. Was it originally intended to be included, but something odd happed at the last minute, so it wasn't shipped out?
Logged
Quote
Luchador: I NEVER NAME MY FILES IN UPPER CASE
Luchador: I ONLY TALK IN UPPER CASE
[GE:S] killermonkey: GOOD TO KNOW

Storm101

  • 00 Agent
  • ***
  • Posts: 235
  • Reputation Power: 0
  • Storm101 has no influence.
  • Offline Offline
Re: facility/runway,, streets/archives,, depot/train
« Reply #28 on: December 08, 2008, 04:40:56 am »

Sorry to bump a old topic, but I'm wondering what happened to Depot as well.
Logged

major

  • On Vacation
  • Retired Developer
  • 007
  • ****
  • Posts: 1,837
  • Reputation Power: 109
  • major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!major is awe-inspiring!
  • Offline Offline
Re: facility/runway,, streets/archives,, depot/train
« Reply #29 on: December 08, 2008, 09:04:27 am »

Hmm.. good question. The only Depot I have is a version that looks really far from being finished (like unplayable).
Logged
All view points are of my own and not associated with the team.
Pages: 1 [2] 3 4   Go Up