GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: Sam Colt on December 06, 2011, 09:25:04 pm

Title: ge_mi6_sc by Sam Colt
Post by: Sam Colt on December 06, 2011, 09:25:04 pm
Announcing ge_mi6_sc. This is a recreation of the MI6 multiplayer level from The World Is Not Enough. Enjoy.

http://www.mediafire.com/download.php?3wq76sk3e1ccqd1

(http://i.imgur.com/Ymq3A.jpg)

(http://i.imgur.com/5Q5Yy.jpg)

(http://i.imgur.com/OaqUZ.jpg)

(http://i.imgur.com/w27T5.jpg)

(http://i.imgur.com/IdHr1.jpg)

(http://i.imgur.com/m50XG.jpg)

(http://i.imgur.com/Vn32Qh.jpg)



Title: Re: twine_MI6 by Sam Colt
Post by: Rick Astley on December 06, 2011, 09:47:13 pm
the map looks very promising will there be a Q Division, M's Office in it?
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on December 06, 2011, 10:11:46 pm
M's office has already been included, it's the room with the mirror in the upper left. I'm working out some ideas for a Q Division right now, but there arnt a whole lot of props I can use so I'm trying to work my way around that.
Title: Re: twine_MI6 by Sam Colt
Post by: The Cy on December 06, 2011, 10:50:03 pm
looks very interesting and I would like to see more of it soon. as rick astley already said the screens look promising, but be careful with the texture scaling, because some textures look too big. at best you should compare the texture scaling with the player spawns and you´ll see what I mean. just keep them smaller and you´ll get a much more professional look of your map.and you should create a doorframe-brush which you can use everywhere. otherwise you could use several doorframe-props from goldeney. and don´t forget the skirting boards in most of the rooms.
Title: Re: twine_MI6 by Sam Colt
Post by: Rick Astley on December 06, 2011, 10:51:22 pm
M's office has already been included, it's the room with the mirror in the upper left. I'm working out some ideas for a Q Division right now, but there arnt a whole lot of props I can use so I'm trying to work my way around that.

For M's Office you should perhaps move the desk and chairs to the centre of the room and maybe have a screen behind the desk with Ourumov's image- like in that scene in Goldeneye.

For Q's office you could have props like a wall with weapons like the prop in the funhouse map on it like in the scaramnanga funhouse, a couple of devices like the 007 Camera prop from Moonraker- which was used in the silo map.

maybe for the hallway you can have signs that tell players each of the areas? its an idea
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on December 07, 2011, 12:12:58 am
@Cy
Yes, there are several textures that need rescaling and realignment. As for the skitters I hadn't really considered that except in the bathroom but I think you're right. Door frames also slipped my mind and they will definitely be added.

@Rick
I've heard that I should move the desk and chairs to the center of the room and I might buy I think it works. Yes it's a bit of a camping spot, but there are actually three entrances into that room, and they're it areas in the hallways are somewhat obvious. As for Q's office, I don't think so. I' trying to work within the existing bounds of the map and all the significant empty space between walls is taken. I have been consider ing the Q Division work shop though and I think I know what I'll do, including an armory with (unobtainable) exploding pen :D.

I'm glad I have till the new year for a test. So much work to do!
Title: Re: twine_MI6 by Sam Colt
Post by: Emilia on December 07, 2011, 12:26:23 am
This was one of my favourite maps in TWINE. Can't wait to see this finished!
Title: Re: twine_MI6 by Sam Colt
Post by: Rick Astley on December 07, 2011, 12:40:02 am
As for Q's office, I don't think so. I' trying to work within the existing bounds of the map and all the significant empty space between walls is taken. I have been consider ing the Q Division work shop though and I think I know what I'll do, including an armory with (unobtainable) exploding pen :D .

well i think some of the map needs a bit more detailing- perhaps add windows to the offices that show the outside world (you can have a still photograph or something of the areas of london), maybe signs in the corridor about each locations- Q Division, Mainframe, Security Centre,etc and definently include some easter eggs like images of Bond- 00 of the month or something.

for your Q Division workshop you could include:
a small firing range- with all the weapons locked up in an unbreakable glass case on the wall-
a computer
a sandwhich with a sign next to it saying "dont touch that thats my lunch- Q"
a couple of gadgets- the exploding pen, the golden gun, the camera from Moonraker-seen in the silo map on a desk
or an image of Q on the wall:http://www.autographcollection.co.uk/ekmps/shops/autograph/images/desmond-llewelyn-autograph-signed-3984-p.jpg

if you like i could help test the map as i helped Cy test funhouse
Title: Re: twine_MI6 by Sam Colt
Post by: Luchador on December 07, 2011, 07:47:04 pm
Awesome. Great job so far! If I might suggest something though it would be to give the lighting some more love. Right now it looks like you're using white omni lights very often but light_spots with some color look more realistic imo. Take a look at the comparison test:


On the right the lamp models have a single white omni light of 25 brightness in front of them and the wall behind them has a lightmap scale of 16. On the left soft spotlights are directed to emit light from the holes in the lamp shades. They have a brightness/color of "240 227 185 25", a larger outer angle of 75 and a constant factor of 1500 to reduce the bloom effect. The wall behind them has a lightmap scale of 4. I also placed a small omni light with the same color but only a brightness of 3 in front of both lamp models. This helps to simulate the way some light goes through the lamp shades.


Here's how it looks in Hammer:


(http://www.luchadordev.com/images/goldeneyesource/hammer_lighting.jpg)


I hope that helps a bit. Good luck!
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on December 07, 2011, 08:46:48 pm
Thanks Luchador, I have been intending to tend to the lights, but I wasn't to sure how to work with lighting. Now I am!
Title: Re: twine_MI6 by Sam Colt
Post by: liamcadhain on December 08, 2011, 03:28:52 pm
Looks good so far Sam, best of luck with it

from the second best 007 to ever be made (The World Is Not Enough)

I don't know about that, Casino Royale anyone?
Title: Re: twine_MI6 by Sam Colt
Post by: Ruone Delacroix on December 08, 2011, 04:58:28 pm
Those pictures look great! I can't wait to see what else you come up with. I spent a lot of time playing TWINE, and seeing someone making maps from it is definitely welcome in my book.
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on December 12, 2011, 03:17:52 am
Figured that I'd give an overview of the map layout now that I've secured all the leaks.


(http://i.imgur.com/LlDVgh.jpg)
Title: Re: twine_MI6 by Sam Colt
Post by: Rick Astley on December 12, 2011, 12:55:26 pm
looks great
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on December 23, 2011, 09:30:45 pm
Ladies and Gentlemen, a Merry Christmas, Happy Hanukkah, and belated Joyous Solstice to you all. As a slightly early Christmas gift to the community, I'd like to say that this map is ready for a test. Seeing as Christmas Eve is tomorrow let's put it off a few days for those who are interested.


Anyway, have fun and don't get too drunk at your parties (do as I say, not as I do ;) ).
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on August 29, 2012, 05:51:03 pm
Small update. This now ready for play in v4.2, with some necessary stylistic changes.

Edit: Also a new name, ge_mi6_sc. Thanks to markpeterjameslegg for pointing out some texture troubles.

http://www.mediafire.com/download.php?3wq76sk3e1ccqd1

(http://i.imgur.com/Vn32Qh.jpg)

(http://i.imgur.com/cJURp.jpg)
Title: Re: twine_MI6 by Sam Colt
Post by: markpeterjameslegg on August 29, 2012, 09:24:01 pm
Here ya go mate, I uploaded images of all the textures I could see missing, as I said, there's no Bots either, but also there's no music on the map.

http://www.mediafire.com/?di7kq7egp7wghks

Hope this helps. :)
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on August 29, 2012, 10:32:37 pm
Thanks Mark. Complete file can be found here: http://www.mediafire.com/download.php?3wq76sk3e1ccqd1
Title: Re: twine_MI6 by Sam Colt
Post by: SuperSonic on August 29, 2012, 10:51:19 pm
(http://img809.imageshack.us/img809/2706/gemi6sc0000.jpg)
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on August 30, 2012, 04:20:54 am
You are on the outside of the map, thus I don't much care tbh,
Title: Re: twine_MI6 by Sam Colt
Post by: SuperSonic on August 30, 2012, 06:10:22 am
That's still a missing texture.  To me, missing textures degrade the map.
Title: Re: twine_MI6 by Sam Colt
Post by: killermonkey on August 30, 2012, 10:43:17 am
That's still a missing texture.  To me, missing textures degrade the map.

Than make your own texture to put there. You can even make it hello kitty so the map is much upgraded.
Title: Re: twine_MI6 by Sam Colt
Post by: markpeterjameslegg on August 30, 2012, 05:35:41 pm
Thanks Sam, for this and Hangout, your a star. :)
Title: Re: twine_MI6 by Sam Colt
Post by: SuperSonic on August 30, 2012, 08:57:34 pm
Than make your own texture to put there. You can even make it hello kitty so the map is much upgraded.

This is an unofficial map, so I could care less.  The only place it's going to be played is 1138.  Sam didn't even provide a download link, nice one!
Title: Re: twine_MI6 by Sam Colt
Post by: namajnaG on August 30, 2012, 09:21:44 pm
This is an unofficial map, so I could care less.  The only place it's going to be played is 1138.  Sam didn't even provide a download link, nice one!

What the hell are you talking about...? There's one in post #15 and post #17.
Title: Re: twine_MI6 by Sam Colt
Post by: SuperSonic on August 30, 2012, 09:50:44 pm
The most recent version should be put in his first post.  I didn't even see those.
Title: Re: twine_MI6 by Sam Colt
Post by: Sam Colt on September 01, 2012, 03:38:22 am
The most recent version should be put in his first post.  I didn't even see those.

Good point. Fixed.
Title: Re: ge_mi6_sc by Sam Colt
Post by: Boris_Crack on October 21, 2012, 12:42:26 am
Hey!

Would you mind telling me how you were able to use the wooden clock prop from Ge_Casino?