GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: markpeterjameslegg on October 21, 2014, 02:49:59 pm

Title: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 02:49:59 pm
It has always been my wish to contribute in some way to the Goldeneye Source mod. Lately I have been trying out various custom maps and have selected a few that I would consider to be worthy of more publicity within the Goldeneye Source community. Therefore, my goal is to create a Community Map Pack all with Bots & loading screens (Apart from those that already have) keeping to the standard that's come to be expected within the community. It is also my intention to ensure the mentioning of Authors on loading screens so credit goes where it's due.

I would like to include the following maps once permission has been granted by the individual authors...

ge_chateauduclare_v01  - Permission Granted
ge_desert_temple_a3
ge_funhouse_v4              - Permission Granted
ge_garrison
ge_grid
ge_ica_event
ge_pipes_a1
ge_void_a1

I have so far added Bots to Grid and created a loading screen...

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

I would be interested in any feedback or concerns you are willing to offer.
Title: Re: Community Map Pack
Post by: The Cy on October 21, 2014, 04:48:15 pm
Great idea! of course you have my permission for the funhouse
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 05:14:00 pm
Why thank you The Cy... Funny you should appear just before I was about to upload this...

(http://i.imgur.com/HcVBmR9.jpg)

Hope you like it :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 06:34:46 pm
(http://i.imgur.com/O5Z6jtR.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 09:13:00 pm
I've come to the conclusion that these loading screens actually look a little flat and therefore have been researching how to create drop shadows in order to give a more 3D look. Also I'm not completely satisfied with the "CUSTOM" writing, it looks low res in comparison to the rest of the image.
Title: Re: Community Map Pack
Post by: RogerMooreSucks on October 21, 2014, 09:47:41 pm
Why must people waste time making maps that aren't even relevant to goldeneye or bond. keep those out of this game. please and thanks.
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on October 21, 2014, 09:56:23 pm
You don't have to play on those, some of the maps are really cool or are put into GE:S very well to match the gameplay. I mean it's your opinion that they don't belong in the game, but you don't have to play on those maps, just leave the server and come back when the match is over or something. :P
I love this idea, I like it when a custom map has previews so it feels a little bit more "official" or fits better, and I love it when custom maps have bot supports if my internet is being a dick and I have to play offline.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 10:25:39 pm
This is the new Grid loading screen with drop shadows. I think you'll agree in comparison to the first one I posted it's a dramatic improvement...

(http://i.imgur.com/qg0FBSp.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 10:32:27 pm
Why must people waste time making maps that aren't even relevant to goldeneye or bond. keep those out of this game. please and thanks.

Create your own Goldeneye maps only server... Problem solved.
Title: Re: Community Map Pack
Post by: Mangley on October 21, 2014, 10:57:36 pm
I can hook you up with our official loading screen document. PM me if you want it.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 11:07:39 pm
Thanks Mangley :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 11:11:01 pm
(http://i.imgur.com/mQdELU5.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 21, 2014, 11:34:51 pm
One of my favourite maps...

(http://i.imgur.com/Va34fCQ.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 12:02:10 am
Here ya go Cy... Much better than the last one :)

(http://i.imgur.com/9YVePrw.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 12:26:20 am
(http://i.imgur.com/A0VBUVa.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 12:34:31 am
and I love it when custom maps have bot supports if my internet is being a dick and I have to play offline.

I actually play offline a lot which is what pushed me to learn how to put Bots on some of these maps. Can't tell you how great it is to finally be able to have a shoot out on Grid, and I haven't had any issues so far with Bots getting stuck... There is however one small issue of always missing one Bot, meaning if you want 4 Bots on the map you have to select 5, and if you want 7 Bots on the map you have to select 8 etc. Tried placing more Nodes in some of the more discreet areas, but still the same issue... Weird.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 01:06:43 am
What do you think about the Pencil idea? Too much?

(http://i.imgur.com/weB1GYN.jpg)
Title: Re: Community Map Pack
Post by: killermonkey on October 22, 2014, 01:54:39 am
I'd recommend you just use the template that Mangley will give you.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 01:57:33 am
I'd recommend you just use the template that Mangley will give you.

Are you saying there's something wrong with what I've done? If so please be more specific rather than leave me puzzled???
Title: Re: Community Map Pack
Post by: Rick Astley on October 22, 2014, 02:07:50 am
Wow that is beautiful markpeterjameslegg you did a fantastic job :)
Funhouse image looks awesome though i would have used a picture of the golden gun cradle spot with the manaquin of Bond...but hey the cinema part image looks cool aswell
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 02:13:04 am
Wow that is beautiful markpeterjameslegg you did a fantastic job :)
Funhouse image looks awesome though i would have used a picture of the golden gun cradle spot with the manaquin of Bond...but hey the cinema part image looks cool aswell


Thanks man... That means a lot. Just glad to be able to contribute in some small way, I've never looked this deep into Photoshop before, today has definitely been a school day :)
Title: Re: Community Map Pack
Post by: soupcan on October 22, 2014, 02:18:46 am
The style of the loading screens is inconsistent and simply doesn't match that of the maps or the mod.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 02:26:37 am
The style of the loading screens is inconsistent and simply doesn't match that of the maps or the mod.

Hmm... OK. Explain why this original Goldeneye Source loading screen matches the map and mine doesn't because I'm confused... And they aren't meant to match the originals exactly, I have my own imagination and so I'm doing what I think looks nice by creating higher quality with more vivid colors and some imagination.

(http://i.imgur.com/zZafdd0.jpg)
Title: Re: Community Map Pack
Post by: soupcan on October 22, 2014, 02:39:37 am
Well, the font choice doesn't really make sense for either the maps or the mod itself, and the gun render doesn't match the GE:S ones... and the pencil really just doesn't need to be there at all.

If you want to get super-elaborate, you could try fancy loading screens matching the theme of each map (such as a custom PD-themed loading screen for Grid), otherwise I'd just recommend using Mangley's template.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 02:41:46 am
Thanks for your input  ;)

EDIT: Actually I will comment... The pencil is related to the Goldeneye Source scribble on the paper, I was looking to put Goldeneye Source somewhere and decided to use a little imagination instead, so the pencil has a good reason to be there. It was just an idea and I'm not even sure yet if I'm going to go through with it. As for the weapon, It's a very high resolution PNG of the Walther PPK, which was Bond's signature Weapon from 1962 up until 1997, after which the transition was made to the Walther P99 for Tomorrow Never Dies. But like I said, thanks for your input :)
Title: Re: Community Map Pack
Post by: kraid on October 22, 2014, 03:21:24 am
Not bad considdering you're not a Photoshop Pro.

A few things you could improve though:
- shadow effects beyond writing on paper are a no-go.
- the font selection isn't very suitable, neither for GES nor for the scene theme
rather use typewriter fonts like courier, stamp fonts etc. and place the custom on the folder too.
- also be carefull with other effects on these fonts too.
- the MI6 Sign shouldn't be squezzed, rather scale it proportional and have it cut off by the bottom of the format.
- you missed to cut out the hole in the hammer, looks strange to have it white
- the bevel and shadow effect on the folders is incorrect, rather do every single folder as a seperate object.
- the bevel on the photos is much to strong, white border is to thin
- no need for the Logo
- keep in mind that there needs to be enough space for the hints
- also that there needs to be 16:9 and 4:3 version of the loadingscreen

And pencil isn't a good idea at all.
If there would be a writing instrument, it would be a biro, but there are allready enough elements in that screen.

The Human brain can only recognize and remember up to 7 things at once anyway, so better keep it at 6 visual elements max.
since the hint will be #7.

As for using Mangleys template, i'd say it's not exactly mandatory, since it's custom content a custom or modified loading screen wouldn't be the worst thing. Even casino has it's own loading sreen customisation.
Title: Re: Community Map Pack
Post by: Jonathon [SSL] on October 22, 2014, 04:03:36 am
Hint: drop shadows look unnatural when two objects are supposed to be close to each other/in contact with each other. Instead, assuming you're using photoshop, use the "Outer glow" layer style, changing the color to black and turning up the spread (I think that's the parameter name) to make an even, fuzzy shadow beneath the objects on the desk. It gives a much more realistic "ambient occlusion" look.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 10:07:10 am
WOW... Thanks Kraid. I'll take that on board. And Thank you Jonathan [SSL], for the Outer Glow hint, I'll shall do some more experimenting based on the feedback I've had so far... When I get time that is  :) :) :)

Oh... And Kraid, I'm quite disappointed I couldn't include your version of Bunker in the pack, it's got error's and missing textures unfortunately... Definitely my favourite version of Bunker.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 12:07:43 pm
OK people. I have halted all work on loading screens in order to contemplate your feedback, which I thank you for. Anyway, I went back to the drawing board and put a little something together that might be a bit more in keeping with the theme and using content that Mangley sent me. Let me know what you think...

(http://i.imgur.com/DTFZzCE.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 12:35:28 pm
Just toying with idea's... Obviously the screenshots will be there in the finished versions.

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

EDIT: Oh... And I've done away with Emboss & Bevel, I've noticed it's a more natural look without it.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 01:06:55 pm
Click on image to see full size resolution... I'm sure I'm gonna get hounded for the Pen and Post It idea, but I love it :)

(http://i.imgur.com/i6zsCre.jpg)
Title: Re: Community Map Pack
Post by: killermonkey on October 22, 2014, 04:39:48 pm
Wow that's quite an improvement. I would write the author on the post it note with a slightly less annoying script font. The is no need to include GoldenEye Source anywhere since you are already in the game.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 04:45:36 pm
Good one... I never thought of that :)
Title: Re: Community Map Pack
Post by: kraid on October 22, 2014, 04:51:34 pm
There's no need for a Goldeneye Source writing at all, trust the user that he knows which game he actually started.
Also move the Author either above or directly beyond the image, otherwise it could be misstaken as the author of the hint.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 05:05:45 pm
How's this...

(http://i.imgur.com/DicuByy.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 05:59:32 pm
Here's a couple more...

(http://i.imgur.com/02MKRna.jpg)

(http://i.imgur.com/M0OfkP8.jpg)
Title: Re: Community Map Pack
Post by: killermonkey on October 22, 2014, 06:24:27 pm
A+ !
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 06:30:28 pm
WOW... An A+ from KM, that's really something. However, I can't take all the credit, the feedback got me here, thanks people  :) :) :)
Title: Re: Community Map Pack
Post by: Jonathon [SSL] on October 22, 2014, 06:52:06 pm
Like others have said, huge improvement. Only thing I would change is making the shadow from the PPK much more diffuse, and perhaps playing with the lightness/contrast on the PPK image to make the light reflections on the image itself less contrast-y.

Other than that, loving the look of the pen+stickynote and basically everything else!
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 07:10:01 pm
Like others have said, huge improvement. Only thing I would change is making the shadow from the PPK much more diffuse, and perhaps playing with the lightness/contrast on the PPK image to make the light reflections on the image itself less contrast-y.

Other than that, loving the look of the pen+stickynote and basically everything else!

When you say Diffused Jonathan, do you mean more blurred? Sorry... I really am a noob :)

EDIT: Figured out how to get the shadows more blurred... Compare with above image.

(http://i.imgur.com/6pDHz5l.jpg)
Title: Re: Community Map Pack
Post by: Graslu on October 22, 2014, 08:11:44 pm
I think you should change the position of the PPK on each loading screen (like in the default ones), looks repetitive.
Also, in my opinion, it looks like plastic lol (the gun), so I would use GE:S one or find another. Would be good if you could use GE:S' font, too, it'll look really different when you read hints or just by comparing it to official ones.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 08:32:32 pm
I think you should change the position of the PPK on each loading screen (like in the default ones), looks repetitive.
Also, in my opinion, it looks like plastic lol (the gun), so I would use GE:S one or find another. Would be good if you could use GE:S' font, too, it'll look really different when you read hints or just by comparing it to official ones.

The GE:S guns are too low resolution, these screens are high resolution, therefore they wouldn't look right... I can work on the current weapon however, see if I can make it look less plastic, I do see what you mean on that point.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 09:01:03 pm
I given the weapon a bit of a going over, looks better for sure, there was too much gamma before and I didn't notice until you mentioned it looked plastic...

(http://i.imgur.com/opCcuoO.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 09:20:26 pm
OK... I have taken on board the feedback of Jonathan [SSL] and Graslu and given the shadows more blur (I think that's what Jonathan meant?), also adjusted the lighting, contrast and gamma on the PPK, thanks to you both. Don't forget to zoom in and take a closer look, especially at the gun...

(http://i.imgur.com/squ917s.jpg)

(http://i.imgur.com/es4QVv4.jpg)

(http://i.imgur.com/7KHT3oL.jpg)

So what do you think? Should I carry on making the rest?
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 09:36:38 pm
With a silver PPK...

(http://i.imgur.com/Dp8oHeA.jpg)
Title: Re: Community Map Pack
Post by: killermonkey on October 22, 2014, 09:37:30 pm
I would take on the suggestion of using the GES typewriter font for your "Custom Content" and the map name. That font is found in the gesource/release folder and is called "DS Moster.ttf" and will appear in photoshop as "DS Moster GES"
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 09:39:57 pm
I'll look into it.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 09:56:47 pm
This is with the GE:S Font. I gotta be honest, I prefer mine...

(http://i.imgur.com/AX74oJa.jpg)
Title: Re: Community Map Pack
Post by: killermonkey on October 22, 2014, 10:09:12 pm
Is that on bold? Remove the bold if so.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 10:20:31 pm
Damned if I can find the Bold option... But I found something that made it look much better, I quite like it now...

(http://i.imgur.com/swJ7gJk.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 10:24:32 pm
Or maybe with Map Name in a dull Red...

(http://i.imgur.com/zG0hD7t.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 22, 2014, 10:37:57 pm
I am Sold... This looks great now...

(http://i.imgur.com/VVS94RA.jpg)

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

(http://i.imgur.com/dW1nLE6.jpg)

Thanks again for all your help  :) :) :)
Title: Re: Community Map Pack
Post by: Troy on October 23, 2014, 12:36:25 am
It looks good now.
Title: Re: Community Map Pack
Post by: XtremeWRATH on October 23, 2014, 03:56:34 am
More maps with bots is always a pleasure and these look really nice. Great job!
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 23, 2014, 05:59:17 pm
Thanks a lot  :) :) :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 24, 2014, 04:12:40 am
Quick look at what they look like in game...

(http://i.imgur.com/bO8YWBS.jpg)
Title: Re: Community Map Pack
Post by: The Cy on October 24, 2014, 06:14:47 am
the screens look awesome!
Title: Re: Community Map Pack
Post by: killermonkey on October 24, 2014, 02:27:39 pm
This could be a contender for the official maps :-)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 24, 2014, 05:44:36 pm
Been wanting to respond to this all day, but my signal at work is terrible. I'm honoured quite frankly, it would be my pleasure... Just say the word and I'll get to work :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 24, 2014, 07:23:24 pm
Think I should call this the final version before I get too carried away :)

(http://i.imgur.com/6XxKeUP.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 24, 2014, 08:31:25 pm
(http://i.imgur.com/Z2Knhsi.jpg)
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on October 24, 2014, 10:31:20 pm
It's probably just me since I never saw anyone mention it, but the gun looks a bit too light blue. Especially when compared to the original loading screens that have the PPK in them. If this became the layout for all the maps then it wouldn't be too out of place. I would change the gun to look more grey, but that's just me. Everything else is amazing and loved looking at the progress of you making this, just damn OCD and being a perfectionist is making me pay more attention to the blue tint of the gun. :P
I understand if you don't want to change the color, probably would take a lot of work/time since you've most likely made separate layers to easily switch the pictures and change the text.
Title: Re: Community Map Pack
Post by: Rick Astley on October 25, 2014, 01:19:55 am
hehe i just had an idea what if instead of  Map Name you could have it as

Mission: (Insert Title)

Authour could be

Agent: (insert mapper)

just an idea
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 25, 2014, 06:37:03 pm
I sorted out the Blue tint on the PPK  :)

Hi Rick, I think displaying selected game mode would be a more appropriate choice for "Mission", and that's something KM would probably have to incorporate. Also, I think having the players name under "Agent" would be more appropriate than having the authors name... Again, this is something KM would have to incorporate, but thanks for the suggestion :)

(http://i.imgur.com/RL8pQ4j.jpg)
Title: Re: Community Map Pack
Post by: killermonkey on October 26, 2014, 01:39:01 am
The problem with incorporating in-game information is that during the loading sequence it simply isn't available. You don't actually download the list of players and all the game data until the very last couple of seconds of loading.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 26, 2014, 06:45:54 pm
Woo Hoo... My four days off starts tomorrow, so I can get back to work on this Map Pack, got lots to do :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 27, 2014, 02:03:13 pm
Just spent a large part of this morning not only finding a Magnum image suitable for loading screens, but cutting out and smoothing edges as well as I was unable to find a decent or suitable quality PNG. This is all new to me with Photoshop and there has been some trial and error, my first couple of attempts cutting out were crap to say the least. Anyway, this one isn't too bad but I need the opinion of the fans and pro's to be really sure whether or not it's suitable for use on loading screens...

(http://i.imgur.com/4eP2KGQ.jpg)

As always your opinions and advise are invaluable.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 27, 2014, 02:14:12 pm
And here with original layout...

(http://i.imgur.com/XXLc2nS.jpg)
Title: Re: Community Map Pack
Post by: kraid on October 27, 2014, 02:56:01 pm
Original layout looks far better.
Title: Re: Community Map Pack
Post by: namajnaG on October 27, 2014, 04:40:13 pm
I agree, the first one hides a portion of the main image, which isn't really convenient. The pen and paper also hides some of the images on the right.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 27, 2014, 05:25:15 pm
Well... All the Loading Screens are done, now I need to get to work on Bots, so you probably won't hear from me now until I'm ready to release... So for now I'll leave you with this...

(http://i.imgur.com/av6jUCL.jpg)


Oh... And I'm still need permissions from some authors so I'll try to PM them, hopefully I'll get a response soon.
Title: Re: Community Map Pack
Post by: Mangley on October 27, 2014, 06:15:00 pm
I wanted to drop some feedback on the latest images. Looking decent so far but there's a lot of room for improvement if you are willing to go way out on the dixie with this.

This is just sincere constructive criticism, nothing more:

Drop-shadow effects are best used subtly. If you examine the official template almost every object does use drop shadow effect, but it is used with subtlety. Low opacity and very soft shadows for the most part. Enough to visually separate it off of the object behind it, but not so much as to make it appear as if it's floating or obviously 2D. If you want to use consistent drop-shadow with the rest of the template you can use the Copy Layer Style option when right clicking on layers with drop-shadow and use Paste Layer Style onto other objects. There's a reason why drop-shadow is largely considered a cheesy and lame visual effect, the Comic Sans of visual effects if you will, that is because it is overdone and tends to be just slapped onto things without any sensitivity.

As for the 'tip text' that should be left out in all honesty. Tip text isn't baked into loading screens, it is superimposed and the text is read from the localized language the user has picked. People playing with French set as the language get French tips and so on. Also the position of the text is dependent on what resolution the player is using. You may end up having your baked text covered up by the actual tip text. So it's best to leave that area completely blank.

You should avoid having any object in front of the central image. That is the focal point of the loading screen. It's what people's eyes are immediately drawn to and stands as the image people are supposed to remember the most.

Avoid too much clutter. Your screens are so visually busy I don't know what to look at. The Desert Temple and Chateau loading screens draw my eyes to the revolver and the pen because they are so bright in contrast to the screenshots that are too dark, I can't make out what they are supposed to be. The official loading screens are designed to draw your eyes to the screenshots because those are the most important elements. The gun models are a little eye-candy but they are not obstructive, nor do they completely draw your eyes off everything else.

The PPK image you've used looks awful. The blue lighting on it completely contradicts the way the rest of the scene is lit making it look comepletely artificial. There is a PPK in the official loading screen you can use that was rendered specifically for the loading screens. I don't get why you've not used it. The Cougar Magnum is OK but it is perhaps too bright. It really detracts from the loading screens it's used in. The pen looks fake because in real life a pen wouldn't sit perfectly aligned like that and the drop-shadow used on it is far, far too much.

The post-it is also quite visually distracting. It is just a big yellow box more saturated with colour than any other element.

Anyway, that's my two cents. You can take it or leave it.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 27, 2014, 07:18:37 pm
All colour was removed from the PPK as you'll see in the latest screens, and the reason I didn't use the original, as I already mentioned was the fact that it's too low quality. These are supposed to be high resolution loading screens at the end of the day, if I was to follow everyone's opinion to the letter, I would end up with the original loading screens with nothing of my own imagination in them. Everyone has there opinion and I respect that, and I have taken a lot on board in the creation of these screens, but I have to draw the line somewhere. I appreciate your feedback, but I really must concentrate on Bots now, I am very pleased with the loading screens and the PPK, I point blank refuse to give in on the use of low quality content... However, if you have some high quality GE:S weapon images for me, I would very much consider using them on my screens. Thank you for your feedback Mangley  :)

EDIT: Your right about the pen, and I have thought that myself but decided to leave it... I'm now reconsidering.

Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 27, 2014, 08:18:19 pm
OK Mangley... I took another look at the weapon you sent and I still feel it's too low quality, but it did serve as an eye opener to the fact that my weapon doesn't quite blend in with the scene in terms of lighting and contrast, so I had a little play around with it to make it look closer to the original you sent in that respect, and while I was at it I changed the pen and made the shadows a lot more subtle...

(http://i.imgur.com/UZ6R5dy.jpg)

Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 27, 2014, 09:22:09 pm
All images are brighter now, I used Garrison to show you as these were the hardest to see...

(http://i.imgur.com/x8Ab35H.jpg)


Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on October 27, 2014, 10:00:20 pm
Looks great to me. ;D
Title: Re: Community Map Pack
Post by: Jonathon [SSL] on October 28, 2014, 04:08:08 am
Working on the blending on those shadows really helped a lot.
Title: Re: Community Map Pack
Post by: Mangley on October 28, 2014, 02:06:21 pm
That's a major improvement, good stuff.
Title: Re: Community Map Pack
Post by: soupcan on October 28, 2014, 02:12:31 pm
Looks great!
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 28, 2014, 04:32:36 pm
Thanks all. I'm going to redo my 4:3 aspect screens next, not happy with the way they look.
Title: Re: Community Map Pack
Post by: Rick Astley on October 29, 2014, 07:08:51 am
Quick question just noticed it now shouldnt it be Mi6 instead of Mi5?

just wondering thats all

impressive work though i must say i actually did like the midnight blue PPK
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 29, 2014, 12:39:03 pm
CRAP! Your absolutely right Rick... I'll have to go change it, cheers dude  :-[

EDIT: Done  ;)
Title: Re: Community Map Pack
Post by: CCsaint10 on October 29, 2014, 04:37:00 pm
Just out of curiosity, you do know you have permission to use ge_siberia_cc2 in the map pack if you would like and deem it worthy. As far as I am aware, bots and all textures/features work in the map as they did in 4.1 when it was released.

Here is the martini map pack which has grid and siberia in it. If you want to use it, go ahead. If not, that's fine too. Just thought I would offer.

https://www.dropbox.com/s/nvfejquthhpijzt/martini.zip?dl=0

Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 29, 2014, 05:16:02 pm
Just out of curiosity, you do know you have permission to use ge_siberia_cc2 in the map pack if you would like and deem it worthy. As far as I am aware, bots and all textures/features work in the map as they did in 4.1 when it was released.

Here is the martini map pack which has grid and siberia in it. If you want to use it, go ahead. If not, that's fine too. Just thought I would offer.

https://www.dropbox.com/s/nvfejquthhpijzt/martini.zip?dl=0



Thanks CCsaint10. I wanted to, the issue is with Bots that when on a slope or hill, they drop into the snow when shot which kind of takes away from the experience somewhat, obviously this has nothing to do with the map itself and is a bug inherent within the code somewhere that has yet to be corrected. However, I appreciate the offer and in return I will re-release the map individually with a new High Quality loading screen just to say thanks :)

EDIT: Actually, I'm rethinking that now... Maybe I could squeeze it in, it's just as good as the other maps in the pack. Stay tuned :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 29, 2014, 05:42:00 pm
I'd forgotten how beautiful this map is...

(http://i.imgur.com/yTNf7N9.jpg)

Of course I'll include it :)

Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 29, 2014, 05:58:05 pm
(http://i.imgur.com/wht5WCQ.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 29, 2014, 06:30:27 pm
(http://i.imgur.com/AHPHagP.jpg)
Title: Re: Community Map Pack
Post by: JcFerggy on October 29, 2014, 10:00:05 pm
Wait what? There's a Christmas Stack? Where have I been all these years D:
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 29, 2014, 10:01:04 pm
Better version...

(http://i.imgur.com/WLrF5WX.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 29, 2014, 10:08:06 pm
Wait what? There's a Christmas Stack? Where have I been all these years D:

Sure is JcFerggy, here ya go...

http://forums.geshl2.com/index.php/topic,7729.0.html
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on October 30, 2014, 03:46:37 am
Also if a bot spawns in that tower-thingy that was the entrance to Bunker 1 they just stand there. They don't know how to use ladders. :P If it's possible to implement, it'd be cool to see them shoot the locks to use the warp to go to the normal Bunker entrance, but I have no knowledge in how the bots work in this mod except that they're slightly easier than Perfect Dark's bots. Those damn EliteSims! Anyways completely agree that the bots need reworking, have had plenty experience with bots glitching on that map, didn't know they got stuck in the snow because they were shot. Just thought it was a bad spawn position. lol
Title: Re: Community Map Pack
Post by: markpeterjameslegg on October 30, 2014, 01:31:56 pm
Back at work tomorrow, 4 days, 12 hour shifts so won't have much time on my hands, but I shall start working on Bots on my next four off. Thanks to everyone for their help, I'll try and get this finished soon. Meanwhile, I'll leave you with this, all the finished Loading Screens...

(http://i.imgur.com/1D0FETG.jpg)

(http://i.imgur.com/u6mUq44.jpg)

(http://i.imgur.com/6HJFCuK.jpg)

(http://i.imgur.com/97c75VB.jpg)

(http://i.imgur.com/s25a1P5.jpg)

(http://i.imgur.com/E8Bj6Es.jpg)

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

(http://i.imgur.com/B8TYfEr.jpg)

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

(http://i.imgur.com/VFl8Hks.jpg)

If any of you notice any incorrect dates, please let me know... Thanks  :)



Title: Re: Community Map Pack
Post by: CCsaint10 on November 01, 2014, 08:07:53 pm
Interestingly enough, I have never seen the problem with the bots when they fall below the displacements. I'll have to go take a look one of these days when I get a chance and see what you are talking about. Thank you for including it. Your loading screen looks fantastic by the way, and I thank you for the re-release. :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 02, 2014, 05:04:03 am
Your most welcome, great map, even with the bot issue :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 03, 2014, 07:53:38 pm
Luchador has given his permission for me to include Lafayette in the map pack. Thank you Luchador. Don't suppose anyone knows the release date???

(http://i.imgur.com/b0l4rnU.jpg)
Title: Re: Community Map Pack
Post by: Graslu on November 03, 2014, 08:57:50 pm
I don't remember seeing those tanks on the original one.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 03, 2014, 09:04:01 pm
I don't know, I have never had the pleasure of actually seeing this map without errors and missing textures, It was always broken for me, but I didn't start playing until 4.1.

Is this modified Luchador?
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 03, 2014, 09:24:03 pm
All permission requests sent... Just waiting now, meanwhile I will continue with experimenting with Bots.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 03, 2014, 11:37:15 pm
Just playing around with some ideas...

(http://i.imgur.com/pmkkUFN.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 04, 2014, 06:11:21 pm
Entropy-Soldier has given his permission to include Desert Temple, Pipes & Void in my map pack... And corrected me on dates as well. Thanks Entropy-Soldier, here they are with the correct dates...

(http://i.imgur.com/5HWY1XR.jpg)

(http://i.imgur.com/zlpdd0Z.jpg)

(http://i.imgur.com/zB73anC.jpg)

Permissions from all but one, just waiting on Sess1on :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 05, 2014, 04:12:16 pm
Hi all, just wanted to give you an update to my progress. Initially I was expecting this to only take a short amount of time, however there have been some issue's to overcome during the process of putting together this map pack, adding Bots is not going as well as I had hoped due to their rather lacklustre performance (As you're already aware of), lots of adjusting nodes and testing, making notes of where Bots have issue's and attempting to compensate. Anyway, I have been keeping a record of what I have been doing so far...

Added high resolution loading screens in 16:9 and 4:3 for all maps
Improved quality of N64 Frigate, FrigateX, Extraction, Streets, StreetsX & Alien Conflict tracks to better match the GE:S tracks
Added GE64  impact sound effect (Thwomp sound that everybody loved so much)
Added GE64 Frigate & FrigateX music for Lafayette
Added PD64 Dark Combat music to Desert Temple
Added PD64 Extraction & Alien Conflict music to Grid
Added N64 Street & StreetsX + Streets music by GoldenZen to Garrison
Added Always Better by Goldenzen & Spy by Sole Signal to Ica Event
All music volumes matched to 92db
Added Bots to ge_grid
Added Bots to ge_lafayette_luchador

Still left to do...
----------------
Add Bot support for all maps that have none

Fix Node issues with some maps where Bots get stuck or unable to navigate
----------------

Some aspects of the Map Pack will be optional and in a separate zip, for example the Player Impact sound effect, ge_grid Material files (not required by those who already downloaded from server)





Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 06, 2014, 12:55:39 am
Can't tell you how many hours I have spent locating and cutting out the right images for this one...

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

Just needed a break from the Bots, hope you like it :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 06, 2014, 09:17:27 pm
Still trying to improve my skills on Photoshop, been playing around with the loading screens and Bots... I did however take a break and came up with this...

(http://i.imgur.com/y5Ij34K.jpg)

Oh yeah... Sorry about the weird looking Q on Quit :)
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on November 06, 2014, 10:00:47 pm
Loving the N64 styled menu, also what exactly do you mean by improving the quality of the N64 songs? Do you mean that you recreated them using better instrument samples, or are they the original songs but just in really good quality like you recorded yourself playing them on an emulator?
And on that Basement Classic loading screen...are you redoing all the original map loading screens as well? Even if you're not, still love it. :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 06, 2014, 10:12:51 pm
Loving the N64 styled menu, also what exactly do you mean by improving the quality of the N64 songs? Do you mean that you recreated them using better instrument samples, or are they the original songs but just in really good quality like you recorded yourself playing them on an emulator?
And on that Basement Classic loading screen...are you redoing all the original map loading screens as well? Even if you're not, still love it. :)

OH NO NO NO... I just meant adjusting their Equalizer settings using Audacity to better blend them in with the GE:S tracks, the originals sound quite muffled and quiet in comparison to the GE:S music, I wish I was talented enough to re-create them. And as for the loading screens... Yes, I will be doing them all as I want all my loading screens to match. When I have done them all (after I'm done experimenting and playing around with ideas), I will be uploading them for the GE:S fans of course :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 06, 2014, 10:14:01 pm
(http://i.imgur.com/8DYZP3L.jpg)
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on November 06, 2014, 11:03:32 pm
Ah okay, I have all the original songs in GE:S, recorded them myself via Project64 & Fraps, but I understand what you mean.
Look forward to all of this. :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 06, 2014, 11:40:27 pm
Not at all keen on the bond vector I used, looks nothing like Brosnan, so I made my own with a photo...

(http://i.imgur.com/pw1qkFO.jpg)
Title: Re: Community Map Pack
Post by: Jonathon [SSL] on November 07, 2014, 03:10:11 am
OH NO NO NO... I just meant adjusting their Equalizer settings using Audacity to better blend them in with the GE:S tracks, the originals sound quite muffled and quiet in comparison to the GE:S music, I wish I was talented enough to re-create them. And as for the loading screens... Yes, I will be doing them all as I want all my loading screens to match. When I have done them all (after I'm done experimenting and playing around with ideas), I will be uploading them for the GE:S fans of course :)

Unfortunately EQ isn't gonna cut it (pun intended) to "enhance" the sound of the GE64 tracks. What they're missing compared to modern day game music/GES tracks is dynamic range both in terms of instrument performance and mixing. What makes GE64 music awesome is the actual musical arrangement/melodies, while they're really flat and unexciting otherwise.

As for recreating the tracks using similar/identical samples, listen to Facility Classic - I *think* the samples were all recreated (for the most part) and then sequenced to match the GE64 original, and it still sounds pretty flat. For an example of what the classic tracks sound like with modern-day spice, listen to the Sole Signal remix of the main menu/folder theme, it absolutely nails that old/new sound.
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on November 07, 2014, 03:22:36 am
Unfortunately EQ isn't gonna cut it (pun intended) to "enhance" the sound of the GE64 tracks. What they're missing compared to modern day game music/GES tracks is dynamic range both in terms of instrument performance and mixing. What makes GE64 music awesome is the actual musical arrangement/melodies, while they're really flat and unexciting otherwise.

As for recreating the tracks using similar/identical samples, listen to Facility Classic - I *think* the samples were all recreated (for the most part) and then sequenced to match the GE64 original, and it still sounds pretty flat. For an example of what the classic tracks sound like with modern-day spice, listen to the Sole Signal remix of the main menu/folder theme, it absolutely nails that old/new sound.
There's also a couple recreations on YouTube, there's a Runway remix that is literally the exact same except with better instrument samples. Also Grant Kirkhope's Uncompressed songs are high quality too. I agree that the original songs sound a bit flat, however I feel like there's a certain charm to them. I listen to a lot of songs from old games like Mario 64 and Donkey Kong Country. While they're instrument samples are low quality/flat, they have specific "feels" to them that makes you recognize what game the song is from just by the instruments. It also helps that I've imported almost all the GE songs into SM64 to get used to how that game's instruments are. lol
@markpeter Could you include a version of that menu that doesn't have the gun, bullets and bowties (I'm assuming that's what those things on the left are), it's just that because I'm getting nostalgic vibes from this, I like it better without those things on the sides, but I know it looks a little empty without it so I figured an option to choose between the two would be great. :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 07, 2014, 03:35:44 am
Hows this...

(http://i.imgur.com/IUz8FRL.jpg)
Title: Re: Community Map Pack
Post by: major on November 07, 2014, 03:43:29 am
I think the font that we currently use needs to be retired. It works pretty good for large size, but kinda melds when smaller size is used.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 07, 2014, 04:54:07 am
Don't forget to click on image for closer look...

(http://i.imgur.com/iSplr9R.jpg)
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on November 07, 2014, 05:18:15 am
I need new pants. All I have to say.
Title: Re: Community Map Pack
Post by: Torn on November 07, 2014, 05:27:01 am
I've been creeping around this topic but have not yet posted. Just wanted to say things are looking quite fantastic! And that mission location screenshot has me drooling with nostalgia  :o


(http://www.troll.me/images/sweet-jesus-have-mercy/oh-sweet-jesus-thats-good-thumb.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 07, 2014, 05:32:53 am
Thanks to both of you. Would love to have the skills to actually implement these into the game, maybe it's something I can look into at a later date. :)

This is actually my second attempt, the first used black and white negatives like the original, but I decided to go with Sepia, just looked more classy to me.
Title: Re: Community Map Pack
Post by: The Cy on November 07, 2014, 11:25:09 am
I think your images are fantastic, especially the mission location screenshot with the sepia touch. like the loading screens, I would love to see your stuff  implemented in the next release.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 07, 2014, 01:12:12 pm
Wow... Thank you Cy  :) :) :)
Title: Re: Community Map Pack
Post by: kraid on November 07, 2014, 06:23:48 pm
I think Source 2013 has a more customizable menu, in source 2007 it wasn't possible to alter it that much.
Title: Re: Community Map Pack
Post by: killermonkey on November 07, 2014, 09:55:44 pm
I have a problem with the vertical tabs as menu selectors. It worked somewhat in GE64, but it really isn't ideal. Perhaps you can come up with a better way?
Title: Re: Community Map Pack
Post by: Rick Astley on November 08, 2014, 01:58:05 am
Hows this...

(http://i.imgur.com/IUz8FRL.jpg)

Looks Fantastic Mate
Title: Re: Community Map Pack
Post by: Rick Astley on November 08, 2014, 02:00:47 am
Don't forget to click on image for closer look...

(http://i.imgur.com/iSplr9R.jpg)

Awesome the sepia actually works really well though for Nostegia i kinda wish that it was done in the order of the N64 version from Dam to Egyptain but it looks really good

i remember seeing the Goldeneye Source Wiki which tried to recreate the shots from The N64 Mission Briefing Thumbnails (ala shot of the stairs on Aztec, angled shot from Cradle, etc)

But this looks really well done
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 08, 2014, 04:52:54 am
Thanks Rick Astley  :)

Hi KM... Not sure exactly why your not with the vertical tabs, the only other option would be to remove them completely and just have options on the Dossier like any standard game as putting the tabs on the top or bottom wouldn't be realistic. I'll have a look into it tonight and see what I can come up with, I have a 12 hour shift to do before then  :)

EDIT: I did originally have a mobile phone idea, where the text for the menu was on the mobile phone... But then I realised it wasn't very Goldeneye.

Actually, almost forgot... It's still set as my menu LOL. It's pretty crap, but I'll show you anyway...

(http://i.imgur.com/3s8F1rf.jpg)

... I know, it's bad. But the picture of Natalya Simonova is at least worth pondering for a minute or two :)
Title: Re: Community Map Pack
Post by: Jonathon [SSL] on November 08, 2014, 08:08:36 am
Huh, didn't know they had android phones in 1995...
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 08, 2014, 09:05:22 am
Exactly...  :)
Title: Re: Community Map Pack
Post by: killermonkey on November 08, 2014, 01:55:31 pm
I don't like the tabs because they are vertically oriented (the text is not really legible) and they look really tacky. Plus, they are not obvious UI elements without excessive exaggeration.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 08, 2014, 07:28:54 pm
Something standard like this?

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

I prefer the N64 tabs, I think they look great, and it's true to the original Goldeneye, but I also like this too. At the end of the day though, I'm not the one that would have to implement these into the game :)
Title: Re: Community Map Pack
Post by: killermonkey on November 08, 2014, 08:06:56 pm
Try spicing it up a little more like you did with the loading screens. Right now the main menu looks inconsistent, and of lesser quality, from the loading screens. If we are going to go for a fully custom look then there must be consistency.

Example additions:
 - Pen / Gun / Bullets
 - Notepad (could house the action links)
 - Better defined desk w/ as fancy pad (ex: http://media.restorationhardware.com/is/image/rhis/prod1618033_F11?$l-pd1$)
 - Random images of maps / locales / characters (dossier images for example)

There is nothing stopping me from being able to implement multiple backdrops every time you load the game.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 08, 2014, 08:41:18 pm
Okay. I'll see what I can come up with :)

Oh... It'll probably be on my days off though, I have been creating a lot of vectored Goldeneye images as it happens, they look quite cool :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 08, 2014, 08:54:49 pm
For all those of you that want a little nostalgia on your main menu. The zip includes a zip of the original menu images should you wish to change back. These are the in game screenshots...

WIDESCREEN
(http://i.imgur.com/D6yMOnN.jpg)

4:3 ASPECT
(http://i.imgur.com/BOaTgZe.jpg)

LINK
http://www.mediafire.com/download/ov6glxkxtj0bwoy/N64Menu.zip

Enjoy :)
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on November 08, 2014, 09:09:24 pm
Love it. :D
Title: Re: Community Map Pack
Post by: Jonathon [SSL] on November 08, 2014, 09:44:35 pm
I think we might want some of those vectored GoldenEye images on the developer Git ;)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 08, 2014, 09:50:23 pm
I've got quite a few... I can bung them in a zip and pm them to you. I've been playing around with them for the past couple of days.
Title: Re: Community Map Pack
Post by: killermonkey on November 08, 2014, 09:56:36 pm
I can setup a repo on github to store the community work. Good idea SSL
Title: Re: Community Map Pack
Post by: kraid on November 09, 2014, 12:07:57 pm
I wouldn't put a menu on the face of an actor.
Also having only a silhouette of Bond on the folder photo is kinda strange.
Using official photos of the actors only slightly modified is also something to reconsidder.
For consistence with the rest of the game and also to avoid beeing sued by the actors, photographers etc.

As for the background, i really liked your wooden desk background.
The current one, allthough it reminds more on the original, is rather borring.

I really like the Version with the gun pointing at Goldeneye Source, except for the mobile phone, but just because of the inconsistence with the time the Game/Movie takes place at.
(for Reloaded it would be suitable)
Title: Re: Community Map Pack
Post by: killermonkey on November 09, 2014, 03:39:12 pm
I've created the GitHub repository for community assets. MarkPeterJamesLegg if you want access to push to this repo, or if you want me to just put your work on there, let me know. This would be for raw and completed assets (PSD and PNG).
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 14, 2014, 07:43:38 pm
Sorry all for my silence over the last week, been very busy with work and looking after my little boy. I've also been busy looking further into Photoshop and have been busy playing with idea's, mainly to improve my ability with the software, I have spent the last week playing around with this...

(http://i.imgur.com/rEuG6ej.jpg)

This was made from scratch, starting with a very high resolution image of a Sea Master's watch.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 14, 2014, 07:59:05 pm
The assets used...

(http://i.imgur.com/iRUZgbF.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 14, 2014, 08:15:58 pm
Or with the Bond spiral...

(http://i.imgur.com/etNyzYU.jpg)
Title: Re: Community Map Pack
Post by: Torn on November 14, 2014, 08:41:52 pm
Neat concept! I really like the first one (non bond spiral) the best. The right side of the watch does seem a slight bit un-natural looking against the skin, mostly noticable around the knob part. Great work though!
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 14, 2014, 08:51:19 pm
Thanks Torn, I never noticed that, I'll have a go at fixing that now :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 14, 2014, 09:10:41 pm
Fixed...

(http://i.imgur.com/jbogAqs.jpg)
Title: Re: Community Map Pack
Post by: StupidMarioBros1Fan[1138] on November 14, 2014, 10:01:33 pm
"Why are we not funding this?"
I'm not sure which I want more, the menu looking like the N64 Menu Screen, or the Watch Pause Screen. BOTH LOOK AMAZING!!! Sorry, getting hard to control myself when looking at your stuff. :D
Title: Re: Community Map Pack
Post by: Torn on November 14, 2014, 10:11:35 pm
(http://www.quickmeme.com/img/e1/e1d999d47703d373612ad6b4e98b755fe5bf1303f5f3d7b3133384c5a142444d.jpg)]
Title: Re: Community Map Pack
Post by: Graslu on November 14, 2014, 10:27:42 pm
I prefer the watch more than the old folder screen. Adds a new feeling to the menu, not everything *has* to be like it was in the N64 in my opinon.
Maybe it would look good if it was fullscreen, with the "Find Server, Create Server,..." and all that in the tabs it had at the bottom of the screen, but maybe the center would look empty so not sure about that. Also, is it possible to make it animated and have the moving scan lines? That would be a good detail with the sound included.
At the top you could add "Q WATCH V4.3" or something like that, too.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 14, 2014, 10:59:13 pm
Great idea with the animated scanlines and sound effect Graslu. I was thinking that you could have an animated dial and click on the watch to move through menus, you could also have a James Bond hand instead of a mouse pointer...

(http://i.imgur.com/0sZ1KRE.jpg)
Title: Re: Community Map Pack
Post by: Torn on November 14, 2014, 11:12:21 pm
Great idea with the animated scanlines and sound effect Graslu. I was thinking that you could have an animated dial and click on the watch to move through menus, you could also have a James Bond hand instead of a mouse pointer...

(http://i.imgur.com/0sZ1KRE.jpg)


You mean a hand....within a hand?

(http://bittertimewasters.files.wordpress.com/2012/01/inception-meme.png)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 14, 2014, 11:24:26 pm
These UI elements on the watch dial are a little less of an eye sore...

(http://i.imgur.com/20nedII.jpg)

Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 14, 2014, 11:47:19 pm
Added Q-Watch text at the top, also adjusted brightness and transparencies to make menu text stand out better...

(http://i.imgur.com/Ou0qqRL.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 15, 2014, 12:51:34 am
(http://i.imgur.com/JjgKCLs.jpg)
Title: Re: Community Map Pack
Post by: Emilia on November 15, 2014, 10:24:53 am
If you were to put a gun there, I would put a Silenced PP7.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 15, 2014, 11:47:22 am
Here ya go Emilia...

(http://i.imgur.com/OFZdBip.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 15, 2014, 11:49:38 am
Now on another note related to the Map Pack, I'm having some issue's with Bots, particularly on Lafayette. Anyone know if there's any way to change the spawn points from within game?
Title: Re: Community Map Pack
Post by: killermonkey on November 15, 2014, 02:11:04 pm
Remember no explicit bond or 007 logos. They are trademarked and copyrighted.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 15, 2014, 02:47:05 pm
Logo removed. This is a new version, spent hours creating a zoomed out version, I think it looks much better. I still haven't changed the colour of the numbers yet, that'll be my next job...

(http://i.imgur.com/12Jj7xJ.jpg)
Title: Re: Community Map Pack
Post by: kraid on November 15, 2014, 05:39:51 pm
I really like the idea with the Watch menue.

Only the photorealistic style of the hand vs the illustrated watch isn't exactly a good combination.
Beside that it's not the watch Bond used.

http://www.omegawatches.com/de/collection/seamaster/300-m-quartz/25418000
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 15, 2014, 05:51:09 pm
I really like the idea with the Watch menue.

Only the photorealistic style of the hand vs the illustrated watch isn't exactly a good combination.
Beside that it's not the watch Bond used.

http://www.omegawatches.com/de/collection/seamaster/300-m-quartz/25418000

I know... But if you can find me a front facing ultra high resolution version of the watch from Goldeneye then by all means send it my way, I'm afraid I had zero luck on that one :)
Title: Re: Community Map Pack
Post by: Torn on November 15, 2014, 06:52:45 pm
the alternative would be play around with filters to achieve a more 'illustrated' effect on the hand to match with the watch without compromising a lot of detail.

Looks great so far. My personal opinion on the 007 at the bottom is that it either doesn't fit too well, or it just makes the whole thing look too busy. I'm not sure.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 15, 2014, 07:08:53 pm
I'm not someone who gives up easy... I'm on the hunt again for another watch, failing that I'll try to create it myself... I know, I'm crazy. I've already created a high resolution blue rim, I'm trying to find a way to make it look metallic :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 15, 2014, 09:16:05 pm
I found a very high resolution image of the Goldeneye watch, but it's different colours, the inside hands and dials were red and the numbered rim is grey, that's why I didn't spot it the last time. The problem I'm having is changing the grey rim to dark blue, I can change it using the colour replacement brush tool, but it always comes out too light even if I darken the colour.

(http://i.imgur.com/zaz0At9.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 16, 2014, 01:55:06 am
I'm finally getting there, has been a real challenge creating this watch menu and I have learnt so much, more than I ever thought I could. Anyway, this is what I have so far...

(http://i.imgur.com/Qk4hdGz.jpg)
Title: Re: Community Map Pack
Post by: kraid on November 16, 2014, 03:49:09 am
What about adding the hands of the clock in the background?
Title: Re: Community Map Pack
Post by: killermonkey on November 16, 2014, 03:52:09 am
Why not just use the watch that is in the game itself! We can take a high res render of this scene for you. I made that watch and used high res textures for the face.

I'm afraid your last two look the worst. I much prefer the original watch face over them.

(http://img.photobucket.com/albums/v687/killermonkey01/GE%20Source/Default_Pass_Render.jpg)

This render happened to be sitting in my photobucket, not high res but an example.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 16, 2014, 12:20:01 pm
Why not just use the watch that is in the game itself! We can take a high res render of this scene for you. I made that watch and used high res textures for the face.

I'm afraid your last two look the worst. I much prefer the original watch face over them.

(http://img.photobucket.com/albums/v687/killermonkey01/GE%20Source/Default_Pass_Render.jpg)

This render happened to be sitting in my photobucket, not high res but an example.

Agreed... I prefer the first one still, it was based on the real life Goldeneye watch...

(http://i.imgur.com/XX8g0VX.jpg)

But the latest has been great for improving my ability with Photoshop. As for your offer of a high res render, that would be great KM, send it to me and I'll see what I can do with it :)

EDIT: Looking again at my last one, I have to say I am very proud, it wasn't that long ago I was just adding filters to images, now I'm doing stuff like this... Plus, the crap I went through to get that watch to look like the original... Phew.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 16, 2014, 06:24:24 pm
Fixed the black shadows at the top outer edges of the watch (Took forever), added finger, adjusted shadows, smoothed edges, some colour & brightness adjustments. Ran into a weird bug with the shadows and had to edge the entire watch again, never seen anything like that before, anyway, it's still not finished but this is what I have so far...

(http://i.imgur.com/8OqorQE.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 16, 2014, 06:57:49 pm
Zoomed in version...

(http://i.imgur.com/UUwt67J.jpg)
Title: Re: Community Map Pack
Post by: Torn on November 16, 2014, 07:43:36 pm
Zoomed in version...

(http://i.imgur.com/UUwt67J.jpg)


There is something strange about the jacket texture where it meets the white shirt, it looks too straight. I have to agree with KM, I personally liked the first watch model better. Something about this one doesn't have me convinced the watch is actually sitting on the wrist, it might be the difference between the watch and the skin texture, or the shading on the watch, I'm not sure.

Great work though, I really like this idea as a menu screen
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 16, 2014, 07:49:09 pm
Just to let you all know, despite everything else I've been doing the Map Pack is still in swing...

(http://i.imgur.com/phKkno1.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 16, 2014, 09:33:50 pm
Everyone seems to like the old watch better, problem is it looks nothing like the Goldeneye watch, so I made some alterations. This is still work in progress...

(http://i.imgur.com/BVvpBT1.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 16, 2014, 11:50:05 pm
Had some issues concerning drop shadow effect on the inner rim of the watch. On the one hand it gave a good depth effect to the display, but only on the top which left it looking like there was depth on the upper face, and none on the lower... With no way to create a centered drop shadow I had to improvise, so I created a pure black rim, blurred the inner edge and applied opacity and placed the layer under the watch layer to apply a sense of depth to the whole watch face. Anyway, this is how it looks so far...

(http://i.imgur.com/zbt0GtL.jpg)

The hands could be animated and set to your PC time, that plus the animated scanline effect from Goldeneye 64 would be awesome.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 17, 2014, 12:40:41 am
All assets used, everything else done in Photoshop...

(http://i.imgur.com/WaGK66U.jpg)

EDIT: Well actually, the black rim was created in Photoshop as well, I just wanted to fill the gap :)
Title: Re: Community Map Pack
Post by: Torn on November 17, 2014, 01:16:38 am
Had some issues concerning drop shadow effect on the inner rim of the watch. On the one hand it gave a good depth effect to the display, but only on the top which left it looking like there was depth on the upper face, and none on the lower... With no way to create a centered drop shadow I had to improvise, so I created a pure black rim, blurred the inner edge and applied opacity and placed the layer under the watch layer to apply a sense of depth to the whole watch face. Anyway, this is how it looks so far...

(http://i.imgur.com/zbt0GtL.jpg)

The hands could be animated and set to your PC time, that plus the animated scanline effect from Goldeneye 64 would be awesome.


Something I just noticed, look at the skin on the left of the watch, and then on the right. The curvature of the wrist between both sides of the watch doesn't seem to line up. Perhaps the hand needs to be enlarged slightly? The face of the watch seems very large compared to the hand area.

I could be wrong, maybe my eyes are just playing tricks on me
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 17, 2014, 09:57:09 am
Your absolutely right Torn, as you'll see in my later versions of the other watch (The one nobody liked) I fixed this. In this old version I still haven't got round to sorting that yet, this is still work in progress. I intend to do a slightly zoomed out version during which I'll fix the arm and sleeve :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 17, 2014, 10:48:23 am
Fixed some lighting that didn't match the scene and lowered the opacity of the inner shadow on the watch face...

(http://i.imgur.com/tCnTTI5.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 17, 2014, 11:59:59 am
Hand now matches proportions of the wrist, it was due to the angle at which the photo was taken...

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

Next job, curve the suit sleeve :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 17, 2014, 12:58:58 pm
Separated shirt and sleeve to create a slight curve on the suit. Oh... And I've placed the Royal Crest beneath the watch hands...

(http://i.imgur.com/w3Af8og.jpg)
Title: Re: Community Map Pack
Post by: kraid on November 17, 2014, 02:35:11 pm
The watch is far to big compared to the hand/arm.
Either the arm needs to be scaled up or the watch to be scaled down a bit.

The watch looks better now, only the outer frame is still kinda artificial.
Try adding some brushed metal look there too.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 17, 2014, 03:02:49 pm
The watch is far to big compared to the hand/arm.
Either the arm needs to be scaled up or the watch to be scaled down a bit.

The watch looks better now, only the outer frame is still kinda artificial.
Try adding some brushed metal look there too.

I can try zooming out a bit, don't want to zoom in, zooming out would require me to add a strap to the watch... I'll look into it.

As for adding a brushed metal look to the outer rim, I wouldn't know how LOL... Anyway, none of the Seamaster's watches have a brushed metal look on the outer rim, it's more of a chrome effect :)

(http://i.imgur.com/oIsJVaJ.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 18, 2014, 12:04:46 am
Ok... I have spent hour upon hour rebuilding this watch from scratch, fixing shadows & lighting, removing black lines and smoothing edges etc etc... My girlfriend isn't speaking to me, my little boy didn't want to give me a cuddle goodnight, I'm pretty sure I've gained a few grey hairs since this morning and I've drunk so much tea that the Tetley Tea Folk are now gonna have to do overtime to meet with the demands of their customers. This is the newer, cleaner, smoother lined watch...

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

God I hope you like it :)

EDIT: Oh... And it's not finished yet, still lots to do :)
Title: Re: Community Map Pack
Post by: killermonkey on November 18, 2014, 02:22:30 am
Much much much better! Well worth a couple cold shoulders ????
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 18, 2014, 09:53:45 am
And a shortage of tea lol... Thanks KM. Still got some black reflection to remove off the chrome sections at the bottom of the watch, also noticed some slight imperfections in the contours, one very slight at the Center left edge, also at the top right edge :) :) :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 18, 2014, 05:02:01 pm
Removed a couple of little defects along the contours, and completely redesigned the Scan line areas of the Watch face as the proportions and edges were off before...

(http://i.imgur.com/xKzJZFV.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 18, 2014, 07:17:27 pm
Fixed the awful black reflection at the bottom left and right edges of the watch, some changes to opacity on the menu...

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

Also, added shadow below the watch Dial to coincide with the lighting direction...

Before
(http://i.imgur.com/ykXQ9Ll.jpg)

After
(http://i.imgur.com/yOSO4OB.jpg)

Actually, looking at the before and after shots has just highlighted an imperfection on the edge of the hand so that'll be my next job :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 18, 2014, 11:49:06 pm
Never been happy with the Health and Armour bars, so decided to redo them, unfortunately it did mean redoing the Scanline sections again, but I'm getting there...

(http://i.imgur.com/y3eiKsG.jpg)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 19, 2014, 12:33:22 am
Done... Time to take a break, eat some curry and put some Next Gen on... Make it so :)

(http://i.imgur.com/4eTmtou.jpg)

Oh... And the "Achievements" is for you Troy :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 19, 2014, 12:56:29 am
Just noticed and fixed a couple of angles that were slightly off, check with previous image and you'll see what I mean...

(http://i.imgur.com/MBYatl2.jpg)
Title: Re: Community Map Pack
Post by: kraid on November 19, 2014, 01:09:34 am
Nice improvements.
I like the achivements button too.

Not sure about the blue Ring, maybe a bit darker and/or desaturated would be good IMO.
One thing that bothers me a little is that due to the watch hiding it, the hand and arm on top optically don't meet up.
Maybe you should deform that angle of the hand shiluette a little to have it vanishing behind the watch on a more convinient point and angle.
For example on the bottom it's much more obviouse how the shiluette continues.

Would be cool if that thing on top was a button too that opens a weapons guide.
And maybe a version number for GES could be included too.

I know the "Q Watch V2.01 Beta" was there in the original game too, but it might confuse ppl.
Maybe time for a Q Watch update, let's say to V4.3.0 or rather V5.0.0?
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 26, 2014, 10:56:32 am
Just to let you all know, I'm still here... Decided to move away from the watch for now and take a look at the menus, during which I came up quite a cool idea which I will finish tonight after work, so expect an update on this tonight. On another note, I'll be releasing the Map Pack sometime in December, no fixed date yet.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 26, 2014, 08:26:10 pm
Hi all, been very hard at work the last week or so, not just with life, but with the watch menus, I have put every spare hour I have into designing the Find Server section which has been a difficult task to say the least as fitting everything onto a watch screen is no easy task, but I'm almost done now, once I feel ready I will post some screens. On another note, whilst taking a break last week I came up with an idea for the main menu... As you know I have put an Achievements button at the bottom of the watch menu (Troys idea), then it occurred to me that I could do something with the image of the PP7 at the top of the watch, so I decided to create a weapons section detailing weapons information based on the Wiki, these are the screenshots...

http://imgur.com/a/7KCWc
Title: Re: Community Map Pack
Post by: Troy on November 27, 2014, 02:34:15 am
In the original GE64, when you viewed your Q watch, it would display your current health and armor level and your current weapon.  You could scroll through the rest of the weapons you had in your inventory and select one.  An example of how this could work is you'd press enter to view the watch, use the scroll wheel to scroll through your weapons, left click which would make a beeping sound and change your current weapon, and finally press enter to exit the watch.  Maybe the images could be used for this in the next release.  Good job!
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 27, 2014, 08:30:56 am
Thanks Troy. Mouse wheel is a good idea as another option, although maybe not immediately apparent so I should probably keep the Next and Previous buttons. Also, I figured the Escape button would be probably the most likely button to bring up or move back on the menus. My four days off start tomorrow, I'll be working on the Find Server menus, also I'd like to go over the weapons, do some edging, curve some straight lines etc... But at some point these four days I'll be posting the Find Server menus for everyone's feedback :)
Title: Re: Community Map Pack
Post by: Enzo.Matrix on November 27, 2014, 04:33:49 pm
https://www.youtube.com/watch?v=EbQ2JvRxNq0#t=199
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 27, 2014, 06:34:16 pm
I want one  :)
Title: Re: Community Map Pack
Post by: markpeterjameslegg on November 29, 2014, 11:19:38 am
I feel the need to point out that all the work I have been doing with loading screens and menus is by no way official as their seems to be some confusion, it's just something I do purely out of enjoyment and is free to anyone that wishes to make use of any of it for their own projects, if any of you would like any of the PSD's related to my work feel free to PM me and I'll send them to you. Once organized, I will be sending my PSD's to KillerMonkey for placement on GitHub, at the moment everything's a bit of a jumbled mess, I have however almost finished putting the loading screens into one PSD, a lengthy process to say the least. Apart from trying to organize PSD's & work with the Map Pack I have found some time to go over the weapons wiki part of the watch menus and done some edging, smoothed off some sharp corners etc, here's a few screens...

(http://i.imgur.com/QYYGe3o.jpg)

(http://i.imgur.com/c6REPc1.jpg)

(http://i.imgur.com/lL6nxVO.jpg)

(http://i.imgur.com/RN8OlrC.jpg)

EDIT: Actually, that shotgun isn't finished, I meant to upload the other one :)
Title: Re: Community Map Pack
Post by: XtremeWRATH on January 07, 2015, 04:21:32 am
Any update???
Title: Re: Community Map Pack
Post by: markpeterjameslegg on January 07, 2015, 10:42:01 am
I do apologise... Christmas has been crazy this year and my PC keeps blue screening. I'm currently looking into getting a new motherboard bundle, until then I've put everything on hold. But I will get back to it for sure once I have the money together :(
Title: Re: Community Map Pack
Post by: PATRIOTA on January 24, 2015, 03:29:12 am
Well... Good luck with your computer. We look forward for his excellent mod 8)
Title: Re: Community Map Pack
Post by: CCsaint10 on February 26, 2015, 10:53:00 pm
Hope you are doing well Markpeter and you are working on getting that computer back up and running. I would love to see this map pack released so we can have all the maps packed into one file for the players and for people with custom servers. Some maps seem to have gotten lost overall or they are scattered all over the place. I hope the community gets to see this surface soon! Take care man.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on June 26, 2015, 04:59:10 pm
Hi all. My apologies for my lack of activity over the last few months. I got my new computer built about 3 months ago but just haven't had any time what with work, looking after my 4 year old and trying to cope with depression. It's been a difficult year for sure but I'm a fighter and I'm getting back on my feet and feeling very positive lately. I have some stuff to sort out and plan to get back to work on my map pack as soon as possible. Sorry for the delay.
Title: Re: Community Map Pack
Post by: Rick Astley on June 27, 2015, 06:49:25 am
Hi all. My apologies for my lack of activity over the last few months. I got my new computer built about 3 months ago but just haven't had any time what with work, looking after my 4 year old and trying to cope with depression. It's been a difficult year for sure but I'm a fighter and I'm getting back on my feet and feeling very positive lately. I have some stuff to sort out and plan to get back to work on my map pack as soon as possible. Sorry for the delay.
Sorry to hear you have been fighting depression I wish you many positive energy and yeah happiness

I look forward to seeing your map pack but take your time
All good things happen to those who wait :)
Title: Re: Community Map Pack
Post by: RogerMooreSucks on June 28, 2015, 01:00:08 am
I've been dealing with severe depression, severe OCD, hallucinations, hearing voices manic episodes every since i was 19. Had i not gotten on medicine i most likely would of severely hurt someone and been thrown in jail. It flipping sucks ass. Some days I don't even want to wake up. My life has been a shitstorm as far as i can remember. Dealing with bullies all my life. Which kick started my depression. I cant even get dressed or make a fucking sandwich without so much anxiety from my OCD. I once had so much anxiety built up in my body that my body literally felt like it was burning or on fire. The burning was so intense i had to go to the ER. I wouldn't wish this kind of illness on my enemies it is so bad. If there was no such thing of modern medicine i would of definitely killed myself a long time ago. Just thought you all should know a little history of good ol' roger.
Title: Re: Community Map Pack
Post by: markpeterjameslegg on June 28, 2015, 05:49:20 pm
The hardest battle we will ever fight is within... My approach is diet, exercise and doing at least 1 positive thing a day. It's hard to be motivated anyway, but when you have depression it can seem impossible, but you can do it if you become your own ass kicker. I'm sorry to hear about your problems Roger... Hope you win your battle one day...

Anyway, This thread is going off course somewhat. When I'm ready to release the Map Pack I will start a new one. Take care all :)
Title: Re: Community Map Pack
Post by: CCsaint10 on July 05, 2015, 06:47:51 pm
I look forward to the map pack. It is going to provide a great package for all. Sometimes it is hard to piece all these gems together, and you are doing it! Take care man. Happy you are back.
Title: Re: Community Map Pack
Post by: XtremeWRATH on September 08, 2015, 10:24:27 pm
Been quite lately, hope you're doing better and hopefully we get to see this project completed :D