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 on: March 03, 2018, 09:44:54 PM 
Started by WNxRicky - Last post by Multiplayer_X_
Excited to play finished product!

 on: February 16, 2018, 01:22:01 PM 
Started by WFCxLima - Last post by soupcan
Shemp's had a positive impact and his passion has not gone unnoticed. 8)

 on: February 16, 2018, 11:51:46 AM 
Started by WFCxLima - Last post by WFCxLima
Just wanted to point out for posterity that Shemp has been doing a pretty good job the last few months streaming GE:Source on Twitch daily ( and bringing in some new players to the community. At the moment, he has 10 viewers on his channel, which is pretty good.

In the last couple of weeks, in particular, I've noticed a return of Deathmatch servers competing with Arsenal; I've noticed new players and some who haven't played the mod in years coming on; and I've noticed several other new people streaming GE:Source on Twitch, following Shemp's lead.

Anyway, I thought it would be nice to publicly acknowledge those efforts here... I've noticed them and that they've had a positive impact for the community. It's work like that (along with the amazing updates the dev team is always working on) that helps keep projects like this alive indefinitely.

 on: February 10, 2018, 02:42:02 PM 
Started by Entropy-Soldier - Last post by Entropy-Soldier

After a bit of messing around during one of our internal playtests I got the idea for this map, and about a month later here it is!  With death pits, crazy geometry, and strange lighting the map rewards players who are willing to take advantage of its unique traits.


Feel free to run it on your server or find one already running it, though for those wanting to play on their own I'm sad to say the layout of the map is very unaccommodating of bots so they don't work particularly well.  It's best to play on a server with other players if possible.  Have fun!

 on: January 28, 2018, 07:42:36 AM 
Started by De¢r¥pter1990 - Last post by De¢r¥pter1990
It's a good idea the lamps!
I confess that I looked in the files for something similar
In this image it shows the model that today is found in the Caverns folder.

But I can create it in the hammer to be exactly the same as the original lamp!

the door frames on each door will give a better view.
maybe I use some objects in the most empty areas and
also make some secret passages to give a differential in the design  :)

 on: January 27, 2018, 11:59:09 PM 
Started by De¢r¥pter1990 - Last post by kraid
Looks like they reused the hanging lamp from caverns for that.
I think we have that one, too.

 on: January 27, 2018, 08:39:38 AM 
Started by De¢r¥pter1990 - Last post by Entropy-Soldier
Nice work!  It looks pretty faithful to the source material, and Prison was probably one of the better maps in GF64.

If you're in the mood to go further, I would say the simple visual design of the original level could probably stand to have more detail added to it, like door frames in every doorway and complete re-imaginings of the blander areas in the map.

It could also be worth it to make a nice model of that hanging lamp that's found all over the place in the level, it's somewhat iconic and could give the level its own personal flair.

Either way, I'll have to play this with you guys sometime!  It looks fun.

 on: January 26, 2018, 06:53:51 PM 
Started by De¢r¥pter1990 - Last post by De¢r¥pter1990
I present the remake of prison map based on the rom hack Goldfinger 64
is the alpha version and possible bugs can be discovered.
so the analysis of all will help and much!!!  heheh

some images compared to the original version of the map


it is available on the server "Amigos do brasil" and capture the flag is what they love!  hehe   ;D

 on: January 26, 2018, 07:47:21 AM 
Started by Haizen007 - Last post by Haizen007
Everything seems working fine so far. Thank you!  ;)

 on: January 25, 2018, 08:06:11 AM 
Started by namajnaG - Last post by namajnaG
Greetings again folks.
It's been a week and map's development is alive and well. I found out to be no textures appropriate for my map, and since the original's in UT are only of 256x256 resolution, I decided it was time for me to learn how to make my own textures, so I've started tinkering around with Substance Designer, therefore the majority of my time used on the map development lately is texture making.

I've not much to show you today, but there's a fair amount of changes in the map itself since my first post, mainly 95% of the secondary geometry is finished, a few textures have been applied, and I've started work on lighting as well.
For lighting, I will try to stay as accurate as possible to the original, but many lights in the original are plain white, and I think that feels quite bland, so I'll try to tweak it to look natural enough without eliminating the original feel of the Unreal Tournament map.

Since lighting isn't done at all, the following screenshots will be fullbright, as this only showcases an idea of what the map will look like brush-wise and texture-wise. The wall texture is a work in progress, and a few of the already-available textures are bound to change since some of them are from HL2, and are just placeholders. There's still a few dev textures laying here and there but that should give you an idea of what the final product may look like. No video for now, as I thought this was not a big enough update to warrant a video. Thanks for looking!

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