GoldenEye: Source Forums

Debriefing => General Goldeneye => Topic started by: GEPLayer on September 23, 2007, 10:20:05 pm

Title: facility/runway,, streets/archives,, depot/train
Post by: GEPLayer on September 23, 2007, 10:20:05 pm
 I think the beta is pretty good.. i think levels like the cradle do good, but indoor levels like caves and facility call for smaller guns/characters for more spacial environment (i'm used to css).

However,, what I was really going to recommend;
combine levels like facility and runway together to make uber-sized maps..

You could also do connections like the depot and train,, and even crazier,, jungle and control... I suppose you'd be able to do it for dam/facility/runway,, as cradle is rather large too.. The aspect of being able to look from the first level of the dam to the runway to a certain degree (you can almost start to feel it around the tank area in the original n64 runway). Also making use of alot more doors and secret passages would be nice.

Multiplayer mods,,, such as capture the flag,, man with the golden gun, would be interesting to implement in options..

And as for my final stretch,, I think it would be a neat idea to add some multiplayer co-op scenarios like breaking people out of the bunker,,, or launching the moonraker space shuttle (was that really the objective in N64)? idk about GES, but CSS can hold up to 50 players, and you could have great objective maps out of the combinations of levels i was mentioning. IE: 4x40 (like in Perfect Dark where the weaker players respawn and try to kill the strong players).
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: oboe on September 23, 2007, 10:25:14 pm
This has all been discussed.

Also, I'd like to say,
That you need to play Facility_classic
because that is one of those uber long levels.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: VC on September 23, 2007, 10:29:15 pm
We'd looked at the potential of Runway and Facility being unified, but there's a major gameplay issue with a map that long and that linear.  Facility Complete is the limit for bad flow that one can really put up with, and if you ever had two or three man Facility Backzone, you know how boring and isolated it can get with just that much floorspace.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Semedi on September 24, 2007, 12:52:19 am
Fun fact:

Facility_classic originally had Runway attached to it as well, and the reason it was cut from the map you now see in the mod is that Facility has green fog inside it, and green fog looks really damn bizaare outside on the Runway.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Luchador on September 24, 2007, 01:09:34 am
I just played depot to see if a train/depot level would be feasible and I think it would. All you'd have to do is extend a small portion of depot and make a couple more ways to get in and out of the train. It wouldn't deviate too much from the original layout, but it would make the level flow much better. I wouldn't make a train/depot level that was exactly like the original due to train's extremely linear layout.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Cyan on September 24, 2007, 05:09:09 am
Also the only cannon connection between the Dam and the Facility/Runway in not even completely defined, a 200 meter budgie jump with a piton gun that you somehow end up in a bathroom.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: nowhere on September 24, 2007, 05:21:28 am
You end up in a vent and that vent was supposedly connected to a vent in the platform at the bottom of the dam. (http://goldeneye.detstar.com/beta/platform.jpg)(http://goldeneye.detstar.com/beta/damvent.jpg)
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Cyan on September 24, 2007, 05:28:06 am
I remember the vent, and it has been a little while since I watched the movie but I think it was only a small cantilevered outcropping of cement that could not have been the bathroom itself.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: oboe on September 24, 2007, 06:41:20 am
he had to cut bars on the vent.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Xanatos on September 24, 2007, 01:24:33 pm
I don't think levels should be combined, but a slight teaser for another level on existing levels (ex. the first car of train on depot) is a good idea.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: WNxBIGBIRD on September 25, 2007, 12:50:58 pm
I agree with Xanatos
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: GEPLayer on September 25, 2007, 07:36:54 pm
well depot/train is probably the best suitbable even over streets/archives... The train level is long enough to cut out of the general depot where you could have the end where you jump out be guarded by a bunch of crates.. YOu could then follow an added extension track that loops around to some very random spot of the depot.

along the same lines,, how about getting the bunker level up with you able to climb out the middle air vent room and head over to the top of the exit door? It's still pretty big,, but you could constrict the environment to be more of an ambient passage way with an attic feel to it.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Luchador on September 25, 2007, 07:53:23 pm
I've actually thought about combining part of surface and bunker, but the problem is that the big vent in bunker and the big vent in surface don't really "line up." You'd have to rearrange bunker or surface (surface would be easier) in some way to make it work.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Semedi on September 25, 2007, 09:39:23 pm
along the same lines,, how about getting the bunker level up with you able to climb out the middle air vent room and head over to the top of the exit door? It's still pretty big,, but you could constrict the environment to be more of an ambient passage way with an attic feel to it.

Bunker is currently set up like this. You can climb up and out of the silo, which then connects outdoors to the helipad area with the Bunker's normal entrance. It's true though that it doesn't line up the same way it does according to the Surface level on the N64.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: GEPLayer on September 26, 2007, 08:23:39 am
i never noticed that while playing it on the 64...
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: fonfa on September 30, 2007, 05:23:35 pm
Yeah, it doesn't really line up at all. And the dam/facility/runway thing is so weird. Up there in dam, the weather is fine, but down there in runway, there's some serious snow. Even in the movie it's hard to relate them, since the geography shown when facility explodes doesn't remind at all those of dam.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Xanatos on October 01, 2007, 03:23:04 am
continuity continuity cnotinuity continuity continuity
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Sergeant Kelly on October 04, 2007, 03:01:31 am
Is the actual Surface level going to have that change in vent location too? Or just Bunker?
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Semedi on October 04, 2007, 03:44:58 am
Is the actual Surface level going to have that change in vent location too? Or just Bunker?

Hard to say at this point, it's one of those things we're working through and we'll see how things play out. Obviously Bunker and Surface have a decent amount of overlap, and it'd be nice to have continuity between the two versions. The issue becomes, how do you alter the map to provide a realistic boundry for the edge of Bunker, without hurting the integrity of Surface.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: WNxVirtualMark on October 04, 2007, 06:01:24 pm
I just played depot to see if a train/depot level would be feasible and I think it would. All you'd have to do is extend a small portion of depot and make a couple more ways to get in and out of the train. It wouldn't deviate too much from the original layout, but it would make the level flow much better. I wouldn't make a train/depot level that was exactly like the original due to train's extremely linear layout.

I agree with this totally, not just because it sounds like a cool idea, but because I honestly don't see any other way to succesfully incorporate Train into the mod.  Train is just too linear to be a stand-alone level.  However, if you do as Luchador suggested, and incorporate Train into Depot, and have multiple paths in and out of the train, I think that would work much better than having a standalone Train level.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Semedi on October 04, 2007, 06:25:44 pm
We have other plans for Train at the moment, it won't be a part of Depot.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Ryan [Saiz] on October 04, 2007, 08:47:37 pm
Another thing you have worry about with mixing bunker and surface is that surface is a foggy level and if you combine both maps it will be foggy inside bunker too
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: irfman on October 04, 2007, 09:50:53 pm
I think contunity would work great, but you i think you gotta add quite a few pieces that wasnt in the original game. Also, the Frigate level, bond just magicially apears on the ship, it would be cool if you did a mission before that, like taking photos of Xena then travelling to the boat itself. Just an idea.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Semedi on October 05, 2007, 12:40:55 am
He doesn't magically appear on Frigate, he pulls along side it in a little boat and then goes on board  :P
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Mercury on October 28, 2007, 05:19:28 am
I never noticed until now that surface and bunker don't match up. Strange, because it's a pretty large deviation. Still, I think combining bunker and surface wouldn't be that hard. Just put a single 90 degree right turn in the long hallway that leads into the bunker form the helipad.

Alternately, just twist the helipad clockwise. This leaves the hallway straight. I'm not sure if the distances match up well, but those can be tweaked easily enough, I think.



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Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Spoudazo on November 20, 2007, 07:34:50 pm
HUGE maps make for boring gameplay. :)
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Xanatos on November 29, 2007, 02:51:47 pm
not always. i cant stand small maps with a lack of routes and not being able to go from point A to point B without running into the entire server of players.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Jonathon [SSL] on May 05, 2008, 08:57:25 pm
What ever happened to Depot? You can see it in the trailers on youtube, but it hasn't been released yet? Those were the trailers for beta 1, and beta 1 was released a while ago. Was it originally intended to be included, but something odd happed at the last minute, so it wasn't shipped out?
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Storm101 on December 08, 2008, 04:40:56 am
Sorry to bump a old topic, but I'm wondering what happened to Depot as well.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: major on December 08, 2008, 09:04:27 am
Hmm.. good question. The only Depot I have is a version that looks really far from being finished (like unplayable).
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Jeron [SharpSh00tah] on December 08, 2008, 02:11:28 pm
Hmm.. good question. The only Depot I have is a version that looks really far from being finished (like unplayable).

Depot is abandoned and will be re-made by myself relatively soon
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: FReXx on December 08, 2008, 08:09:24 pm
Depot is abandoned and will be re-made by myself relatively soon

Yet on the trailer of the game, Depot seemed well!
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Jeron [SharpSh00tah] on December 08, 2008, 09:21:53 pm
Yet on the trailer of the game, Depot seemed well!

looks can be deceiving lol
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Wake[of]theBunT on December 09, 2008, 12:06:15 am
The media taken from depot (2 years ago for those playing at home) was from 2 almost completely detailed/finished rooms of the level, you'll notice the outside shots only really showed the buildings that were finished from an outer perspective.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Storm101 on December 09, 2008, 12:29:48 am
So it wasn't even that far into development?

Well, if SharpSh00tah will be re-making it then I know it's in good hands. =P
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Wake[of]theBunT on December 09, 2008, 12:41:29 am
The layout and basic buildings was done, but it was probably 50% as impressive as the levels of its time in the trailer. Still fun to run around on and we appreciated semedi's work on it :)
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Jeron [SharpSh00tah] on December 09, 2008, 01:14:01 am
yes we do, im not knockin him by anymeans
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Rephe on June 05, 2011, 10:33:15 pm
I think contunity would work great, but you i think you gotta add quite a few pieces that wasnt in the original game. Also, the Frigate level, bond just magicially apears on the ship, it would be cool if you did a mission before that, like taking photos of Xena then travelling to the boat itself. Just an idea.

Nitpicky thing:
(http://upload.wikimedia.org/wikipedia/en/archive/0/06/20080420000312!Xena_DVD_1.jpg)

The juxtaposition was hilarious.  Carry on.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Mangley on June 05, 2011, 10:40:10 pm
Last post: December 09, 2008.

 8) Carry on.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Rephe on June 05, 2011, 10:43:09 pm
Last post: December 09, 2008.

 8) Carry on.

Piss.  Sorry.  :D
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: markpeterjameslegg on June 06, 2011, 09:16:31 am
Depot was one of my favorite level's, and I would look forward to hearing a remake of the music as well.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Rick Astley on June 09, 2011, 12:24:00 pm
Nitpicky thing:
(http://upload.wikimedia.org/wikipedia/en/archive/0/06/20080420000312!Xena_DVD_1.jpg)

The juxtaposition was hilarious.  Carry on.
i ownly own Season 1 and 2

so has there been any updates on Streets/Depot/Train?
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: namajnaG on June 09, 2011, 12:47:04 pm
If there was, You'd know by now. Probably in a new thread.
So far, Nothing public yet.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Jeron [SharpSh00tah] on June 09, 2011, 12:47:11 pm
Not since my computer took a shit. In about two months, I will have enough for another rig (asuming everything at my job stays secure). I will be able to knock Depot out (from its current status) probably as fast as I did caverns.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Ruone Delacroix on June 09, 2011, 10:26:03 pm
Not since my computer took a shit. In about two months, I will have enough for another rig (asuming everything at my job stays secure). I will be able to knock Depot out (from its current status) probably as fast as I did caverns.

I'm assuming that's pretty fast (not knowing how long Caverns took). I really look forward to being able to play this map because it was always a favorite level in the original game.
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: CCsaint10 on June 17, 2011, 04:22:39 am
Not since my computer took a shit. In about two months, I will have enough for another rig (asuming everything at my job stays secure). I will be able to knock Depot out (from its current status) probably as fast as I did caverns.

Don't knock it out too quick buddy, we don't want to be too hasty when you get your new comp. Take your time and make it good. :)

EDIT: I take that back. Right after I wrote that message I pumped out a huge section that was taking a lot of time. It is moving along nicely. Maybe I will actually be able to post some screenshots here that look somewhat decent to you guys. :) Keep checking the siberia thread as they might just pop up there sometime. :)
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: Jeron [SharpSh00tah] on June 17, 2011, 12:18:49 pm
:) Cant wait to see it bro! I cant wait to start mapping again, thats for damn sure!!
Title: Re: facility/runway,, streets/archives,, depot/train
Post by: JcFerggy on June 17, 2011, 01:01:51 pm
I say lets all have a internal mapping race/contest. That will get the motivation flowing :D