GoldenEye: Source Forums
Editing and Customization => Community Content => Topic started by: Jonathon [SSL] on March 29, 2009, 07:47:38 pm
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I began working on this map in late July/early August in hopes of properly re-creating my favorite GE64 multiplayer map, Basement. A release was made on December 26 2008, but that old version of the map is nowhere near where I wanted it to be. I had just been working on it for so many months I had the illusion it was done.
So since the Beta 3 release I've been leisurely working on this map in my extra spare time (I've been working on learning to model properly in my other spare time), doing what I love best about mapping, adding little details and constructing areas which don't tell just what an area is, but what it's for, how it's been used, why it looks how it looks(how its aged), all that fun stuff.
Along with detailing, I've been working on completely revamping all the lights in the map. Originally, the map was full of blobs of white light shining at a 90 degree angle along all the walls. Now, I've been attempting to give each room its own lighting style, such as fluorescents, incandescents, and strategically using vrad to bounce light to where I want it.
As you can see in the screenshots, I've made the 6-pillar room into an employee lounge/cafeteria area, in which you can also see the new way in whch I'm doing the wall lighting:
http://img8.imageshack.us/img8/7138/gemilitarylibrary0011.jpg (http://img8.imageshack.us/img8/7138/gemilitarylibrary0011.jpg)
And I've been trying the make the 16-pillar room more interesting with texture variety and improved lighting without changing the gameplay:
http://img8.imageshack.us/img8/6273/gemilitarylibrary0012.jpg (http://img8.imageshack.us/img8/6273/gemilitarylibrary0012.jpg)
Personally, I think that the spawn text in Runway looks awesome, so I added some to Basement. The difference though is that the text is tied to a trigger_once, so unlike Runway, the text will only show up the first time you spawn and then never shows up the rest of the match. (Apparently people don't like it showing up multiple times on Runway.)
http://img8.imageshack.us/img8/5/gemilitarylibrary0013.jpg (http://img8.imageshack.us/img8/5/gemilitarylibrary0013.jpg)
Let me know what you think, and I'd love for people to give criticisms/comments on what they think of the map so far.
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It's looking good mate. One thing: you misspelled the word basement on the thread's title.
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dude, that looks awesome ! I had no idea that someone“s working on this map again. very nice
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Yea man looks good, I doubt this will be included into the official map list. We will see.
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Yea man looks good, I doubt this will be included into the official map list. We will see.
I never really said I intended for it to be (although that would be amazing), I just wanted to remake my favorite GE64 map for my friends and I to play on.
meh.
It'll be a long time until it's "finished" again, I'm still adding and taking out tons of stuff. Then I gotta finish Stack which is only 1/4 done atm (but I'll probably release Basement only when its "done" again). Then I'm planning to try Jungle (Once again for fun), I've been thinking about its look and layout ever since I was looking through the tons of new props in beta 3 and noticed there's a bunch of awesome looking foliage stuff now (trees, plants, etc.). But I still have to get my trail done(curse you Ambient Occlusion), trying to work on that usually comes first when I get all my RL work finished.
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Very cool. I enjoy seeing other's WIP maps, as I am currently attempting to learn the ropes of basic map making as well. It's good to see other styles and ideas. It gives me something to shoot for :)
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OH I LOVE YOU SSL. :) THANK YOU FOR NOT PUTTING THE BASEMENT TEXT EVERY TIME YOU SPAWN. :) I really get kind of annoyed seeing the runway text spawn EVERY TIME. No offense sharp, just don't like it.
Looks good man. Can't wait to see how it is when it gets closer to being finished. :) Keep up the good work.
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I like the 6-pillar room. Could use different textures/light color/etc for the 16-pillar room though.
OH I LOVE YOU SSL. :) THANK YOU FOR NOT PUTTING THE BASEMENT TEXT EVERY TIME YOU SPAWN. :) I really get kind of annoyed seeing the runway text spawn EVERY TIME. No offense sharp, just don't like it.
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OH I LOVE YOU SSL. :) THANK YOU FOR NOT PUTTING THE BASEMENT TEXT EVERY TIME YOU SPAWN. :) I really get kind of annoyed seeing the runway text spawn EVERY TIME. No offense sharp, just don't like it.
It hurts me to read your posts cus stuff like that makes me want to RAWR your face.. You are still hurt over the text thats easily ignorable... -.- Makes me want to ragequit.. It's not that fuckin... RAWR IGNORE IT.
/rage
ON TOPIC: looks nice and clean, I love seeing new WiP's cus thats just showing that we're going to get more and more for the future :D
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Redid the sewer room, but I'm slightly unsure of what to do for the lighting. How does everyone feel about how this looks? There's only 4 lights in this room; 2 low-power fluorescents, 1 caged light below the water in the sewer, and the majority of the light comes from the room above. I thought it looked kind of neat because it's a break from the repetitive wall lighting in the hallways surrounding the room, and shadows going upwards (present on the wall monitors) as well as the railing shadows on the wall isn't something that you see in every map.
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badass man. i love it.
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One question: the grate with the water below it, does it lead naywhere? Could that be the sewers? If so, than that is a great idea for a reinvention of the map.
I can't wait to see that map released. And make sure you give us a third-party Jungle too!
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the lighting in the newest pictures should be orange...
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Very cool! It almost gives it a evil laboratory look. I like it :D
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Yes, this looks fantastic. I love how you actually made the basement have a meaning/purpose to the whole Library.
I'll look forward to it.
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Screenie update:
http://img7.imageshack.us/img7/3598/gebasementssl0008.jpg (http://img7.imageshack.us/img7/3598/gebasementssl0008.jpg)
http://img7.imageshack.us/img7/8500/gebasementssl0009.jpg (http://img7.imageshack.us/img7/8500/gebasementssl0009.jpg)
http://img7.imageshack.us/img7/7484/gebasementssl0010.jpg (http://img7.imageshack.us/img7/7484/gebasementssl0010.jpg)
http://img7.imageshack.us/img7/1411/gebasementssl0011.jpg (http://img7.imageshack.us/img7/1411/gebasementssl0011.jpg)
http://img7.imageshack.us/img7/2747/gebasementssl0012.jpg (http://img7.imageshack.us/img7/2747/gebasementssl0012.jpg)
http://img7.imageshack.us/img7/634/gebasementssl0013.jpg (http://img7.imageshack.us/img7/634/gebasementssl0013.jpg)
http://img7.imageshack.us/img7/6679/gebasementssl0014.jpg (http://img7.imageshack.us/img7/6679/gebasementssl0014.jpg)
http://img7.imageshack.us/img7/3533/gebasementssl0015.jpg (http://img7.imageshack.us/img7/3533/gebasementssl0015.jpg)
Map's been progressing a lot faster than I expected, all that's really left to do now is a some the lighting in the caves area and some other minor cleanups in the hallway.
For the music, I'm still trying to decide between the old "Goldeneye Overture" and the St. Petersburg Tank Chase music.
Let me know your opinions of the screenshots so far.
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This is starting to look less like a library basement, and more like an abandoned factory with fresh hotdogs lying around.
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I think it looks sweet except for the pipes in the floor, thats why JcFerggy is getting that impression. If you are going to go with a "backdoor from the subway" kinda look then you can't call it a library. This should almost come off as the back room in a museum almost with lots of spider webbing, bookcases, exhibits, etc.
I still can't wait to frag in it, maybe just change the name? ge_sewers_ssl
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Maybe an odd comment but those fold-up tables look sweet.
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Oh God, maybe I went too far with the detail (Is that possible?). Heh. So I should remove the pipes below the floor then? I've been trying to put more emphasis on the place being a big storage room/maintenance area(went to a bunch of basements two weeks ago to pick up some references for the map, and all the basements had pipes), with crates and bookshelves everywhere (like below the floor in the 16 pillar room, in the hallway), an employee lounge, unfinished and dirty areas, etc. Basically an old building that's been uninhabited for a while.
As for exhibits, I'll try to look into that once I can consistently texture models properly. (I've got the rest figured out)
Until then, I'll Make some spider/cobweb textures to place in some of the corners.
I still can't wait to frag in it, maybe just change the name? ge_sewers_ssl
Of course not! That would defeat the whole purpose.
EDIT: Removing the pipes is actually a good thing for me, the sizing as well as lighting on the corner pipes wasn't working the way I wanted them too.
ANOTHER EDIT: Here's what it would look like without the pipes. Kinda plain IMO. Needs more stain decals or something, I don't know.
(http://img14.imageshack.us/img14/9362/gebasementssl0017.jpg)
(http://img21.imageshack.us/img21/7619/gebasementssl0016.jpg)
Any other opinions? The pipes are easy to delete; but putting them back in later would be a bit more tough and is something I want to avoid. (For the screenies I just retextured the top of the existing grates)
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If you are going to go with no pipes and no grate how about a well worn floor in the middle? so pretty ok looking tiles on the edges, but the middle (where everyone would have walked) is worn tiles, broken tiles, etc.
I agree its plain, but I think with a little texture love it will be glorious
btw, those small yellow pillar things are the most annoying things ever modeled because they get in the way during a firefight
Edit:
(SUGGESTION: If you haven't already done so, playerclip a ramp to the yellow things, wrap around them, and ramp out, then there is no way a player can get stuck in between them)
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If you got rid of the pillars KM mentioned, it'd be great. They do get in the way and can spoil your game. Besides that, the mapping looks great so far!
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you could break up the floors symlicity by dropping the walkway part of the floor 8 units down
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http://img7.imageshack.us/img7/634/gebasementssl0013.jpg
This room doesn't sit well with me at all. The back wall is very bland, there is a random radiator sticking out of it. The foreground seems random, and the steps and grating are totally out of place.
Don't you love crits? (heart)
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One thing I advise you to do, since I see some props, like chairs and other misc stuff, lying around is that you make them noclip or in some way pull the player away from them (I don't know the exact term for this...) in order to avoid any problems, like player clipping, which can ruin your game. Or minimize the number of props to the least possible, while retaining the look of an old and semi-abandoned library basement.
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Removed the pipes, and it looks a lot better. I created a custom alpha blend texture so that I can randomly mix in dirt on the lower tile here and there, as well as added some arrow overlays. (A bit tricky to see because of the dark map)
(http://img26.imageshack.us/img26/7165/gebasementssl0018.jpg)
Then in the office, I removed the grates, moved the radiator, and added some fun colorful bookshelves (Those are quickly becoming my new favorite prop).
(http://img4.imageshack.us/img4/9940/gebasementssl0019.jpg)
And PPK, the term you're looking for is "nocolliding" (Or at least that's what I call it). about 99% of the props are nocollided (The few exceptions being the cart and barrels in the sewer room).
Oh yeah, and I playerclipped the yellow poles too. Look for some cave shots later.
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FUCKING HOT
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haha told you that lowering that floor would be awesome! Personally i think the angle from the drop sould be 45degrees. Lighting is alright, I think you should make it a little deeper yellow (orange) and vary it in each hallway. Try to light up that ceiling, alot of detail goes into it, dont let it go unnoticed ;)
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THAT'S SEXY!! YOU DA MAN SSL!
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This is looking better and better with each update.
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Needs more tacos.
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I hate the yellow pillars. Whats the reason they are there for? Are there cars\vehicles driving around down here that I cant seem to picture in my mind. Or is there just something special behind those walls that needs protecting? ;)
Other then that, great work ;)
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Yeah, that's because I have a few Garage style doors around the map, seeing as they wouldn't be able to carry those big heavy wooden crates and books down to the main storage area through the narrow stairs coming up from the Stack.
(http://img4.imageshack.us/img4/4831/gebasementssl0003.jpg)
And yeah, been working on optimization. Settled all the physics props to save server processing, as well as used the hint/skip stuff to get a consistent average of ~100 FPS in all the rooms, including the main hallway, which always crapped out to 40FPS in the Beta 1.x version of the map.
As for the caves area, it's pretty much the same area as it was in the old version of the map, except for tweaks in the lighting so that it isn't eye-rapeingly bright in HDR mode. Any ideas for what to do with this area appearance-wise?
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info_lighting that black pipe model lol (looks great)
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really good job on all the lighting so far SSL. It is nice to see that each screen shot of each room has a slightly different touch to it. Like Sharpshootah has said many times, it makes the level look and feel so much better. :) Congrats bud :)
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Beta testing.
(http://img508.imageshack.us/img508/9144/gebasementssl0030.jpg)
(http://imgs.wcservers.net/playtestfun/ge_basement_ssl0017.jpg)
(major's angle)
The map feels pretty much good and done at this point, with generally positive comments from last night's players, as well as the few bugs that were found now fixed.
I'm just doing some visual tweaks on the Stack areas visible from Basement right now, but I might push ahead and finish Stack within a few months just to get it done while I'm still in a "mapping" mood (I get month long mapping burnouts every time I work hard on a map daily for 2 months straight).
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Dude the flow of your map is excellent and the rooms are well varied. I am 100% in love with it (especially the Dwayne calendar)
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Nice, I see me :) Ha, that was so much fun chillin in front of the calendar :D Seriously though SSL, your map kicks ass. I don't really have anyway to say it better. And the fact that it is one massive playerclip so we don't glitch into the walls is AMAZING and just adds to the experience. I love all the custom textures and layouts. You rock man. Considering that basement is probably one of my favorites (if not favorite) maps in GES, this ranked even greater. Excellent work buddy. :)
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I can genuinely say that I now like the library.
(Didn't dislike it, but it was my least favorite.)
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Looking good. My main complaint is the overuse of the yellow concrete poles. They look ugly when used in large numbers, and with the tight corridors they can get in the way sometimes.
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Looking good. My main complaint is the overuse of the yellow concrete poles. They look ugly when used in large numbers, and with the tight corridors they can get in the way sometimes.
Maybe we can make a new pillar for him to add some variety
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ha. I actually have one, but it's not committed atm. I did it a couple days ago to replace the short stacked ones in backzone (in the receiving area where it would connect to Runway). It's taller and slightly thinner, and since it doesn't have the base plate I can give it some rotation to make it look like it wasn't set perfectly. I might just end up replacing all the ones in ge_control with this version
Oh snap, was I just talking about backzone? Errr, NO ONE SAW NOTHING.
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questions: when does the new basement map come out ? will it be included in the beta 4 -package ?
by the way, it looks awesome
cy
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Oh snap, was I just talking about backzone? Errr, NO ONE SAW NOTHING.
Oh no we didn't see anything sir. We certainly did not.
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Wow, this map is looking beautiful for being custom made. Great job.
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On a side note: I like how Grace Jones is tap dancing on the sink in her "fuck me" boots. Just throwin it out there
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HAHA! NICE KM! Very astute observation. I will never think of this model the same whenever I see it in game. :)
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I want a custom Grace Jones just for me, for Screenshots like this.. Where I have Boots...with the fur, and the Vagina hat.
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On a side note: I like how Grace Jones is tap dancing on the sink in her "fuck me" boots. Just throwin it out there
Plus o-
Never mind.
major can have yours.
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Cut down a ton on the concrete pillars (about 1/2). So there are a lot less now.
(http://img16.imageshack.us/img16/364/gebasementssl0036.jpg)
(http://img25.imageshack.us/img25/8384/gebasementssl0037.jpg)
Been working on making stack pretty too, but it still needs loads of work. It'll probably be a month or two before some screenies of it.
On a side note: I like how Grace Jones is tap dancing on the sink in her "fuck me" boots. Just throwin it out there
lmao
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looking good bro! my only crit is IMO the semicircular supports that you use on the ceiling are too dark. Try a lighter grey. Other than that, looks great!
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me likes.
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me likes.
i concur
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man..this map has to be one of my favorites now...although I find it funny that whenever a map is released...it is my favorite...hmmmm maybe i have issues. :O
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Nice map. Obviously I have not played this map btu I am worried that in this section pictured the desks will cause players to get stuck for a split second trying to pickup ammo in heat of battle and such. It just looks a little too close and tight, if you know what I mean.
(http://img7.imageshack.us/img7/3598/gebasementssl0008.jpg)
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Yeah, I played around with that for a while, and was watching other people run around in here during testing too. I've made it so that it's easy to not even touch the steps or floor in this room, you can jump on the tables and run around between them while still staying on top easily, then jump off them to the other side. Also, I have the weapon/ammo crate grouped closely enough so that in most cases when you pick one up, the other gets picked up as well because of the way the pickup radius works, so that you don't have to deliberately go to the other table.
Also, all of the props on the table as well as the fans on the ceiling are nocollided so that you don't bump into them while running around on the tables.
However, you just as easily navigate around the tables, there's enough room to slide around between them smoothly.
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Yep, This is the ONLY map that I have never had any hick ups with when running along walls, tables, and such. SSL pretty much said he Player_clipped the whole level...and it shows. No jitters at all when we were testing.
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I've expanded to stack, with a lot of the main geometry done. I've started detailing some of the rooms, starting with a warehouse room through which books are brought in.
Don't worry, there will be actual "Library"-ish areas, with receptionist desks, offices, bookshelves, and the such.
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it looks like those two fans and the decals are right out of runway... (am i right?)
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I can't tell if Sharp is saying that is a good thing or a bad one, but it looking great so far.
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I cant stop it so i dont care, im just curious
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Kewl. It took me at least five seconds to recognize which area this Room is recreating.
Yea, the fans look kinda familiar.
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Bad thing. Library should look like, what is it... one of those buildings with books, a Libarary, that's it. Not like an aviation hangar. And double not a copy-paste aviation hangar.
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it looks like those two fans and the decals are right out of runway... (am i right?)
Yes they are, but absolutely nothing else is. Notice the "WIP", I commonly use other geometry for inspiration (For example I quickly needed some large fans... boom), then make it my own later. In reality, past that, it doesn't look a thing like Runway (I don't want it to look like Runway). Also, once again, it's a warehouse for bringing in stuff, not an aviation hanger, there will be actual "library"-ness involved.
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(http://img527.imageshack.us/img527/5215/1059251978fordltdcountr.jpg)
Also, once again, it's a corvette for driving to the beach with hot babes in style, not a station wagon, there will be actual "corvette"-ness involved.
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lawl
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(http://img527.imageshack.us/img527/5215/1059251978fordltdcountr.jpg)
Hot wheels.
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must be VC's ride