GoldenEye: Source Forums

Global Communications => Development Media => Topic started by: Sean [Baron] on November 25, 2006, 05:40:30 pm

Title: [MAP] Cradle Screens (11/25/06)
Post by: Sean [Baron] on November 25, 2006, 05:40:30 pm
More screens at Mod DB (http://www.moddb.com/mods/goldeneye-source/images/cradle3#imagebox)

(http://media.moddb.com/images/mods/1/5/4506/53280.jpg)

Map by Fonfa

Enjoy!
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Polizei on November 25, 2006, 05:42:50 pm
Helllooooo
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Fro on November 25, 2006, 06:25:30 pm
Looking completely sick.

Hopefully you can get rocketed off the walkways in the final version and go splat on the dish.

It'll be interesting to see how the balance issues play out on this one.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: olileauk on November 25, 2006, 06:33:46 pm
oh. my. god. AMAAAZING
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: m-p{3} on November 25, 2006, 07:21:18 pm
Wasn't there two walkways on the lower level ? Amazing works nonetheless ;)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Dexee on November 25, 2006, 07:26:47 pm
Good stuff... I do have one small rant, but theres no forest. But I like anyways.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: rodolfostanic on November 25, 2006, 09:18:58 pm
Fonfa rules!
Esse cara é um mito...  :D
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: WNxPrendatram on November 25, 2006, 09:43:52 pm
Schmexy-ness!
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Armoured-Fury on November 25, 2006, 10:23:54 pm
Nice work, Fonfa, i really enjoy looking at your maps.  You have a lot of skill and i respect that  ;D

I do agree about the forest thing though i'm afraid.  In the original you couldn't even see the ground below you but yours looks a lot better (don't tell Rare that though! They'd probably agree any way..)

But definately some greenery is needed in the scenery!

GREEN DA SCENE!  lol


Keep up the great work, man.. You know it's times like this that i feel so privaliged to work on this team.. Everybody is so good at what they do (not blowing my own horn there..) and it's great to bring all that skill together to make an excellent mod!
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: .sh4k3n on November 26, 2006, 01:02:28 am
:O

I've died and gone to heaven.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: irfman on November 26, 2006, 01:29:12 am
HOLY SH*T! ;D


*FAINTS*
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: X23 on November 26, 2006, 01:59:47 am
That looks amazing, the hdr is good, the 3dsky is good (Even though it isnt jungle like in goldeneye) In general the map looks awesome.

How long is the compile time?
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Wake[of]theBunT on November 26, 2006, 02:27:42 am
Fonfa sleeps with the light on
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: boris on November 26, 2006, 02:36:16 am
 Where's the jungle? I'm pretty sure when Bond crashed on the bank of the lake that the Cradle was in - he wasn't in a post-apocalyptic wasteland with just dirt and rocks. Shouldn't the ground be fertile? Maybe - throw in some trees? We are in the middle of Cuba! Not in the Himalayas during Summer!

Besides that the map looks nice. Not too sure why you completely changed the bottom catwalk... it looks like it was changed for the worst.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Polizei on November 26, 2006, 02:46:40 am
The ground has to be barren because the level of detail required of the trees will lower FPS. If they make crappy trees, it takes away from the map.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: boris on November 26, 2006, 03:19:33 am
Ever seen the skybox tree models? They're detailed well enough for this distance - and don't take shit away from the fps. They're basically a model with a group of 2D detailed trees. They look nice are resource light. The ground should at LEAST be fertile. No excuse for that.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: fonfa on November 26, 2006, 03:44:23 am
How long is the compile time?

1:30x2 for rad (both ldr and hdr) and a few more minutes for vis and bsp


No excuse for that.

i don't have enough time to work on this right now, and the rendering times are quite delicate in a map like this. i'll try to make a skybox that looks like an actual cuban jungle, but i can't make any promises.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: boris on November 26, 2006, 04:01:26 am
I said no excuse for a dirt texture. It should at lease be textured right.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: VC on November 26, 2006, 05:34:27 am
Just giving it some green instead of brown should be enough.  Enough so it won't be distracting people from the map itself.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: m-p{3} on November 26, 2006, 05:59:50 am
Yeah, putting trees models/sprites might kill up the framerate. A good forest texture might be a decent solution.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: jimmy on November 26, 2006, 07:07:23 am
YES, FINALLY. ive been waiting for this. SWEET!
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Vin007 on November 26, 2006, 08:49:41 am
Die CS:S! ;D
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Sean [Baron] on November 26, 2006, 01:31:24 pm
We've been trying to figure out a way to tackle the ground scenery for quite a long while now. Since the entire map is being drawn at the same time, its very difficult to control the FPS, without having them go way lower then want all the other maps go.

We're still working on it though, and We'll figure something out.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: HardHittinHeeb on November 26, 2006, 04:51:19 pm
I would go with ViaC's green texture idea if you have time. The gameplay might favor snipers a bit, but I don't think there is an easy way to fix that. Anyway, it looks great with either ground texture, as most people will be focused on the playable area in-game.
Anyway, here are a few pictures of the real thing for comparison:

http://www.icc.dur.ac.uk/~tt/Lectures/Galaxies/Images/Radio/Arecibo.jpg (high def from in the air)
http://www.astro.psu.edu/~redman/images/Puerto%20Rico/Arecibo%20Telescope%20611.jpg (high def from the ground)
http://www.astro.uva.nl/exhibition/pictures/mooie_gifjes/jpeg/arecibo.jpeg (from in the air)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: MrDork84 on November 26, 2006, 05:01:28 pm
wow, yeah, when I seen the first image of this map, my eyes went directly to the ground and how it is brown instead of green.  changing the textures should do the trick, no need for 3d models.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: mbsurfer on November 26, 2006, 08:03:07 pm
The 3d skybox doesn't need to be vast. Just make it look like Cradle is on top of a large hll of trees with drop-offs all around it. It doesn't have to have trees go for miles and miles. ;)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Turboracer on November 26, 2006, 09:29:00 pm
Awesome, probably one of the most vast looking maps I've seen on source. I bet with the new update that comes with episode 2, all that foliage will be possible.

One thing though, I think that Janus texture should be worked on. Instead of "Janus industries," I saw "anus Industries." ;)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Jonathan [Spider] on November 26, 2006, 09:57:26 pm
yea the ground is something we have been putsing with for a very long time. but honestly while your playing the game, you dont even look at or notice the ground all you see is all the awsome metal work. trust me when i say this, this level in game is one of the best looking levels in video games today its simply bad ass.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: nowhere on November 26, 2006, 11:03:57 pm
One thing though, I think that Janus texture should be worked on. Instead of "Janus industries," I saw "anus Industries." ;)
How could you miss the giant J? It's the biggest letter of them all.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: olileauk on November 26, 2006, 11:20:36 pm
just one thing about the map. Why do you have Janus Industries on the side of the room? was it there in the film? i just thought it looked out of place because as far as I remember, the cradle wasn't a Janus industries thing at all, Janus industries was never mentioned...
:\

just my opinion.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: mbsurfer on November 26, 2006, 11:34:30 pm
just one thing about the map. Why do you have Janus Industries on the side of the room? was it there in the film? i just thought it looked out of place because as far as I remember, the cradle wasn't a Janus industries thing at all, Janus industries was never mentioned...
:\

just my opinion.
It's the new mod sponsor. They got a bunch of money for having it in all of their maps ::)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Wake[of]theBunT on November 26, 2006, 11:37:33 pm
yeah Alec Trevelyn you old dog, what a stand up guy to leave in his will the earnings of his empire to future goldeneye games.

Stop me before i mist over guys
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Loafie, Hero of Dreams on November 27, 2006, 05:24:55 am
fonfa beat that map to death with the hot stick
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: DaDude on December 05, 2006, 05:02:23 am
Yeah, my two comments:

Why is there only 1 walkway at the bottom? There was 2 in the original...

Second, as stated, no foilage, and change the scenery. My idea, is make the ground a tree tetxture. That, or make it foggy so we don't see as much at once.

Otherwise, 5 *s.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Wake[of]theBunT on December 05, 2006, 05:15:38 am
1 walkway :

a) the map isnt _classic so he can give it the kind of revisionment he wishes
b) it chokes the bottom section promoting head on running gunfights (good changeup imo for a snipe map)
c) the only time i would consider it silly is if its not modified for SP (if down the line).
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: VC on December 05, 2006, 05:33:44 am
b) it chokes the bottom section meaning you're fucked.


Multiplayer combat is all about options and flow.  That's why Facility is a crappy map and Complex is pwnsome.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: boris on December 05, 2006, 11:41:34 am
b) it chokes the bottom section meaning you're fucked.


Multiplayer combat is all about options and flow.  That's why Facility is a crappy map and Complex is pwnsome.

Quoted for truth.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: fonfa on December 05, 2006, 01:43:54 pm
b) it chokes the bottom section meaning you're fucked.


Multiplayer combat is all about options and flow.  That's why Facility is a crappy map and Complex is pwnsome.

Quoted for truth.

maybe you should play it first before complaining... then if you guys give me a good reason, i'll put 2 walkways. but as far as we know, it doesn't hurt the gameplay at all. it actually makes it better to chase people down there  ;)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: InvertedShadow on December 05, 2006, 02:48:27 pm
Yeah, at first I didn't like the one walkway thing. Now I do.. it's fun to proxy. If you count the little tiny bars on the left and right of the walkway, you have 3 walkways. More then you're asking for!
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: The_JFK on December 05, 2006, 03:53:50 pm
Yeah, I just noticed the one walkway thing, and I have to admit, I can see that becoming problematic. The map looks gorgeous though, so cheers for that.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: VC on December 05, 2006, 08:42:42 pm
:: it's fun to proxy.

God I hate proxy.  TazerBoy++ with mine detection and fuse disruption's going to be in Xmas, right? :D
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: boris on December 06, 2006, 05:47:57 am
maybe you should play it first before complaining...

Ok... I still bet I dont like it.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Wake[of]theBunT on December 06, 2006, 07:35:44 am
TazerBoy++ with mine detection and fuse disruption's going to be in Xmas, right?

i almost didnt notice you changed your name, ViassholeCutthroat :p
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: VC on December 06, 2006, 09:16:07 am
Not my fault Proxy is evil.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: pigsy2400 on December 10, 2006, 07:34:14 pm
the cradle is lookin sweet, esp in the trailer, i just booted up all my old GE source maps from when i was a mapper on the mod, and i honestly say that cradle looks a LOT different,.lol,. cant wait to play it on xmas day after me brussels and lager
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Jonathan [Spider] on December 11, 2006, 04:50:48 am
i love playing it with the single walk way cause you totaly get into matches where theres no turning back and its last man standing time really makes it a fun place in the map
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Niels on December 12, 2006, 06:07:41 pm
Looks awesome.  :o

Respect !  8)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Wake[of]theBunT on December 12, 2006, 06:35:19 pm
i love playing it with the single walk way cause you totaly get into matches where theres no turning back and its last man standing time really makes it a fun place in the map

I like this sentiment, i mean really people who cares if you die a lot from the so called 'non flow' section of a map that would never see the light of serious competition anyhow

...with the exception of like themed tournaments or w/e like all snipers, which is still just a barrel roll of fun.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Janus on December 12, 2006, 11:04:31 pm
Looks like coming close to a top map there. Nice work.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Strimkind on December 14, 2006, 01:00:17 am
Very nice, look forward to playing it on xmas day!
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Locker[Of]Wecs on December 14, 2006, 01:25:47 am
The ground has to be barren because the level of detail required of the trees will lower FPS. If they make crappy trees, it takes away from the map.
They were going for a gray hulk look instead of the green.

or maybe the brown.
(http://www.hulkmovie.com/images/multimedia/comic/hulk_gray1.jpg)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Masut on December 18, 2006, 11:47:21 am
I nearly passed out with excitement when I saw the cradle screens. If this mod gets any more awesome I'm gonna go mental and start screaming "For England James!" in public
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: .sh4k3n on December 18, 2006, 02:04:50 pm
I nearly passed out with excitement when I saw the cradle screens. If this mod gets any more awesome I'm gonna go mental and start screaming "For England James!" in public

I've been doing that for the last few days... the anticipation leading up to Christmas is just too much to bear.
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Wake[of]theBunT on December 18, 2006, 02:24:58 pm
Ive been sustaining my anxietal awaiting with a propaganda-whore-fest to gaming forums all over, and working to finish up the [L[T]K] site  ;)
Title: Re: [MAP] Cradle Screens (11/25/06)
Post by: Aalesund on August 11, 2007, 08:50:47 am
This level looks just like the real-life Arecibo Observatory. Amazing!