GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: FReXx on June 10, 2009, 01:04:20 am

Title: Ge_Bunker_Nw
Post by: FReXx on June 10, 2009, 01:04:20 am
(http://img31.imageshack.us/img31/6738/hl22009060919490774.th.png) (http://img31.imageshack.us/my.php?image=hl22009060919490774.png)   (http://img40.imageshack.us/img40/7870/hl22009060919491319.th.png) (http://img40.imageshack.us/my.php?image=hl22009060919491319.png)   (http://img25.imageshack.us/img25/5987/hl22009060919492210.th.png) (http://img25.imageshack.us/my.php?image=hl22009060919492210.png)   (http://img30.imageshack.us/img30/3097/hl22009060919494908.th.png) (http://img30.imageshack.us/my.php?image=hl22009060919494908.png)
(http://img29.imageshack.us/img29/7006/hl22009060919500882.th.png) (http://img29.imageshack.us/my.php?image=hl22009060919500882.png)   (http://img291.imageshack.us/img291/3981/hl22009060919502115.th.png) (http://img291.imageshack.us/my.php?image=hl22009060919502115.png)   (http://img291.imageshack.us/img291/8854/hl22009060919502789.th.png) (http://img291.imageshack.us/my.php?image=hl22009060919502789.png)   (http://img35.imageshack.us/img35/3303/hl22009060919504303.th.png) (http://img35.imageshack.us/my.php?image=hl22009060919504303.png)
(http://img44.imageshack.us/img44/9464/hl22009060919510182.th.png) (http://img44.imageshack.us/my.php?image=hl22009060919510182.png)   (http://img266.imageshack.us/img266/9769/hl22009060919511442.th.png) (http://img266.imageshack.us/my.php?image=hl22009060919511442.png)   (http://img14.imageshack.us/img14/2973/hl22009060919512844.th.png) (http://img14.imageshack.us/my.php?image=hl22009060919512844.png)

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: Storm101 on June 10, 2009, 01:50:24 am
So THAT'S what you've been doing for so long in Source SDK... Looks great. Can't wait to play on it.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 10, 2009, 01:55:41 am
So THAT'S what you've been doing for so long in Source SDK... Looks great. Can't wait to play on it.

Thank you Storm :D
Title: Re: Ge_Bunker_Nw
Post by: JcFerggy on June 10, 2009, 03:01:02 am
The thumbnails look good, but why the hell did you save the images as .pngs? Could you please reupload then as .jpgs?
Title: Re: Ge_Bunker_Nw
Post by: Rodney 1.666 on June 10, 2009, 05:43:50 am
This is relevant to my interests.
Looks plain as is, but that's why it's WIP. ;)
Title: Re: Ge_Bunker_Nw
Post by: PPK on June 10, 2009, 07:51:21 pm
The map looks nice mate. Good luck!
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 10, 2009, 08:34:10 pm
http://www.youtube.com/v/YaQCKSCyxvg&hl=en&fs=1
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on June 10, 2009, 08:49:17 pm
I really dont like how you dropped down the main control room, add some color to your lights! Good brushwork (yea im pretty blunt LOL)
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 10, 2009, 09:01:55 pm
I really dont like how you dropped down the main control room, add some color to your lights! Good brushwork (yea im pretty blunt LOL)

Come on i begin!
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on June 10, 2009, 09:19:18 pm
Your doing fine, but what did you say? (english is not your 1st language right?)
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 10, 2009, 11:14:54 pm
(english is not your 1st language right?)

No!
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on June 10, 2009, 11:18:20 pm
AH! lol, be sure to round off some corners too bro!
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 10, 2009, 11:23:34 pm
You dislike? :'(
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on June 10, 2009, 11:44:59 pm
Me? No, I am trying to help you lol, thats why im saying, add rounded corners and colored lighting. Try some blue and orange lights for a start!
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on June 11, 2009, 07:10:19 am
Nice job man! I like how it is coming. However, I have to agree with sharp when he said he disliked the dropping of the floor in the main room. I think it cramps it up and it just looks odd. I think you should just leave it flat. But hey, it is your map. GO WILD :D

Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 11, 2009, 07:54:12 am
Nice job man! I like how it is coming. However, I have to agree with sharp when he said he disliked the dropping of the floor in the main room. I think it cramps it up and it just looks odd. I think you should just leave it flat. But hey, it is your map. GO WILD :D



Thank you Dude!
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on June 11, 2009, 02:03:39 pm
I love the outside! I agree that the main control room is a little cramped, if you are going to drop the floor at least remove the railing that blocks access to it, makes it very hard to maneuver during a fire fight. I would also add another row of consoles down there like a "mission control" sort of thing like in the movie. Also, need to add the kitchen to that far glassed in room (where Natalya hid herself in the movie) don't forget the grate in the ceiling!!
Title: Re: Ge_Bunker_Nw
Post by: Rodney 1.666 on June 13, 2009, 05:49:09 am
Clever, Natalya was.
No "hyperventilating".
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 13, 2009, 08:07:45 pm
(http://wiki.goldeneyesource.net/images/thumb/b/bf/Hl2_2009-06-13_15-49-22-65.jpg/800px-Hl2_2009-06-13_15-49-22-65.jpg)

(http://wiki.goldeneyesource.net/images/a/aa/Hl2_2009-06-13_15-49-14-24.jpg)

Update!

http://www.youtube.com/v/ESd84uVHS0w&hl=en

Clever, Natalya was.
No "hyperventilating".


In the counter XD

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on June 13, 2009, 10:34:29 pm
See the difference colored lighting makes? Looks good bro its comming along nicely!
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on June 13, 2009, 11:02:39 pm
VERY NICE! It is getting so much more sexy. :D I am assuming you are going to make it a little bit more detailed and not so "tidy" since the movie version wasn't that clean. In fact, i think there were more computers all the way across the front area...I forget though and it wouldn't be as good for fighting in cause of cramping. Anyways, hope you add some "dirtiness" to the map at some point to make it not so spotless. :D
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 13, 2009, 11:33:17 pm
See the difference colored lighting makes? Looks good bro its comming along nicely!

The lighting was already like that! I reduced the brightness of the game.

Quote from: CCsaint10 bklax23
VERY NICE! It is getting so much more sexy. :D I am assuming you are going to make it a little bit more detailed and not so "tidy" since the movie version wasn't that clean. In fact, i think there were more computers all the way across the front area...I forget though and it wouldn't be as good for fighting in cause of cramping. Anyways, hope you add some "dirtiness" to the map at some point to make it not so spotless. :D

Yeah I will add on as the film!
Title: Re: Ge_Bunker_Nw
Post by: Storm101 on June 14, 2009, 12:41:00 am
That looks amazing. Keep up the great work!

The only thing I don't like is that the hallway is a little too long.
Title: Re: Ge_Bunker_Nw
Post by: kraid on June 14, 2009, 08:50:18 am
I would really like to see more then just the outside area and the control room.
How far is your progress on that?
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on June 14, 2009, 02:59:27 pm
Entrance hallway is too long, it will lead to people camping at one end with high power weapon and a massacre.

Lighting is great

I think the space between the rear console and the goldeneye key revolving door thing is too much.


Great job!!
Title: Re: Ge_Bunker_Nw
Post by: Rodney 1.666 on June 15, 2009, 12:28:47 am
Looking so much secksier now.

Shorten the hallway and throw some monitors on the ceiling and you'll have awesomeness.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 15, 2009, 01:34:53 am
Looking so much secksier now.

Shorten the hallway and throw some monitors on the ceiling and you'll have awesomeness.

(http://img30.imageshack.us/img30/4484/hl22009061421323112.th.jpg) (http://img30.imageshack.us/my.php?image=hl22009061421323112.jpg)   (http://img189.imageshack.us/img189/8112/hl22009061421323516.th.jpg) (http://img189.imageshack.us/my.php?image=hl22009061421323516.jpg)   (http://img190.imageshack.us/img190/9854/hl22009061421324338.th.jpg) (http://img190.imageshack.us/my.php?image=hl22009061421324338.jpg)   (http://img14.imageshack.us/img14/3936/hl22009061421361639.th.jpg) (http://img14.imageshack.us/i/hl22009061421361639.jpg/)

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: Storm101 on June 15, 2009, 02:01:41 am
lol, I made it into one of the pictures. >_>

I still think that the hallway may be a little too long. I also think it should be widened or have the ceiling heightened, to at least give the person coming down the stairs a little slack, because the person on the bottom of the stairs has a big advantage. Spydow killed me a few times this way.
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on June 15, 2009, 03:05:31 am
looking really good man. I hope we get to experience it sometime soon. :D
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 15, 2009, 03:33:12 am
lol, I made it into one of the pictures. >_>

Lol yeah!

looking really good man. I hope we get to experience it sometime soon. :D

Thank you :D
Title: Re: Ge_Bunker_Nw
Post by: kraid on June 15, 2009, 08:32:09 am
The reflections on the ceiling are a bit wiered. It does huge reflections of the orange and blue parts of some props.
My guess: you placed your env_cubemaps right in front of the goldeneye key slot and another one in front of a blue-ish monitor screen.

1. try to move it further away from these props
2. you can create a new env_cubemap and use it only for the reflection on the beams of ceiling
(you can pic brushfaces to apply your cubemap only to them)
or
3. tone down the reflection of the material (if it's user created and not a default HL2 GES material)
or use another material which isn't reflective
or create your own material which suits your needs.
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on June 15, 2009, 02:10:59 pm
That material is probably the citadel material from HL2, looks similar. Kinda metallic, VERY reflective.

I like the main room, but now that you have the detail in terms of props you need to add some visual breakup, by that I mean decals.
Place decals at the base of the computer consoles, maybe even raise the floor a touch (2px - 3px) as kinda like a mat or a floor covering. Arrow decals, exit signs, stuff like that, some grunge where the chairs are and would have been rolling around.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 15, 2009, 05:34:56 pm
The reflections on the ceiling are a bit wiered. It does huge reflections of the orange and blue parts of some props.
My guess: you placed your env_cubemaps right in front of the goldeneye key slot and another one in front of a blue-ish monitor screen.

1. try to move it further away from these props
2. you can create a new env_cubemap and use it only for the reflection on the beams of ceiling
(you can pic brushfaces to apply your cubemap only to them)
or
3. tone down the reflection of the material (if it's user created and not a default HL2 GES material)
or use another material which isn't reflective
or create your own material which suits your needs.
   
How do I create textures? With what software? How to put it in hammer?
Title: Re: Ge_Bunker_Nw
Post by: Jonathon [SSL] on June 15, 2009, 06:20:28 pm
You should also make sure own texture for the windows so that they're not so foggy.

http://developer.valvesoftware.com/wiki/Valve_Texture_Format (http://developer.valvesoftware.com/wiki/Valve_Texture_Format)

That's everything you could ever need to know about VTFs/VMTs.

I would recommend using Photoshop with the VTF plugin, or any other image editing program that can export to targas and convert it to a vtf in VTFEdit. (It can even generate vmts)
Title: Re: Ge_Bunker_Nw
Post by: FReXx on June 15, 2009, 07:40:59 pm
You should also make sure own texture for the windows so that they're not so foggy.

http://developer.valvesoftware.com/wiki/Valve_Texture_Format (http://developer.valvesoftware.com/wiki/Valve_Texture_Format)

That's everything you could ever need to know about VTFs/VMTs.

I would recommend using Photoshop with the VTF plugin, or any other image editing program that can export to targas and convert it to a vtf in VTFEdit. (It can even generate vmts)
Ty!

That material is probably the citadel material from HL2, looks similar. Kinda metallic, VERY reflective.

I like the main room, but now that you have the detail in terms of props you need to add some visual breakup, by that I mean decals.
Place decals at the base of the computer consoles, maybe even raise the floor a touch (2px - 3px) as kinda like a mat or a floor covering. Arrow decals, exit signs, stuff like that, some grunge where the chairs are and would have been rolling around.

No, it's a "goldeneye/facility/metal_wall01"

http://www.youtube.com/v/oCNKFfqx-3M&hl=fr
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on July 03, 2009, 07:45:27 am
dude, holy shit man. I really like what you have done to it. It looks amazing. I absolutely LOVE how you made everything explode. That function will be REALLY Handy in beta 4 (hint). :) Love the doors too. They sounds and control pad add so much to it. In my opinion, you are a REALLY good mapper. The ONLY thing that I would be concerned at right now (that I noticed) is getting stuck in the computers after they fall off the desk...is there a way that you can make them fall and then become a non-clippable object? Man...AMAZING man. Keep workin' on it. It is going to be great. :) *shivers* If you need some more input/you would like another beta tester to help you out to find some problems and get some new ideas, Just ask. :)

Saint
Title: Re: Ge_Bunker_Nw
Post by: FReXx on July 03, 2009, 07:55:52 am
dude, holy shit man. I really like what you have done to it. It looks amazing. I absolutely LOVE how you made everything explode. That function will be REALLY Handy in beta 4 (hint). :) Love the doors too. They sounds and control pad add so much to it. In my opinion, you are a REALLY good mapper. The ONLY thing that I would be concerned at right now (that I noticed) is getting stuck in the computers after they fall off the desk...is there a way that you can make them fall and then become a non-clippable object? Man...AMAZING man. Keep workin' on it. It is going to be great. :) *shivers* If you need some more input/you would like another beta tester to help you out to find some problems and get some new ideas, Just ask. :)

Saint
Thank you very much for your comment. This is not the computer stuck, I stuck in the chairs! I will put non-clippable for the chair!
Title: Re: Ge_Bunker_Nw
Post by: major on July 03, 2009, 08:15:43 am
Looking very good, can't wait to see what you have in plan for the rest.

Now you gotta update your Sig ;)
Title: Re: Ge_Bunker_Nw
Post by: kraid on July 03, 2009, 11:24:58 am
Not bad, i like the idea of adding a few new passages to increase the flow of the map.
The monitors are exploding by default. You can make them prop_physic_multiplayer, so they'll have no player collision and a better performance ofc.

Some things are looking a little blocky to me (e.g. the support beams in the corridors) and a few Textures could be changed as well.
Like the gray concrete walltexture you're using everywhere, try something more true to the original game.
Title: Re: Ge_Bunker_Nw
Post by: rdcarden2006 on July 04, 2009, 01:37:31 am
Looks nice. I especially like the idea of adding a new corridor between the glass door and the helipad. That part to me always seemed to be too long and straight without having some kind of alternate route.
Title: Re: Ge_Bunker_Nw
Post by: EduCatOR on July 04, 2009, 07:08:43 am
Looks awesome man can't wait to give this a go...
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on July 04, 2009, 01:30:45 pm
I love your alternate routes! Dude, you are turning into quite the mapper, can't wait to see the frontzone :)
Title: Re: Ge_Bunker_Nw
Post by: FReXx on July 04, 2009, 08:26:43 pm
Thank you everyone! I'm speechless :o

How can I solve this floor problem?
(http://img9.imageshack.us/img9/5236/hl22009070520024998.th.jpg) (http://img9.imageshack.us/i/hl22009070520024998.jpg/) (http://img9.imageshack.us/img9/109/hl22009070520143023.th.jpg) (http://img9.imageshack.us/i/hl22009070520143023.jpg/)

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: Jonathon [SSL] on July 06, 2009, 03:36:30 am
You need to tie both brush faces to the same env_cubemap entity (I think that's what's happening there).

Go into the env_cubemap's properties window and where it says "Brush Faces", select "Pick..." and then highlight the two faces.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on July 06, 2009, 03:47:34 am
You need to tie both brush faces to the same env_cubemap entity (I think that's what's happening there).

Go into the env_cubemap's properties window and where it says "Brush Faces", select "Pick..." and then highlight the two faces.
Ty!
Title: Re: Ge_Bunker_Nw
Post by: Rodney 1.666 on July 10, 2009, 10:37:10 pm
I prefer the main screen from your 2nd Bunker video.
The Mischa screen doesn't make sense here for several reasons...
Title: Re: Ge_Bunker_Nw
Post by: Goldenzen on July 26, 2009, 01:18:14 pm
wow wow wow !!!!

People please help me I think I am having a heart attack !!

This really rocks, I love this map, the pics and the video stuff.

Greets
Title: Re: Ge_Bunker_Nw
Post by: FReXx on October 05, 2009, 06:34:21 am
The development is almost complete!

(http://img15.imageshack.us/img15/8840/hl22009100423232123.th.jpg) (http://img15.imageshack.us/i/hl22009100423232123.jpg/) (http://img23.imageshack.us/img23/1079/hl22009100423234046.th.jpg) (http://img23.imageshack.us/i/hl22009100423234046.jpg/) (http://img15.imageshack.us/img15/8193/hl22009100423234870.th.jpg) (http://img15.imageshack.us/i/hl22009100423234870.jpg/) (http://img18.imageshack.us/img18/1946/hl22009100423240423.th.jpg) (http://img18.imageshack.us/i/hl22009100423240423.jpg/)

(http://img18.imageshack.us/img18/9281/hl22009100423241273.th.jpg) (http://img18.imageshack.us/i/hl22009100423241273.jpg/) (http://img269.imageshack.us/img269/8236/hl22009100423242407.th.jpg) (http://img269.imageshack.us/i/hl22009100423242407.jpg/) (http://img59.imageshack.us/img59/2849/hl22009100423243253.th.jpg) (http://img59.imageshack.us/i/hl22009100423243253.jpg/) (http://img193.imageshack.us/img193/3787/hl22009100423250917.th.jpg) (http://img193.imageshack.us/i/hl22009100423250917.jpg/)

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: The Cy on October 05, 2009, 04:02:21 pm
yeah, great !! I WANT IT !  :o
Title: Re: Ge_Bunker_Nw
Post by: PPK on October 05, 2009, 06:04:25 pm
This map is looking good, as I've stated before, but the first image you posted two posts back doesn't work well in my head...
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on October 19, 2009, 04:48:33 pm
I really do think their should be more dynamic lighting in this map. It looks kind of plain to me. On top of that, every picture I see is PERFECTLY straight and PERFECTLY clean, which almost detracts from the feel of the map. I think there should be some dirt and broken lights occasionally. Maybe add a few busted out walls or something. The walls are pretty linear and repetitive. I love the map, just thinks it needs some decals and imperfections. :)
Title: Re: Ge_Bunker_Nw
Post by: PPK on November 15, 2009, 04:03:28 pm
Final Release November 15, 2009.

It's today!
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on November 15, 2009, 07:42:34 pm
Wonder if it will be delayed. I hope he "dirtied" up his level a little. Those jail cells look way to immaculate....
Title: Re: Ge_Bunker_Nw
Post by: PPK on November 16, 2009, 03:44:03 pm
Wonder if it will be delayed. I hope he "dirtied" up his level a little. Those jail cells look way to immaculate....

Maybe the Russians cleaned the blood after the executions. Health and Hygiene inspectors are a bitch.
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on November 18, 2009, 10:00:17 pm
I think he forgot about his release date...lol wow. Most likely he forgot about the map all together :( Damn
Title: Re: Ge_Bunker_Nw
Post by: Rodney 1.666 on November 19, 2009, 03:50:09 am
:( indeed.
Now we wait.
Title: Re: Ge_Bunker_Nw
Post by: Wake[of]theBunT on November 19, 2009, 07:39:53 am
you blew the deadline, now blow me!!
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on December 09, 2009, 02:43:58 am
Just thought I would let you know. SSL tells me his bunker will not be available for A LONG TIME. He said that he wants you to finish your version so that we have a playable bunker. Got that? We need your bunker! Finish it up buddy and release it.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 09, 2009, 02:46:13 am
Just thought I would let you know. SSL tells me his bunker will not be available for A LONG TIME. He said that he wants you to finish your version so that we have a playable bunker. Got that? We need your bunker! Finish it up buddy and release it.
I'll think about it! Thank you for the information!
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 10, 2009, 01:41:13 pm
Great news for bunker! After learning that bunker official will not be released for Beta 4. I had a boost! :P I'll keep changing a few things like the corridor.

(http://img697.imageshack.us/img697/5782/bunkercorridor.th.jpg) (http://img697.imageshack.us/i/bunkercorridor.jpg/) (http://img692.imageshack.us/img692/5785/bunkercorridor2.th.jpg) (http://img692.imageshack.us/i/bunkercorridor2.jpg/) (http://img14.imageshack.us/img14/1077/bunkercorridor3.th.jpg) (http://img14.imageshack.us/i/bunkercorridor3.jpg/)

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: Jonathon [SSL] on December 10, 2009, 10:31:18 pm
Your framerate seems to be taking a bit of a dip. You func_detailed everything in there right?

Your version looks incredibly close to the official one, which is cool.
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on December 10, 2009, 10:42:33 pm
Aw man, this is great news. I was really looking forward to bunker being released and now that it is back in development, I am jacked. WHOO HOOO! Thanks a lot man. Hope you are able to get it out here soon. :D
Title: Re: Ge_Bunker_Nw
Post by: Rodney 1.666 on December 10, 2009, 11:47:34 pm
Your version looks incredibly close to the official one, which is cool.

I was thinking the same thing.
Kudos so far.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 11, 2009, 12:25:08 am
Your framerate seems to be taking a bit of a dip. You func_detailed everything in there right?

Your version looks incredibly close to the official one, which is cool.

Yeah I'll put my func_detail late!

Seriously it is similar to the official map?
Title: Re: Ge_Bunker_Nw
Post by: Jonathon [SSL] on December 11, 2009, 12:29:27 am
The hallways for sure:

http://img147.imageshack.us/img147/4391/bunker3.jpg
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 11, 2009, 12:32:34 am
oh :(
Title: Re: Ge_Bunker_Nw
Post by: Rodney 1.666 on December 11, 2009, 12:41:42 am
Not necessarily a bad thing, and it means that your mindset definitely on the right track. ;)
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 11, 2009, 12:45:41 am
Not necessarily a bad thing, and it means that your mindset definitely on the right track. ;)
Lol, thank you!
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on December 11, 2009, 08:26:34 am
Lol, thank you!

Well no worries, I am sure that bunker is about to have a radical change here since SSL is redoing the entire map since he doesn't like the current beta build we have right now. If I remember right, I think the scales or something were completely off..so it is about to get a radical change by him since he is such a radically awesome mapper. :D
Title: Re: Ge_Bunker_Nw
Post by: [GE:S Com] DF Ank1 on December 24, 2009, 06:36:58 pm
Really great map i have to say.
Why will those kind of maps never reales  :'(  ???
I also mean the Dam
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on January 15, 2010, 12:18:25 am
What is the status on this map? How is it going?
Title: Re: Ge_Bunker_Nw
Post by: JcFerggy on January 15, 2010, 12:56:31 am
I want this map. Then we would have a bunker to play :P
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on January 15, 2010, 12:58:35 am
Yeah. Same here. If I could pick all of the community maps to be released, this would be the one I want the most. :) You have done such a good job at it so far dude, please don't give up on it. :)
Title: Re: Ge_Bunker_Nw
Post by: Mangley on January 15, 2010, 01:14:47 am
I'm really looking forward to this map! Keep up the good work.
Title: Re: Ge_Bunker_Nw
Post by: Rodney 1.666 on January 15, 2010, 01:16:30 am
I want this map. Then we would have a bunker to play :P
Yeah. Same here. If I could pick all of the community maps to be released, this would be the one I want the most. :)


I concur.
Title: Re: Ge_Bunker_Nw
Post by: V!NCENT on January 15, 2010, 12:33:28 pm
1. Thought: Wow looks awesome! Not 1 on 1 professional, but semi-pro. Really nice!
2. Thought: Hey if you can become realy good, you could apply for a map job. But the lightning makes aallllll the diffffference in the world.
3. Damn bunker got dropped for beta 4?
4. Doesn't matter because corridors equals boring gameplay...
5. *Grmbl* Overhaul this overhaul that... Beta 4 at least two months away? :'(
Title: Re: Ge_Bunker_Nw
Post by: FReXx on March 16, 2010, 07:11:11 am
Latest news ;D
(http://img291.imageshack.us/img291/6352/hl22010031602333775.th.png) (http://img291.imageshack.us/i/hl22010031602333775.png/) (http://img715.imageshack.us/img715/8673/hl22010031602334676.th.png) (http://img715.imageshack.us/i/hl22010031602334676.png/) (http://img716.imageshack.us/img716/5928/hl22010031602342222.th.png) (http://img716.imageshack.us/i/hl22010031602342222.png/) (http://img690.imageshack.us/img690/4250/hl22010031602343031.th.png) (http://img690.imageshack.us/i/hl22010031602343031.png/) (http://img19.imageshack.us/img19/7374/hl22010031602350488.th.png) (http://img19.imageshack.us/i/hl22010031602350488.png/) (http://img46.imageshack.us/img46/2071/hl22010031602351930.th.png) (http://img46.imageshack.us/i/hl22010031602351930.png/) (http://img682.imageshack.us/img682/6931/hl22010031602360994.th.png) (http://img682.imageshack.us/i/hl22010031602360994.png/)

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: EMH Mark I on March 16, 2010, 07:41:08 am
Latest news ;D

That's some badass news.  Looks great! 
Title: Re: Ge_Bunker_Nw
Post by: kraid on March 16, 2010, 11:00:19 am
Not bad Frexx, you made some progress with mapping i see.
But are you using the same tile texture for floor and ceiling?
It should also have a specularity mask so then tile joints won't be that shiny.
Seeing the Radar dish in the background of the outside area would be truely epic, also a tree boarder arround the backside of that area would be good.
Title: Re: Ge_Bunker_Nw
Post by: Mangley on March 16, 2010, 04:01:41 pm
This is looking better and better! I like it so far, I can see the look is heavily inspired by the official version though.
Title: Re: Ge_Bunker_Nw
Post by: coolDisguise on March 16, 2010, 04:28:09 pm
It's really looking good, I like it. :-)

Especially that Helipad area (+the skybox you used) and the snow particles in the ventilation tower.

As for the tiles... I don't know.
I think they look good the way they are.
But I also think this is an old russian base, the walls and everything is looking worn and in all this there are shiny new tiles - kind of doesn't really fit in there, even if they have the latest computer equipment and stuff brought in there regularly.

Then again... the tiles are looking good. :- /
But I suppose kraid is right.
Maybe I'm just waiting for a shiny map in contrast to most GE settings, something like the HQ in PD or the MI6 HQ in TWINE.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on March 19, 2010, 08:54:29 am
New look style for corridors!
(http://img15.hostingpics.net/pics/832836sanstitreog.png)
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on March 19, 2010, 12:55:42 pm
Oh man that made me moisten my panties. Great work!

(The stairs might be too short, as in each step is too short and there are too many steps)
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on March 19, 2010, 09:11:25 pm
Yes, I agree. This map makes me.....anyways..I agree that the stairs should be decreased in number a little bit. It looks my 2 year old cousin is the only one that can actually walk up those with the size of his feet..... :)
Title: Re: Ge_Bunker_Nw
Post by: Kratos on March 21, 2010, 04:07:28 am
jeezes i just (insert bad word here) in my pants after seeing the images and video.

That is some professional workmanship right there.

Damn you guys are good at this, fucking Rare should hire you guys atleast.

Title: Re: Ge_Bunker_Nw
Post by: FReXx on March 21, 2010, 05:16:56 am
jeezes i just (insert bad word here) in my pants after seeing the images and video.

That is some professional workmanship right there.

Damn you guys are good at this, fucking Rare should hire you guys atleast.


Thank you very much dude :D
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on March 21, 2010, 07:26:36 am
Hey man just a quick few crits, you should try to run multiple 48 or 64 unit brushes down the center of the hallway floor to break up the repetative sections. (imo) Play around with textures similar to a dark brown metal diomand plate for example, try metal/metalfloor001a or metal/metalfloor005a for the center of the floor. Also, for the cieling try a 32 unit brush with a different texture(s) such as facility/ceiling04.

Also, try to add ventalation. Maybe some "decals/decalmetalgrate001a" decals placed every 128 or 196 (try the 196 so it is does not appear to be too repetative). And dont be afraid to knock out some lights in one or two sections.

I like how you tryed to use different colores and hues for the lighting, but I would try to make them a little stronger each way, such as deeper blues and oranges. For some easy detail, in the areas that you knock out some lights, add one or two env_sparks (small sparks and short falling distances). Adding some wires (thin ".5") would also add easy detail.

Try those out, I would like to see what ideas you can add too.
Title: Re: Ge_Bunker_Nw
Post by: Spydow on March 21, 2010, 11:49:15 am
Great job my friend!
I can't wait to play on your version of bunker (again). I still have to get my Steam acc back tho... Damn kids hacking Steam accounts.
Title: Re: Ge_Bunker_Nw
Post by: Josh [SLX] on March 22, 2010, 03:39:18 am
Very nice map.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on March 24, 2010, 11:22:20 pm
https://www.youtube.com/watch?v=-t3zMiDNfhU
Title: Re: Ge_Bunker_Nw
Post by: coolDisguise on March 24, 2010, 11:57:32 pm
It's looking very good, impressing me with its details (Boris' password screens lol). But why is it the main room is that dark by now? :-(
Also... why's there a Janus sign on the wall?
Thought they broke in there stealing the GoldenEye key, they wouldn't have had to, if they worked together in the first place ~
*just wondering*
Title: Re: Ge_Bunker_Nw
Post by: Mangley on March 25, 2010, 12:47:01 am
Great work FreXx, it looks fantastic and I'm really digging your brush work. The bathrooms and kitchen area is really nicely done and I'm really loving what you've done with the outdoors area.

Some of the doors could use a little love just to make sure they don't disappear into the walls and those dark rooms could use some lighting.

I can't wait to play it!
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on March 25, 2010, 01:47:23 am
WOW. Simply amazing work! I really cannot wait to play this.

If you want, you can get with me so we can discuss proper gameplay entity placement
Title: Re: Ge_Bunker_Nw
Post by: Konrad Beerbaum on March 25, 2010, 07:08:38 am
I recognize those consoles :P.  Nice job on the map. One thing that stood out to me is that the corridors feel a bit bland. 
Title: Re: Ge_Bunker_Nw
Post by: The Cy on March 25, 2010, 08:58:42 pm
why can´t this be the official bunker map ? I really don't think it gets any better than this
Title: Re: Ge_Bunker_Nw
Post by: major on March 25, 2010, 10:36:50 pm
You haven't seen the official version ;)
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on March 26, 2010, 01:02:53 am
you haven't seen it very much either.. :P
Title: Re: Ge_Bunker_Nw
Post by: Wake[of]theBunT on March 26, 2010, 07:49:04 am
I've seen a window into your soul. You probly should draw the blinds...
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on March 26, 2010, 09:37:01 pm
Don't look at me...I'm completely innocent, just pointing it out to major....
Title: Re: Ge_Bunker_Nw
Post by: major on March 26, 2010, 09:58:45 pm
I've seen a handful over last 3 years(beta2 and current).

But back on topic. Looks awesome, needs a good bit of fine tweaking still, but from the video looks pretty solid. Can't wait to play!
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on March 26, 2010, 10:12:10 pm
ok maj :)

As for you frexx, I think you should add some more pipes other deformities into the hallways (as previously brought up also) and throw in a few varying texture for the ground, ceilings, or walls in the hallways as you walk down. To me, it seems like the main room has all the work put into it right now and the corridors seem a little neglected. Most likely though you are probably still getting to them. :)

Also, why did you remove the grated bottom in the main room? I thought with a little bit of tweaking it was going to be hot to have multiple levels to play on.

Keep up the good work. :)
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on March 27, 2010, 05:31:03 pm
you haven't seen it very much either.. :P

I have, haha!

*Points finger*
Title: Re: Ge_Bunker_Nw
Post by: [GE:S Com] DF Ank1 on August 08, 2010, 04:52:10 pm
Just 7 Words : The best bunker i have ever seen. So whats now with this bunker ? No Update for long time.
Title: Re: Ge_Bunker_Nw
Post by: Maxaxle on August 13, 2010, 07:39:49 pm
Just 7 Words : The best bunker i have ever seen. So whats now with this bunker ? No Update for long time.
Just 3 Words: IT IS AWESOME!
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on August 15, 2010, 01:37:54 pm
New look style for corridors!
(http://img688.imageshack.us/img688/858/sanstitreog.png)

That looks like 100% DECOMPILE from my version. Except now you changed a few things. Same texture choice, same lighting, same brush work, same model placement. Even that red arrow decal, I have in the same spot.
Title: Re: Ge_Bunker_Nw
Post by: [GE:S Com] DF Ank1 on August 15, 2010, 01:44:02 pm
so we can assume that the official ge_bunker will have those korridors ? great. it really lokk like an GE:S map
Title: Re: Ge_Bunker_Nw
Post by: Jonathon [SSL] on August 15, 2010, 04:44:53 pm
Well we know it's not a decompile of the official version, but it's completely clear his version is based entirely off the released media of Bunker. Too bad nobody knows what the rooms look like, the community mappers will have to use their imagination for that for now.
Title: Re: Ge_Bunker_Nw
Post by: Jeron [SharpSh00tah] on August 15, 2010, 09:56:46 pm
Goddamn lol 100% spot on with (what was) mine too; just sayin'
Title: Re: Ge_Bunker_Nw
Post by: kraid on August 16, 2010, 07:07:46 am
Since it never was released, i doubt it's decompiled.
Title: Re: Ge_Bunker_Nw
Post by: Jonathon [SSL] on August 17, 2010, 08:03:15 pm
And if anyone ever leaked an old version of it I'd have to kill them since the current build is so much better.
Title: Re: Ge_Bunker_Nw
Post by: major on August 17, 2010, 08:33:53 pm
For how terrible the old ones were i doubt it was a decompile. Near impossible to use the decompile.
Title: Re: Ge_Bunker_Nrk
Post by: FReXx on September 30, 2010, 04:18:06 am
Currently work on a new version optimized.

(http://img710.imageshack.us/img710/1048/bunkernrk.th.png) (http://img710.imageshack.us/i/bunkernrk.png/)

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nrk
Post by: FReXx on October 04, 2010, 08:09:09 am
Relook of Kitchen, bathroom and more... Not in game.

(http://img15.hostingpics.net/pics/626304hl22014021007495703.png) (http://img15.hostingpics.net/pics/696223hl22014021007493115.png) (http://img15.hostingpics.net/pics/347929hl22014021007482901.png) (http://img15.hostingpics.net/pics/290645hl22014021007503533.png) (http://img15.hostingpics.net/pics/973916hl22014021007505519.png)
Title: Re: Ge_Bunker_Nrk
Post by: The Cy on October 04, 2010, 10:08:31 am
your bunker looks really great FReXx, I love your work. there were times when there was no bunker at all. soon we can choose between two beautiful classic bunkers and your updated version. that´s just magnificent
Title: Re: Ge_Bunker_Nrk
Post by: [GE:S Com] DF Ank1 on October 05, 2010, 06:53:52 am
ohh yeah a really Fucking great bunker is it
Title: Re: Ge_Bunker_Nrk
Post by: FReXx on October 05, 2010, 07:01:57 am
Thanks You All :3

I will surely test the map this week with my Beta Tester Proxie.
Title: Re: Ge_Bunker_Nrk
Post by: namajnaG on October 05, 2010, 06:37:45 pm
This looks really good, I always loved bunker and now we'll have three different versions. Looking forward to play it! Cheers.
Title: Re: Ge_Bunker_Nrk
Post by: Proxie on October 05, 2010, 07:41:09 pm
I will surely test the map this week with my Beta Tester Proxie.

YAY :D
Title: Re: Ge_Bunker_Nrk
Post by: terps4life90 on October 05, 2010, 08:45:32 pm
Would you mind if i tested it as well?
Title: Re: Ge_Bunker_Nrk
Post by: [GE:S Com] DF Ank1 on October 06, 2010, 08:26:56 am
great times are coming  ;D
Title: Re: Ge_Bunker_Nrk
Post by: FReXx on October 06, 2010, 12:03:31 pm
Would you mind if i tested it as well?
Nope sorry lol
Title: Re: Ge_Bunker_Nrk
Post by: Maxaxle on October 08, 2010, 01:49:32 am
I like what I see.
Title: Re: Ge_Bunker_Nrk
Post by: Jeron [SharpSh00tah] on October 12, 2010, 03:20:36 am
http://img204.imageshack.us/i/gebunkernew004.png/

That sound for the clock would be a great time to use soundscapes with positional sound. I would definitely read-up on it.
Title: Re: Ge_Bunker_Nrk
Post by: FReXx on October 12, 2010, 01:19:52 pm
http://img204.imageshack.us/i/gebunkernew004.png/

That sound for the clock would be a great time to use soundscapes with positional sound. I would definitely read-up on it.
IDK how use a soundscape script lol
Title: Re: Ge_Bunker_Nrk
Post by: Jeron [SharpSh00tah] on October 12, 2010, 01:30:27 pm
I would definitely read-up on it.
Title: Re: Ge_Bunker_Nrk
Post by: kraid on October 12, 2010, 02:57:33 pm
Soundscapes are not that hard after all, i mean i was able to get it right on my map, too.
Title: Re: Ge_Bunker_Nrk
Post by: CCsaint10 on October 14, 2010, 05:53:36 am
All it really takes is you looking at another map file in GES and seeing how they set up their trigger boxes and then finding their soundscape .txt file. Not hard at all. If I can figure it out, I know you can. :)
Title: Re: Ge_Bunker_Nw
Post by: alsoforum on January 10, 2011, 11:44:59 am
VERY NICE! It is getting so much more sexy. :D I am assuming you are going to make it a little bit more detailed and not so "tidy" since the movie version wasn't that clean. In fact, i think there were more computers all the way across the front area...I forget though and it wouldn't be as good for fighting in cause of cramping. web site builder (http://www.WebsiteBuilder.com)business opportunity (http://www.starscapes.com)Anyways, hope you add some "dirtiness" to the map at some point to make it not so spotless. :D

That looks amazing. Keep up the great work!

The only thing I don't like is that the hallway is a little too long.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 12, 2012, 03:47:55 am
Hi everyone! After nearly three years of inactivity for the construction of the map bunker_nw and the total loss of the map. I return in force to start this map.

The design will be very similar to the old version but with some stuff changed. Because I is not the first map.

I learned a lot about hammer since 3 years.
So the future map, will be better optimized and get more work on lighting.

Thank you Goldeneye Source community to support me in this project. Without you I would not have continued.

Thank you

FReXx alias Tareyu!
Title: Re: Ge_Bunker_Nw
Post by: namajnaG on December 12, 2012, 04:00:37 am
Howdy! Saw you testing earlier in the server browser as I was testing my own maps! Hope it's getting along pretty well :)
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 12, 2012, 08:01:41 am
First glimpse of the control room.

(http://img15.hostingpics.net/pics/768894hl22014021007473689.png)
Title: Re: Ge_Bunker_Nw
Post by: Boris_Crack on December 12, 2012, 05:39:50 pm
Awesome!
Title: Re: Ge_Bunker_Nw
Post by: TriDefiance on December 12, 2012, 06:39:53 pm
Woah, that was fast!
Title: Re: Ge_Bunker_Nw
Post by: namajnaG on December 12, 2012, 07:14:14 pm
Damn man, Looks crazy.
Title: Re: Ge_Bunker_Nw
Post by: markpeterjameslegg on December 12, 2012, 07:19:56 pm
WOW!
Title: Re: Ge_Bunker_Nw
Post by: terps4life90 on December 12, 2012, 09:11:51 pm
First glimpse of the control room.

(http://imageshack.us/a/img441/2811/hl22012121202580900.png) (http://imageshack.us/photo/my-images/441/hl22012121202580900.png/)

Should of looked like this in the goldeneye source version -_____-!
Title: Re: Ge_Bunker_Nw
Post by: namajnaG on December 12, 2012, 09:29:03 pm
Should of looked like this in the goldeneye source version -_____-!

The official Bunker (Not classic) isn't even released yet...
Title: Re: Ge_Bunker_Nw
Post by: major on December 12, 2012, 11:43:41 pm
Looking good Frexx, good to see you back in the saddle.

Official Bunker won't disappointing. Sad it missed the v4.2 release barely.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 20, 2012, 07:12:17 pm
Unfortunately, I cannot get this dynamic shadow on the floor because when you explode the monitors the game lag!
Title: Re: Ge_Bunker_Nw
Post by: kraid on December 21, 2012, 04:02:42 pm
What do you mean by dynamic shadow?
The blue light stuff?
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 21, 2012, 04:04:32 pm
What do you mean by dynamic shadow?
The blue light stuff?
Yeah.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 21, 2012, 04:33:22 pm
When i set the Lightmap Scale to 1 on some brush...

Without explosion (183 FPS):
(http://imageshack.us/a/img211/7964/gebunkernw0001.jpg) (http://imageshack.us/photo/my-images/211/gebunkernw0001.jpg/)

With explosion: (13 FPS)
(http://imageshack.us/a/img96/7626/gebunkernw0003.jpg) (http://imageshack.us/photo/my-images/96/gebunkernw0003.jpg/)

I have a Core 2 Quad Q8300 2.5Ghz and a Radeon HD 6870 1 Gddr5 with 8 Gb DRR2 800

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: Rick Astley on December 22, 2012, 07:55:29 am
First glimpse of the control room.

(http://imageshack.us/a/img441/2811/hl22012121202580900.png) (http://imageshack.us/photo/my-images/441/hl22012121202580900.png/)

man it looks awesome :) i love the purple lights- it brings a vibrantness to the room
Title: Re: Ge_Bunker_Nw
Post by: namajnaG on December 22, 2012, 10:39:58 am
I don't think a lightmap of 1 is a good idea, It most likely will kill performance for many users and boost the map's file size.
This performance drop is probably due to the lack of optimization in Source, Not your PC, I could be wrong though.
Try 4/8, You shouldn't lose too much quality in visuals and you'll definitely get a boost in performance.
I once did a few tests and a lightmap of 1 absolutely killed my performance, Whilst 4 ran smoothly.
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on December 22, 2012, 02:41:05 pm
The 13 FPS is courtesy of Valve's complete shit implementation of Dynamic lighting.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 22, 2012, 07:23:34 pm
I don't think a lightmap of 1 is a good idea, It most likely will kill performance for many users and boost the map's file size.
This performance drop is probably due to the lack of optimization in Source, Not your PC, I could be wrong though.
Try 4/8, You shouldn't lose too much quality in visuals and you'll definitely get a boost in performance.
I once did a few tests and a lightmap of 1 absolutely killed my performance, Whilst 4 ran smoothly.

Indeed there is much less lag to 4. Thank you. In addition, the result is not too bad.

The 13 FPS is courtesy of Valve's complete shit implementation of Dynamic lighting.

It's so true  >:(

So...

Here's a little preview of the work accomplished on Hammer.

(http://img829.imageshack.us/img829/9374/previewbq.png) (http://imageshack.us/photo/my-images/829/previewbq.png/)

Sorry but I do not want to show the result in-game at the moment.

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
Title: Re: Ge_Bunker_Nw
Post by: kraid on December 24, 2012, 08:19:41 am
I've encountered the same issue when i had the lightmap scale on 2 in the prison cell area in my bunker.
Surely nice shadows but unplayable if there are dynamic lights.
I used a value of 4 then on a few surfaces and 8 for the most parts there which gave an visually aceptable result while remainig playable.

You could try env_projectedtexture, not sure if this will be better performance wise though.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 25, 2012, 01:25:24 am
I've encountered the same issue when i had the lightmap scale on 2 in the prison cell area in my bunker.
Surely nice shadows but unplayable if there are dynamic lights.
I used a value of 4 then on a few surfaces and 8 for the most parts there which gave an visually aceptable result while remainig playable.

You could try env_projectedtexture, not sure if this will be better performance wise though.

It is playable but when there is an explosion on Goldeneye that create a orange dynamic light.

So dynamic light in a dynamic shadow is too much for source engine.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on December 25, 2012, 04:53:15 am
https://www.youtube.com/watch?v=y_p0Lb7EAk8
Title: Re: Ge_Bunker_Nw
Post by: major on December 25, 2012, 07:25:59 am
Very nice, extremely impressed. Looks fantastic. Love the little touches. Keep up the work!
Title: Re: Ge_Bunker_Nw
Post by: namajnaG on December 25, 2012, 09:34:28 am
Wow, I'm amazed at how much work you've done in a such small time. Keep it up!
Title: Re: Ge_Bunker_Nw
Post by: kraid on December 25, 2012, 10:11:09 am
Great, it's comming along very good.
Title: Re: Ge_Bunker_Nw
Post by: markpeterjameslegg on December 25, 2012, 11:12:30 am
HA HA... The sliding doors near the beginning sound like Darth Vader breathing.  :) Very impressed with this level, waited a long time for this and can't wait to play it.
Title: Re: Ge_Bunker_Nw
Post by: Troy on December 25, 2012, 05:09:58 pm
I like how the camera's explode and how they're tied to the computer monitors.
Title: Re: Ge_Bunker_Nw
Post by: markpeterjameslegg on December 25, 2012, 05:48:05 pm
I like how the camera's explode and how they're tied to the computer monitors.

Agreed, the attention to detail is great, you have clearly taken a lot of pride in this map.
Title: Re: Ge_Bunker_Nw
Post by: Jonathon [SSL] on December 25, 2012, 07:39:47 pm
This looks amazing, love what you've done with the mainframe room!
Title: Re: Ge_Bunker_Nw
Post by: TriDefiance on December 28, 2012, 09:08:36 pm
This is impressive! Would be sooo cool to have the goldeneye key come out and use it to start like an explosion of the entire base. Kind of like HL2 Deathmatch with the nuke :D
Title: Re: Ge_Bunker_Nw
Post by: mbsurfer on December 29, 2012, 08:02:41 am
Absolutely insane. This is amazing. Looks beautiful!
Title: Re: Ge_Bunker_Nw
Post by: kraid on December 29, 2012, 09:31:21 am
Don't overdo it, remember it has to be suitable for Multiplayer matches.
Title: Re: Ge_Bunker_Nw
Post by: terps4life90 on December 29, 2012, 01:14:55 pm
Don't overdo it, remember it has to be suitable for Multiplayer matches.

Don't tell him what to do!
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on December 29, 2012, 05:17:00 pm
Don't tell him what to do!

You seem to be ok with doing that to everyone else.... just saying.

@Frexx
I think the sound for the sliding doors is incredibly annoying. Might need to have the volume turned down or the pitch modified.
Title: Re: Ge_Bunker_Nw
Post by: terps4life90 on December 29, 2012, 05:30:01 pm
You seem to be ok with doing that to everyone else.... just saying.

@Frexx
I think the sound for the sliding doors is incredibly annoying. Might need to have the volume turned down or the pitch modified.

Excuse me?

I hope this map gets the goldeneye source playerbase up to 15 :).
Title: Re: Ge_Bunker_Nw
Post by: markpeterjameslegg on December 29, 2012, 11:03:16 pm
Excuse me?

I hope this map gets the goldeneye source playerbase up to 15 :).

http://www.youtube.com/watch?v=zQ8siBb14RE&feature=share&list=PLCB2B0B11F3195716
Title: Re: Ge_Bunker_Nw
Post by: CCsaint10 on January 04, 2013, 08:34:29 am

I hope this map gets the goldeneye source playerbase up to 15 :).

Low blow man, lowwww blow... *slap*
Title: Re: Ge_Bunker_Nw
Post by: Rick Astley on January 04, 2013, 11:30:39 am
absoutely amazing the map is so interactive its awesome and the attention to Detail is amazing
i seriously cant wait till this map is released :)
Title: Re: Ge_Bunker_Nw
Post by: Emilia on January 06, 2013, 08:36:40 am
Amazing detail. I love it.

The only thing I don't like is the open plan toilets/bathroom. I can see the door is knocked down, but the other side is too open. Kills the realism for me. (I know it is to aid the flow of the map :) )
Title: Re: Ge_Bunker_Nw
Post by: FReXx on January 13, 2013, 09:21:56 am
Sorry if I do not give a new for this map but I have a deal with someone and it's urgent.
Title: Re: Ge_Bunker_Nw
Post by: namajnaG on January 13, 2013, 10:35:47 am
Don't worry about it, Release news when you're ready.
Title: Re: Ge_Bunker_Nw
Post by: kraid on January 13, 2013, 11:54:02 am
a deal about the map?
Title: Re: Ge_Bunker_Nw
Post by: FReXx on January 13, 2013, 01:46:46 pm
a deal about the map?
No, another map for Cs:Go
Title: Re: Ge_Bunker_Nw
Post by: StupidMarioBros1Fan[1138] on December 20, 2013, 04:30:45 pm
So....what exactly happened to the map? Have you just not being able to work on it because of real life, did you lose interest in it or this mod, did it get lost somewhere on your computer and you can't find it, did it get deleted accidentally or in a computer crash and you just never got to back it up, did you just happen to forget about it and forgot you never finished, did you actually finish it and forgot to upload it to the forums for us to get or what?
It's just that this map was looking amazing and it had so much interactivity which I love to find in GE:S maps, and I subbed to your channel a long time ago...back in the summer I believe to see when you post a new video on it or other maps. I'd understand if you lost it in a crash and forgot to back it up, or had done so much hard work on it since the last backup and just completely lost interest in it because believe, that's happened to me more than once. ಠ_ಠ I'd also understand if it just became boring or not fun and wanted to stop because that has also happened to more than once...actually it's one of the main reasons why I work on YouTube videos, hacking Super Mario 64, Super Smash Bros Brawl, GoldenEye 007, and Legend of Zelda: Ocarina of Time. The upside is when I lost interest in one thing, it's usually because I gained interest in one of the others....which is why I have two major SM64 hacks, literally, more than 64 unfinished Brawl hacks, and only tiny bits done for certain YouTube videos. Course being ADHD doesn't help so I tend to quit when part of one thing is a very boring process, like animating or cropping out part of a video because I'm a perfectionist and hate it when the green screen effects leave an outline or make other parts of the object semi-transparent. *facepalm*
Anyways I went a bit off topic, main point is I'm asking what happened and that I'll understand whatever reasons you have for not working on it and won't be mad.
Title: Re: Ge_Bunker_Nw
Post by: terps4life90 on January 24, 2014, 12:41:29 am
5 years later...still unreleased LMFAO!
Title: Re: Ge_Bunker_Nw
Post by: FReXx on January 26, 2014, 09:37:47 am
Sorry for the long wait on my part. I was greatly occupied it last time.

I'm back and I'm currently working on the map. Nevertheless, three areas to create and finalize all details. I try to find ideas for new parts and corridors for the map are less hermetic. If you have ideas you would like to have as additions, do not bother you especially!

(http://img15.hostingpics.net/pics/634430bunkernwmap.gif)

Last thing I managed to do a real-time reflection on the textures of the map.
https://www.youtube.com/watch?v=SrNWuJC4lhg

A good idea or not?

Title: Re: Ge_Bunker_Nw
Post by: soupcan on January 26, 2014, 06:47:41 pm
Realtime reflections is something I've been wanting to mess with for a while, and it certainly can add to some types of environments, but the type of reflection on the textures really doesn't make it feasible to not just use cubemaps, IMO. The advantages of real-time reflections is something your normal player just isn't going to notice unless the objects have a clean reflection, like the floor in the Carrington Institute.
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on January 26, 2014, 07:20:35 pm
The reflections are hot... Although too strong in the main room or perhaps a shitty janitor? Haha
Title: Re: Ge_Bunker_Nw
Post by: Jonathon [SSL] on January 26, 2014, 07:41:10 pm
Those reflections looks absolutely sweet. Only thing I'd really worry about is the performance cost.
Title: Re: Ge_Bunker_Nw
Post by: Proxie on January 26, 2014, 09:26:34 pm
Looks nice!  A bit too shiny though as KM said
Title: Re: Ge_Bunker_Nw
Post by: Peroxwhy?gen on January 26, 2014, 09:36:22 pm
If you want any suggestions i'd say that you should connect the prison room the the mirrored hallway.

Other than that the reflections look awesome; but what KM said it looks like a janitor left all the mop water on the floor, i think it looks nice in the entrance/exit of the bunker though.
Title: Re: Ge_Bunker_Nw
Post by: Lord_Crow on January 26, 2014, 09:41:58 pm

Performance, That's what I was worrying about. I mean, don't get me wrong, this work is phenomenal. I have no complaints what-so-ever.

It's just will people like me with sub-par integrated graphics card be able to run it and get the 50 frames a second like I do with one of the core maps of the game?
Title: Re: Ge_Bunker_Nw
Post by: Graslu on January 26, 2014, 09:59:48 pm
If I'm right, disabling water reflections in video options will remove these ones, so you shouldn't have any permormance problem.

They look great, but I think it's better in parts with the same type of floor as the entrance, like they said.
Title: Re: Ge_Bunker_Nw
Post by: Emilia on January 26, 2014, 10:39:26 pm
It looks absolutely devine. Love it.
Title: Re: Ge_Bunker_Nw
Post by: terps4life90 on January 26, 2014, 11:03:34 pm
To shiney? God you guys bitch like a couple of girls. There is absolutely nothing wrong with the map.
Title: Re: Ge_Bunker_Nw
Post by: Rick Astley on January 27, 2014, 02:43:35 am
the floors look great and the whole map atmosphere feels really close to the movie
lovely job :)
Title: Re: Ge_Bunker_Nw
Post by: StupidMarioBros1Fan[1138] on January 27, 2014, 05:41:14 pm
Considering that this map is based off the movie, I'd say to re-watch a couple of times and see how bright the shine effect on it's floor. I personally like the shine effect, it can use a little more work, but the map looks amazing so far.
Title: Re: Ge_Bunker_Nw
Post by: The Cy on January 27, 2014, 05:48:56 pm
looks great, keep it up, man! you're so close now. I want it!
Title: Re: Ge_Bunker_Nw
Post by: FReXx on January 31, 2014, 11:21:08 am
I confirm what you say. I removed the real-time control room reflection. The fps is greatly lowered and more this is where there is more things to load. I'll keep this effect in the corridor and may be entered to add some aditional place.

To Peroxwhy?gen:
Yes it is in my future plans. I want to do my best for it is no room or hallway that ended in a cul-de-sac.

To all:
Thank you for your comment of encouragement. I'll do my best to get this map in a few weeks to start and finish of other related projects.
But I have to fix my problem of quality above hammer editor first.

So:
In terms of the 2 rooms in red on my blueprint. Do you have any ideas of parts and place that I could create that would be realistic? Because the room on the left I do not see his utility. The right part I do not like the hallway that goes to all the senses. I also find it unnecessary.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on February 12, 2014, 05:19:15 pm
Some new for you :)

Real-time reflection will remain in the entrance hallway.
(http://image.noelshack.com/fichiers/2014/07/1392223549-ge-bunker-dev0004.jpg)
Server Octagonal Room
(http://image.noelshack.com/fichiers/2014/07/1392223549-ge-bunker-dev0005.jpg)
Maintenance corridor "Work in progress."
(http://image.noelshack.com/fichiers/2014/07/1392223551-ge-bunker-dev0006.jpg)
Prison finaly finish!
(http://image.noelshack.com/fichiers/2014/07/1392223551-ge-bunker-dev0007.jpg)
Small images of the corridor that goes in all directions.
(http://image.noelshack.com/fichiers/2014/07/1392223550-ge-bunker-dev0008.jpg)

Some tips to finalize!
  • Build integrality of the map.
  • Add new corridor and room.
  • Finalise Optimisation.
  • Add some details\decoration.
  • Add weapons and bots path.
  • Beta testing.
  • Released map.
Whats done?
  • DONE!
  • DONE!
  • DONE!
  • UNDONE!
  • DONE!
  • UNDONE!
  • UNDONE!
Title: Re: Ge_Bunker_Nw
Post by: The Cy on February 12, 2014, 06:17:39 pm
Great news, man! If you need some testing soon, I'm willing to help you.
Title: Re: Ge_Bunker_Nw
Post by: TriDefiance on February 12, 2014, 06:37:47 pm
Same, I'll help Beta Test if needed!
Title: Re: Ge_Bunker_Nw
Post by: StupidMarioBros1Fan[1138] on February 12, 2014, 10:13:03 pm
Will be supported? If they're not currently, then please add support before release because that's something that custom maps tend to lack, a good bot support if any support to begin with. Sometimes I can't or don't want to play on a server so I play against bots (no matter how dumb they can be) and it makes me sad when an awesome custom map doesn't have bots available.
Also I'd be happy to beta test the map.
Title: Re: Ge_Bunker_Nw
Post by: major on February 13, 2014, 01:36:25 am
I can't remember if the feature was removed before release but you can add bot support in game to any map you want. You shoot nodes and lay the paths. Saves it as a file then you have bot paths. Did it for couple maps so didn't have to open in hammer and add paths and recompile. 

Might have been removed though.
Title: Re: Ge_Bunker_Nw
Post by: killermonkey on February 13, 2014, 03:20:37 am
Major, that feature is still in the game. You cannot have both dropped nodes and map baked nodes though.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on February 13, 2014, 04:20:30 pm
Thank you everyone for your support beta tester. I'll probably test the map with you this weekend. I need someone who has a rather average graphics card or integrated graphic card to test fluency. Just whether it is equivalent to other maps of ges.

Bots path are totaly finish and 2 original gameplay added Living Day Lights and Capture the Flag.

Gameplay testing.
https://www.youtube.com/watch?v=C9_pVWiZ1rc
Title: Re: Ge_Bunker_Nw
Post by: TriDefiance on February 14, 2014, 12:47:39 am
Thank you everyone for your support beta tester. I'll probably test the map with you this weekend. I need someone who has a rather average graphics card or integrated graphic card to test fluency. Just whether it is equivalent to other maps of ges.

Bots path are totaly finish and 2 original gameplay added Living Day Lights and Capture the Flag.

Gameplay testing.
http://www.youtube.com/v/C9_pVWiZ1rc?version=3

I have a pretty powerful PC, running with a GeForce GTX 550 Ti, 8 cores, and 16 Gigs of Ram. When do you suppose you'll do the beta test? I'm free on saturday evening, and sunday.
Title: Re: Ge_Bunker_Nw
Post by: namajnaG on February 14, 2014, 01:01:52 am
I think what he actually mean't by "testing fluency" is he needs someone with an average to mediocre PC to test it on old hardware to see if the map is running at a decent framerate for those with older machines.
Title: Re: Ge_Bunker_Nw
Post by: TriDefiance on February 14, 2014, 01:12:41 am
I think what he actually mean't by "testing fluency" is he needs someone with an average to mediocre PC to test it on old hardware to see if the map is running at a decent framerate for those with older machines.

Well Im here if needed :)
Title: Re: Ge_Bunker_Nw
Post by: StupidMarioBros1Fan[1138] on February 14, 2014, 03:15:13 am
Hmm, not exactly sure how powerful my Win7 is, I know the win8 I use on the weekends is out of the question since it's slow as hell with normal GE:S maps, and fuck it even lags during the Dam level in the original while using Project64. But my win7...I know it's not an extremely powerful computer because otherwise Minecraft wouldn't lag on me when trying the Unbelievable Shaders Mod, it might be old enough for what you're asking for. Not exactly sure, plus I don't know the specifics to begin with which I probably should get to know at some point in the future, it's on my list of things to learn to be successful in life. :P
Title: Re: Ge_Bunker_Nw
Post by: Lord_Crow on February 14, 2014, 01:28:12 pm

I think what he actually mean't by "testing fluency" is he needs someone with an average to mediocre PC to test it on old hardware to see if the map is running at a decent framerate for those with older machines.
I have a mediocre PC as such, but I don't think I'll have the time.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on February 15, 2014, 10:40:33 pm
The map are released on my Nationswar server! You are welcome to test!
Title: Re: Ge_Bunker_Nw
Post by: TriDefiance on February 16, 2014, 12:04:05 am
My review on Ge_Bunker_Nw:

Upon, trying out this map, and seeing how it has come all together I am overall very impressed. The thing about this map that truly caught my attention was definitely the layout. The whole idea of finally getting around to places through corridors that were not reachable before really gave me a good vibe on this map. The ambiance of this map really gave me that post Cold War feeling that really felt like I was in Severnaya. I only found a couple of problems with the map however, but these are minor tweaks. Such as: some areas of the map had a checkerboard white overlay over the texture, (i.e the button near the entrance to bunker). Another thing that bugged me were the soundscapes. For some strange reason on my end I was receiving soundscapes from my map that I'm creating on to FReXx's, which I thought was really weird. Lastly, I think it would be beneficial to lower the volume on most of the computer beeps and what not since it can be pretty loud. Just a suggestion. Overall this map is spot on to the movie, and I love walking around through like if I was in Goldeneye itself. Definitely a map worth trying!  ;)
Title: Re: Ge_Bunker_Nw
Post by: Troy on February 16, 2014, 12:27:22 am
When I create a server, chose a map other than Bunker, disconnect, and load up Bunker, this is what happens.

(http://cloud-4.steampowered.com/ugc/579014120335139877/56BEB2A75594B85FDFCF99C7A2CE3502772D1AC0/)
Title: Re: Ge_Bunker_Nw
Post by: TriDefiance on February 16, 2014, 12:33:11 am
When I create a server, chose a map other than Bunker, disconnect, and load up Bunker, this is what happens.

(http://cloud-4.steampowered.com/ugc/579014120335139877/56BEB2A75594B85FDFCF99C7A2CE3502772D1AC0/)

That's just a problem with the loading screens under the folder, VGUI. See if bunker's loading screen is in the right folder. If it is, then im not sure what the problem is.
Title: Re: Ge_Bunker_Nw
Post by: soupcan on February 16, 2014, 01:40:53 am
Frexx probably included the loading screen in the BSP.

Don't do that.
Title: Re: Ge_Bunker_Nw
Post by: Graslu on February 16, 2014, 02:03:42 am
The map looks great, I'm impressed of all the details you added to it. I really like the lighting of it, reflections, and colors. The added rooms fits really well, same with the modified ones. Still needs some work in rooms that are empty, but you already know that.

In performance, the only problem is the main room where my fps goes down from 200 to 90, but then goes back to 120-170 so it's fine. I didn't have that loading screen problem. The object radius should be bigger so you don't see them appear or dissapear, too. Objects like monitors are not respawning in the next round, not sure if this is becasue the map, server settings or game. (Forgot that the server had unlimited round time :P)
Title: Re: Ge_Bunker_Nw
Post by: Peroxwhy?gen on February 16, 2014, 06:23:59 pm
I have found a stretched texture in the Cavern area

http://steamcommunity.com/sharedfiles/filedetails/?id=228869232 (http://steamcommunity.com/sharedfiles/filedetails/?id=228869232)
Title: Re: Ge_Bunker_Nw
Post by: The Cy on February 18, 2014, 10:32:00 am
I had a quick run through yesterday and I really like what you´ve done. the atmosphere and the amount of detail is really amazing. I think this is one of the best custom maps for this mod I've seen so far.
nonetheless I noticed some things (as always) which you could improve:

(http://img5.fotos-hochladen.net/uploads/gebunkernwa1d1uoklha2r.jpg)
- is this grate some old half life model? It looks a bit out of place. I´m sure you can create a better one with some brushes and high quality textures.


(http://img5.fotos-hochladen.net/uploads/gebunkernwa1upxzaq1365.jpg)
- this floor also has very low quality. make sure you use some high quality ones. if nothing seems to fit, search on the internet and add your own ones.


(http://img5.fotos-hochladen.net/uploads/gebunkernwa18gl9n3dey0.jpg)
- same thing with this ugly shutter here. compare the quality of the shutter with the wall and you know what I mean.


(http://img5.fotos-hochladen.net/uploads/gebunkernwa1w514p6tf0l.jpg)
- every mirror looks the same -> makes me sad ;)


(http://img5.fotos-hochladen.net/uploads/gebunkernwa1mqye08wndh.jpg)
- boy, these glasses are vvvveerrry strong. do you use bulletproof glass? ;P I need 4 shots with the silver pp7 to break them. that's a long time. I personally prefer glasses which break immediately or after 2 shots. it creates better action.


(http://img5.fotos-hochladen.net/uploads/gebunkernwa1kwl0n9bc3v.jpg)
- I feel so lonely in these empty areas! I would love to see some tables with computer consoles.


(http://img5.fotos-hochladen.net/uploads/gebunkernwa1vtq5zle70c.jpg)
- this fence confuses me.


(http://img5.fotos-hochladen.net/uploads/gebunkernwa1a2ob04zed6.jpg)
- these pixelated walls ruin the beautiful computer room. in hammer editor there is a white carpet texture. use a smaller scale and it should be perfect.


(http://img5.fotos-hochladen.net/uploads/gebunkernwa1hfg5u8t3lj.jpg)
-in the cavern area the wall texture changes from horizontal to vertical. make it all just vertical, it looks better.


(http://img5.fotos-hochladen.net/uploads/gebunkernwa1um85nab237.jpg)
(http://img5.fotos-hochladen.net/uploads/gebunkernwa1dta2jqxr0z.jpg)
- try to avoid models/brushes cutting into each other. I think it's not so healthy for the framerate.

- the framerate slows down sometimes, especially in the main room. do you use enough areaportals to exclude the non-visible areas?

Title: Re: Ge_Bunker_Nw
Post by: kraid on February 18, 2014, 11:56:54 am
The cells are beeing taken care of, also there will be a better normalmap for the cave material.
The current one is just a blue tinted version of the diffuse texture, which results in very strange lightning effects from certain angles.
Title: Re: Ge_Bunker_Nw
Post by: PATRIOTA on March 21, 2014, 08:22:12 am
Any news on this map? This topic was started in 2009 and is stopped since February 2014, how many years will it take for the final version?  ::)
Title: Re: Ge_Bunker_Nw
Post by: FReXx on April 21, 2016, 07:30:51 am
Still working on the map!
(http://img15.hostingpics.net/pics/433854gebunkerdev0000.jpg)

https://www.youtube.com/watch?v=VXgBurA_JPI (https://www.youtube.com/watch?v=VXgBurA_JPI)
Title: Re: Ge_Bunker_Nw
Post by: JcFerggy on April 21, 2016, 02:47:27 pm
I didn't know you were still working on this. When do you figure it will be ready for release?
Title: Re: Ge_Bunker_Nw
Post by: Rick Astley on April 21, 2016, 03:45:45 pm
Wow looks incredible
Title: Re: Ge_Bunker_Nw
Post by: RogerMooreSucks on April 21, 2016, 04:59:37 pm
Looks great, little full, and a lot of sap.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on April 22, 2016, 03:33:16 am
I didn't know you were still working on this. When do you figure it will be ready for release?
In few week.

Looks great, little full, and a lot of sap.
Wow looks incredible

Thanks you guys!
Title: Re: Ge_Bunker_Nw
Post by: FReXx on May 07, 2016, 07:16:29 am
Released today at 8:00PM (UTC -05:00 East USA & Canada)

It's the FINALE version!
I will not working on this map in the future.
Title: Re: Ge_Bunker_Nw
Post by: FReXx on May 08, 2016, 12:55:08 am
Released here!
[Ge_Bunker_Nw (http://forums.geshl2.com/index.php/topic,8247.0.html)]
Title: Re: Ge_Bunker_Nw
Post by: MultiplayerX on May 29, 2016, 03:43:29 pm
FREXX:  The map is a true WONDER. The lighting and reflections SURPASS anything in the entire mod   Source team should be BEGGING you to join the team as a visual effects consultant  HOLY COW. This map is the most realistic one in gesource. I will be studying your use of cubemaps and materials in the future sir. TEN STARS    8)   MultiplayerX