GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: PPK on August 30, 2009, 11:11:40 am

Title: ge_qlab
Post by: PPK on August 30, 2009, 11:11:40 am
Yeah, that's right, I'm going to make my first map ever, if we don't count with the tutorial on the Valve Developer's Wiki and my huge cubes with yellow lighting.

For this task I've chosen to do Q's Lab, as presented on GoldenEye. I'm still in the phase of collecting info and coming up with ideas but one thing is certain: if I find the porp of a sandwich, I'll include it.

I'll post more information as soon as I have it.
Title: Re: ge_qlab
Post by: The Cy on August 30, 2009, 02:22:19 pm
yeah, that´s great  :D 
Title: Re: ge_qlab
Post by: VC on August 30, 2009, 02:51:54 pm
I sense an opportunity to make a promo video using this, our Scientist models that should be done by months ago, and GMod.
Title: Re: ge_qlab
Post by: Jonathon [SSL] on August 30, 2009, 03:18:20 pm
I actually tried making a Q-lab map a year or so ago (back when my mapping skills weren't so good). I'll be curious to see how you do your map.

our Scientist models that should be done by months ago

The hands and feet don't fit the rig, stretching UVs ftl.
Title: Re: ge_qlab
Post by: Maxaxle on August 30, 2009, 09:18:44 pm
Please, please PLEASE have lots of traps and such! Maybe even add a few things that Q gives to 007 in Goldeneye! And, if you can, add that one spiked door that crushes you if you use the knocker (I saw it in a Bond movie that I forget the name of)
Title: Re: ge_qlab
Post by: CCsaint10 on August 30, 2009, 11:37:09 pm
ha, I have been wanting to jump on the mapping train again for a while..can't quite find the time for it yet....if I can help you at all PPK, I will do what I can. My mapping knowledge is pretty basic though. :(
Title: Re: ge_qlab
Post by: Josh [SLX] on August 31, 2009, 04:18:53 am
I think just the Q-lab itself will be a little small for a map, but a large lab with some other hallways of MI-6 will give the map some breathing room. Use the N64 version of The World is Not Enough if you need an Idea of how MI-6 is laid out.

Digging this idea though.
Title: Re: ge_qlab
Post by: Ruone Delacroix on August 31, 2009, 04:52:48 pm
Good luck on the map, PPK. Too bad you can't make that phonebooth with the body-sized airbag!
Title: Re: ge_qlab
Post by: Maxaxle on September 04, 2009, 10:34:21 pm
Good luck on the map, PPK. Too bad you can't make that phonebooth with the body-sized airbag!
Oh yeah. That was awesome. But not as awesome as the couch trap or tea tray railgun.
Title: Re: ge_qlab
Post by: CCsaint10 on September 24, 2009, 09:36:57 pm
Soooo..PPK...How is your mapping coming? :D I smell phail...... :D :D :D
Title: Re: ge_qlab
Post by: PPK on September 25, 2009, 12:33:58 pm
Soooo..PPK...How is your mapping coming? :D I smell phail...... :D :D :D

Yeah, I smell fail too, but my scanner phail. I had put up a floor plan of the map, but my scanner isn't coping. Maybe later today I can edit this post with the scan, if it works...

EDIT: I'm gonna have to draw it somewhere other than paper since my scanner doesn't want to cooperate. In the meantime, eat biscuits. I'll get an update soon.
Title: Re: ge_qlab
Post by: CCsaint10 on September 25, 2009, 09:02:24 pm
No prob :D Just curious since the tread died. I have been considering doing a map myself since I got my hammer set up FINALLY working. Damn vista DPI settings fuckin it up...anyways, have any suggestions of what to make since all goldeneye maps are pretty much underway and I am not super advanced. Maybe start out with something mediocre to work my way up/expand as I get my skills down...anyone?
Title: Re: ge_qlab
Post by: PPK on September 25, 2009, 09:07:56 pm
Yeah, it died because I'm slow on the updates. And I'll be slow from now on as well. Why? I'll let you guys know why:

1. The map I'm making is not a recreation of an original GoldenEye map, nor from any other game. Therefore, before I start meddling with Hammer, I need to get the layout done right.
2. This map is probably going to require some custom third-party work in terms of textures and decals.
3. I want to get this perfect before I release it, even if it takes forever.
Title: Re: ge_qlab
Post by: major on September 30, 2009, 12:41:03 am
Might wanna take a look at the heavy sandwich from TF2 ;)  As a temp till you get a sub.
Title: Re: ge_qlab
Post by: PPK on September 30, 2009, 12:50:56 pm
Might wanna take a look at the heavy sandwich from TF2 ;)  As a temp till you get a sub.

Good thinking... GES maps do lack the nom nom.
Title: Re: ge_qlab
Post by: PPK on October 17, 2009, 08:15:27 pm
Bumping for updates.

Goodies: a draft of Q's Lab lower floor plan.

(http://www.kalleload.net/uploads/llkrojzdtmkt.jpg)

Note: not all the secret passages are signalled and there's still one floor to show. No props are signalled either, hence this being a floor plan. Keep in mind this is a WIP, so some changes may be made, like rounding the corners :).
Title: Re: ge_qlab
Post by: CCsaint10 on October 19, 2009, 04:43:50 pm
Nice floor plan. Quite a project just looking at the floor plan. Hope you keep at it. :)
Title: Re: ge_qlab
Post by: mookie on October 19, 2009, 05:39:31 pm
Thoughts:

The spawns in the water closets seem bad because there's no weapon handy.

The observation area seems useless. If it's a dead end, and no items spawn inside, and you can't shoot through the glass, it may as well be locked off.

It doesn't seem good that you can see clear from the elevator into the experiments room, for gameplay, optimization, or logic.

It seems like there are already too many secret passages, and this is only half the level. It might be better to just have a tight hallway running from the warehouse to the stairs/security and leave R's office a dead end.

There should be another way out of the experiments room, or the hallway between there and the wind tunnel. As it is, a player can seal off those two areas just by controlling the hallway. If the upper level goes this far south, this area might be a good place for a third stairway.
Title: Re: ge_qlab
Post by: PPK on October 19, 2009, 05:54:24 pm
Thoughts:

The spawns in the water closets seem bad because there's no weapon handy.

The observation area seems useless. If it's a dead end, and no items spawn inside, and you can't shoot through the glass, it may as well be locked off.

It doesn't seem good that you can see clear from the elevator into the experiments room, for gameplay, optimization, or logic.

It seems like there are already too many secret passages, and this is only half the level. It might be better to just have a tight hallway running from the warehouse to the stairs/security and leave R's office a dead end.

There should be another way out of the experiments room, or the hallway between there and the wind tunnel. As it is, a player can seal off those two areas just by controlling the hallway. If the upper level goes this far south, this area might be a good place for a third stairway.

I see what you mean. Keep in mind that BP glass can be shot through and just because you see an opening on the map doesn't mean there will be an open-able door. It's just for convenience; to tell me where to put the doors.

The building will probably go that far south since I want it to be a more or less big map (there are 11 spawns on the lower level only). Still, you gave me an idea: I may use the Observation area as a weapon spawn or an ammo spawn, discarding the bathroom spawns problem you pointed out. I might use it to spawn the level 6 ammo and leave the level 6 weapon spawn where it is (they are close to one another).

I may also move the elevator a bit left for optimization purposes, as you pointed out. The experiments room will have another way out, don't worry. I've stated not all the secret passages are shown, right? :)

Thanks for the feedback, mookie.