GoldenEye: Source Forums

Editing and Customization => Community Content => Community Releases => Topic started by: Zippy on February 02, 2011, 11:40:27 am

Title: ge_warehouse
Post by: Zippy on February 02, 2011, 11:40:27 am
Warehouse

The sole purpose of this map existing was so I could get used to the ways of Hammer. Going to Hammer from over 4 years of UnrealED isn't the greatest feeling. This was supposed to be a Garry's Mod Deathrun map at first, but then I decided that GE:S > DR. I was unhappy with my methods of design, and I tried to hone down those skills as I was making this map. Regardless, some may enjoy this map. So why not?

Also, there's a bit more to this map than what you see in the image below. If enough game breaking bugs are found, I might release a V2 of this map.

Screenshots

(http://img28.imageshack.us/img28/3343/wareadv.png)

Mirrors

Mirror 1 (http://rapidshare.com/files/445774924/ge_warehouse.rar)
Mirror 2 (http://www.mediafire.com/?87iqm72hwxvi6aa)
Mirror 3 (http://hotfile.com/dl/101267711/e37d697/ge_warehouse.rar.html)
Title: Re: ge_warehouse
Post by: Doc.NO on February 02, 2011, 04:42:37 pm
Pics seem appealing, downloading :P
Title: Re: ge_warehouse
Post by: kraid on February 02, 2011, 05:34:54 pm
The map is much bigger then i thought and you made a lot of improvements since the last version i saw.
I cannot say much about the playability because i just ran arround in it alone.

Some things which could be optimized:
- weapons and ammo placement
- the textures in the toilett area are somewhat low res, better use another texture with higher resolution
- some of the places are to tight or filled up with props you can get caught on.
- some architecture makes no sense or is at least very impractical
e.g. the loading bays for the trucks are very tight and don't have a ramp, only stairs (imagine unloading/loading heavy crates)
- the bloom on lights is much to intense
- glass is penetratable by every weapon but won't break, you should either have it breaking or only penetratable by certain weapons. (CMAG, RCP90, AR33...).
- try to make the locations more distinguishable e.g. by altering the light mood of the area or having more unique architecture.
- since you're using a lot of props and stuff you should optimize your map.
- place area portals, use hint/skip and func_detail to optimize vis leafs.

...should be enough for now.
Title: Re: ge_warehouse
Post by: Zippy on February 03, 2011, 08:35:57 am
I agree with everything you said and would fix all that easily. Although naming the map "ge_warehouse_v2" may look very bad.
Title: Re: ge_warehouse
Post by: major on February 03, 2011, 09:15:10 am
Here is a link that won't make you wait 30 seconds ;) : http://wcservers.net/Goldeneye/ge_warehouse.rar

Gonna try it out now.


Edit:

If it wasn't 2AM I'd do a full write up, but I quickly drew some ideas I saw while running around... Yeah these are a little major changes, but you can see if you like any of the ideas.

Good luck deciphering my mind in drawing form:

http://wcservers.net/images/hl2%202011-02-03%2001-26-01-05.png
Title: Re: ge_warehouse
Post by: Zippy on February 06, 2011, 05:43:52 am
If I optimize this map more, will it be good enough to go on the wiki or something?

If the answer is yes, the map will be renamed to ge_<something else> after editing. I'm only asking because the map has a "Third Party Maps" section.
Title: Re: ge_warehouse
Post by: kraid on February 06, 2011, 10:11:44 am
Ofc. third party maps will be listed in this section on the wiki, at least if the one responsible for updating the wiki had the time to add them.
Not every entry in the user created section might get added though, but the maps which can be found on variouse servers will get added for sure.
Your best bet is to make the map nice and playable so ppl wanna play it on the servers.

It's also not a bad idea to get some relyable ppl to test your map with you and give you direct feedback.
Title: Re: ge_warehouse
Post by: CCsaint10 on February 23, 2011, 03:24:59 am
I agree with everything you said and would fix all that easily. Although naming the map "ge_warehouse_v2" may look very bad.

Are you kidding me? That is a pretty crappy attitude man. If anything, it shows you are dedicated to taking feedback and making the map better. I would much rather play a map that says "v2" than a glitch single release map. In fact, I will then be checking and asking "Hey, I wonder if there is a v3????? to be EVEN better." Please, rethink what you said and reconsider. I would like to see this map be super sexy and awesome, so please update it.
Title: Re: ge_warehouse
Post by: Zippy on February 28, 2011, 06:11:14 pm
Are you kidding me? That is a pretty crappy attitude man.
What does attitude have to do with that? I just thought my map name would look bad being in a list of other maps with  no "v#" as their suffix.
Title: Re: ge_warehouse
Post by: JcFerggy on February 28, 2011, 06:23:48 pm
IMO having a version number at the end of a third party map is better than not having one. People who join a server with the latest file on it will have a conflicting error since their file does not match.
Title: Re: ge_warehouse
Post by: Jeron [SharpSh00tah] on February 28, 2011, 06:43:29 pm
Hey,

With the first image (top-left) why do you have the hand rails there? There is no point since they are not protecting you from falling. I would add yellow border stripe decals, instead of the hand rails indicating the storage area apart from walking space.

Secondly, the bloom is very high overall.

Other than that (from what I see), Not bad. Maybe a little over use of the black cables? I would change the size of the cables to "0.5"
Title: Re: ge_warehouse
Post by: Zippy on March 01, 2011, 11:32:29 pm
Warehouse: Version 2

Changes:Mirror 1 (http://rapidshare.com/files/450496269/Warehouse.zip)
Mirror 2 (http://www.mediafire.com/?ybjevp25m39epfw)
Mirror 3 (http://www.filehub.org/files/get/KH_CTwepCg/warehouse.zip)
Mirror 4 (http://hotfile.com/dl/108216668/96e8b29/Warehouse.zip.html)

I know this map isn't 100% fixed according to GE:S standards, but I'm gonna focus on ge_tunnel now. I'm 4% finished with that map and it's already better than warehouse_v2.
Title: Re: ge_warehouse
Post by: CCsaint10 on March 02, 2011, 03:10:43 am
Awesome job zippy. I will check it out later and tell you how it goes. Thanks for making a version 2. :P
Title: Re: ge_warehouse
Post by: namajnaG on March 02, 2011, 03:54:07 am
I didn't even tried it yet, I've been following the thread ever since it was created but never took a look at it in-game.
I'll try it out soon.
Title: Re: ge_warehouse
Post by: JcFerggy on March 03, 2011, 05:42:02 pm
I did a quick test through, and here are my thoughts.

1. Fan noise is overpowering in level. No noise from it is required.
2. Locker room should not have a dividing wall. Instead have a post, and have it be able to loop around.
3. No real way of telling what doors work and what don't. Use a broken sign or a do-not-enter spray.
4. The back room with the rock wall lacks flow and feels un-necessary.
5. Glass in the room with the sideways latter, broken console, and the number 4 should break easier to increase flow.
6. Lighting through out is too bland, making it hard to distinguish areas from each other.
Title: Re: ge_warehouse
Post by: Zippy on March 03, 2011, 07:28:27 pm
JcFerggy. If those 6 things are the only negative things you see (that matter) in my map, I'm extremely surprised; you know, this being my first map ever made in Hammer. I wouldn't doubt any of your guys' judgment, as it's pretty evident you guys would know what a good GE:S map would be like.

5. Glass in the room with the sideways latter, broken console, and the number 4 should break easier to increase flow.
Lost me there.

Apart from everything else said. What about the overall size of the map? Too small?
Title: Re: ge_warehouse
Post by: JcFerggy on March 03, 2011, 07:53:07 pm
http://img193.imageshack.us/img193/2717/gewarehousev20000.jpg

That room.

The map size is alright, but the halls at times feel too cramped. The props placement could be better, possibly using newer props from Silo and such.
Title: Re: ge_warehouse
Post by: Zippy on March 03, 2011, 08:19:31 pm
Is my map worthy of being on the 'Third Party Maps' section of the wiki?
Title: Re: ge_warehouse
Post by: JcFerggy on March 03, 2011, 09:34:40 pm
Ya, but no ones bothered to add stuff to it yet. The wiki isn't just mod maintained. It is a wiki. User are supposed to add and change stuff. Thats why we lock the pages that are not supposed to be changed. If you want to add your map, go ahead. It will be the first one on the new wiki, since no one has added any since the change over a year or so back.
Title: Re: ge_warehouse
Post by: Proxie on March 04, 2011, 12:28:17 am
http://img193.imageshack.us/img193/2717/gewarehousev20000.jpg

That room.

The map size is alright, but the halls at times feel too cramped. The props placement could be better, possibly using newer props from Silo and such.

The glass also looks like poop.
Title: Re: ge_warehouse
Post by: Zippy on March 04, 2011, 04:51:05 pm
The map's added to the wiki now. Don't know how to make the "This category currently contains no pages or media." text go away on the Third Party Maps page.
Title: Re: ge_warehouse
Post by: Proxie on March 05, 2011, 07:19:32 pm
Nice edit, but put MaJoR's FTP link for one of the mirrors, it wont 404.
Title: Re: ge_warehouse
Post by: mookie on March 05, 2011, 07:27:48 pm
You add [[Category:Whatever]] to the page you want to put into the category.
Title: Re: ge_warehouse
Post by: major on March 05, 2011, 08:01:01 pm
I'm not home for the weekend(working off phone/notebook), but when I get home I can add it to site.
Title: Re: ge_warehouse
Post by: Proxie on March 05, 2011, 08:03:39 pm
I'm not home for the weekend(working off phone/notebook), but when I get home I can add it to site.
I thought you already had it on your FTP?
Title: Re: ge_warehouse
Post by: major on March 06, 2011, 05:24:27 pm
The original, not the v2
Title: Re: ge_warehouse
Post by: Zippy on March 07, 2011, 07:37:18 am
Quote from: Third Party Maps page
Maps created by the community. Only released maps should be added here.
I wish this text was added beforehand. I have no way of deleting the 'ge_tunnel' entry.
Title: Re: ge_warehouse
Post by: major on March 07, 2011, 08:55:31 am
v2 Quick Download:

http://wcservers.net/Goldeneye/Maps/Warehouse.zip

Title: Re: ge_warehouse
Post by: namajnaG on March 07, 2011, 09:21:20 am
v2 Quick Download:

http://wcservers.net/Goldeneye/Maps/Warehouse.zip

Added this mirror to the wiki page.
Title: Re: ge_warehouse
Post by: Rosariolex on April 09, 2011, 12:38:36 pm
Hello,
I apologize for my broken English, I'm French.

Here, I installed the custom map on my server, but there have no music on it? how that this is wrong?

Thank you.

(thaks google traduction... lol)

Bonjour,
veuillez m'excuser pour mon anglais approximatif, je suis français.

voilà, j'ai installé la map sur mon serveur personnalisé, mais il n'y as pas de musique dessus ? comment cela ce fait t'il ?

Merci.
Title: Re: ge_warehouse
Post by: Zippy on August 12, 2016, 01:05:43 am
Back from the grave. This map breaks in newer versions of the mod, including textures getting muddled and switched around. Is this map worth fixing up for 5.0? Or should I let it be lost to time and just work on a new map?
Title: Re: ge_warehouse
Post by: Entropy-Soldier on August 12, 2016, 01:11:21 am
It might be worth taking on a new map, the gameplay of GE:S has changed quite a bit and the map might need extensive modification to work well again.  After it releases, play 5.0 for a bit and see if you get any ideas!