GoldenEye: Source Forums

  • March 28, 2024, 11:18:28 am
  • Welcome, Guest
Advanced search  

News:

Pages: 1 [2]  All   Go Down

Author Topic: [MAP] Facility Screens (11/22/06)  (Read 26192 times)

0 Members and 1 Guest are viewing this topic.

m-p{3}

  • IT Specialist
  • Agent
  • *
  • Posts: 40
  • Reputation Power: 0
  • m-p{3} has no influence.
  • Offline Offline
    • Steam
Re: [MAP] Facility Screens (11/22/06)
« Reply #15 on: November 23, 2006, 12:20:57 pm »

Does the hole in the floor (picture #7) is connected to the green colored doorway (picture #8) ?
Logged

Sean [Baron]

  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 6,752
  • Reputation Power: 2
  • Sean [Baron] has no influence.
  • Offline Offline
    • GoldenEye: Source Official Site
Re: [MAP] Facility Screens (11/22/06)
« Reply #16 on: November 23, 2006, 01:12:35 pm »

No, those are two seperate areas. The hole in the floor on picture #7 is just a little passage way for you to get out of the fight for a second, or hide. There is a locked door down in there. Picture #8 and #9-10 are connected however.

You'll see ;)
Logged
/Sean "Baron" Stock
Director
sean@goldeneyesource.net

olileauk

  • Last vestige of [L[T]K]
  • 00 Agent
  • ***
  • Posts: 238
  • Reputation Power: 1
  • olileauk has no influence.
  • Offline Offline
Re: [MAP] Facility Screens (11/22/06)
« Reply #17 on: November 23, 2006, 06:05:15 pm »

another amazing level, this media release is like Christmas come early.
Logged
Been here since Alpha 1.1... Those were the days.

oo6

  • Guest
Re: [MAP] Facility Screens (11/22/06)
« Reply #18 on: November 23, 2006, 06:57:09 pm »

Did you increase connectivity with more vents, or at least greater access to the already existing vents? (Not that you'd need to, just wondering.)
Logged

The_JFK

  • Secret Agent
  • **
  • Posts: 51
  • Reputation Power: 0
  • The_JFK has no influence.
  • Offline Offline
Re: [MAP] Facility Screens (11/22/06)
« Reply #19 on: November 23, 2006, 08:04:26 pm »

Oooooh... it's all shiny and stuff now. I'm a little worried about the new areas though... I do hate change. Although I eventually warmed up to the new sections in FB, it took me almost a year to do so.
Logged

.sh4k3n

  • 00 Agent
  • ***
  • Posts: 475
  • Reputation Power: 0
  • .sh4k3n is looked down upon.
  • Offline Offline
Re: [MAP] Facility Screens (11/22/06)
« Reply #20 on: November 23, 2006, 08:10:38 pm »

We fear change.
Logged

framed

  • 007
  • ****
  • Posts: 1,063
  • Reputation Power: 0
  • framed has no influence.
  • Offline Offline
    • My Website (heavy wip)
Re: [MAP] Facility Screens (11/22/06)
« Reply #21 on: November 23, 2006, 08:27:26 pm »

Trust us guys, we HAD to add stuff to the level to make it competitive for more than 5 or 6 players at a time.

Don't forget that we still have ge_facility_classic for those who want the diehard original ;)
Logged
This is not the greatest game in the world. No. This is just a tribute.

Hybriz

  • Guest
Re: [MAP] Facility Screens (11/22/06)
« Reply #22 on: November 24, 2006, 12:23:52 am »

 ;D sounds great... luv all teh GEmaps... except for cave :)
it's too hard to stay alive with prox. mines.. ^^
btw, will u be able to choose weapons by your own before starting the round as in PD or will it be
pre-made themes like in the original GE for N64? =)

imma hardcore GEplayer... I DO really regret that i traded the N64 for an xbox :(
 >:(
the problem with teh N64 controls were that they didnt stay whole for long :o
the thumbstick took to much dmg ^^
i spent like 5-600 hours in front of GE64 :o and another 500 in front of PD ^^
zomg...
my parents went mad when i was playing like 12 hours aday during weekends :P
Logged

framed

  • 007
  • ****
  • Posts: 1,063
  • Reputation Power: 0
  • framed has no influence.
  • Offline Offline
    • My Website (heavy wip)
Re: [MAP] Facility Screens (11/22/06)
« Reply #23 on: November 24, 2006, 04:04:46 am »

pre-made themes like in the original GE for N64? =)
Logged
This is not the greatest game in the world. No. This is just a tribute.

VC

  • Valiant Varanidæ, Citrus Jockey
  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,843
  • Reputation Power: 16
  • VC is working their way up.VC is working their way up.VC is working their way up.
  • Offline Offline
Re: [MAP] Facility Screens (11/22/06)
« Reply #24 on: November 24, 2006, 05:15:22 am »

:: Did you guys fix the invisible texture thingy on top of the tanks? You can't quite see it in the picture

They replaced it with a mirror.  You see yourself, panic, open fire, explode the tank, and blow your own ass up.
Logged
"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."

mbsurfer

  • Inactive Tester
  • 00 Agent
  • ***
  • Posts: 794
  • Reputation Power: 41
  • mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.
  • Offline Offline
Re: [MAP] Facility Screens (11/22/06)
« Reply #25 on: November 24, 2006, 02:37:35 pm »

:: Did you guys fix the invisible texture thingy on top of the tanks? You can't quite see it in the picture

They replaced it with a mirror.  You see yourself, panic, open fire, explode the tank, and blow your own ass up.
Ah..  MUCH better
Logged

m-p{3}

  • IT Specialist
  • Agent
  • *
  • Posts: 40
  • Reputation Power: 0
  • m-p{3} has no influence.
  • Offline Offline
    • Steam
Re: [MAP] Facility Screens (11/22/06)
« Reply #26 on: November 26, 2006, 06:08:04 am »

That's even more better then :D
Logged
Pages: 1 [2]  All   Go Up