GoldenEye: Source Forums

  • February 25, 2020, 09:13:08 am
  • Welcome, Guest
Advanced search  

News:

Pages: 1 ... 8 9 [10]
 91 
 on: July 28, 2019, 05:05:32 pm 
Started by Multiplayer_X_ - Last post by namajnaG
I'm going to sound like a cunt, but so be it. Forget my name is in green for a second, as I do not speak on behalf of the beta testing team but on my own personal behalf and no one pushed me to write this post but myself. No one but me is involved in this post. I do not represent the team.

The problem is not our ISP's, the problem is the fact that all your maps are well over 100 megabytes large.
That is exceedingly large for Source maps. Most huge Garry's Mod RP maps are about 120 Megabytes, and they are all laggy for a reason.
Your Duke Nukem map and music that comes along with it is over 800 Megabytes, despite the fact that this map is smaller than Basement classic in scale, and has textures that are 32 pixels by 32 in size

800 Megabytes is 100 more Megabytes than the entirety of the 2000 video game Deus Ex. It is twice the size of Half-Life 1. It is the same size as a Playstation 1 RPG disc. It is absolutely unreasonable.

My ISP is perfectly fine, I download at a speed of 12 Megabytes per second. The problem does not lie within our ISPs, it lies within your absolutely ridiculous overuse of assets that shouldn't be there in the first place, boosting the filesize of your maps to insane proportions that are extremely hard to handle by the Source engine, not to mention that most of, if not all of those maps are all unfit or unoptimized for multiplayer play. Logging into your server when large maps are on literally crashes the game.

I sincerely hope this post opens your eyes. (It probably won't, since you've got over 5000 hours in Source SDK and you do not seem to have any intentions of getting better at using the software in a fashion that makes sense.)

You can hate me all you want, bash me to all your friends, send backlash my way, it doesn't matter.
Just leave the team out of this, they had nothing to do with it. I made this post alone

 92 
 on: July 28, 2019, 04:11:46 pm 
Started by Multiplayer_X_ - Last post by Multiplayer_X_
Several people have expressed frustration with map sizes downloading really slow through their ISP. We can't fix your ISP provider but maybe a direct link to the files can help. Just click and download then drop into your gesource/maps folder!

MultiplayerX

http://multiplayerx.site.nfoservers.com/gesource/maps/

 93 
 on: July 28, 2019, 03:49:54 pm 
Started by Multiplayer_X_ - Last post by Multiplayer_X_
This is an enhanced version of de_zoo from CSGO. I've tried porting this map before with major issues due to models,etc. This was fixed by some awesome people's into CSS so I reported it into HL2 with zero lag and issues. This version contains a few animated ANIMALS. You will need the file below for them to function! Use 1138 regular server to get the normal map download. The file is way too big to host here. Lol

Drag and drop gesource folder into "C:\Program Files (x86)\Steam\steamapps\sourcemods" OR wherever you installed the mod and ALLOW TO OVERWRITE. This will not hurt any existing files you have and adds scripts to give the animals in the map functionality.

Enjoy!
MultiplayerX

 94 
 on: July 28, 2019, 03:40:48 pm 
Started by Entropy-Soldier - Last post by Multiplayer_X_
GENIUS!  You tha man sir!    Thank you!

 95 
 on: July 07, 2019, 11:34:51 am 
Started by Arrow01 - Last post by Entropy-Soldier
Hi Arrow!  Thanks for taking the time to apply for the team, it's awesome that people are still interested in helping us out even today.

We've discussed your application internally, but unfortunately feel you wouldn't be the best fit for the team at this time.  Most of the levels left to be completed for GE:S are actually outdoor or mixed environment maps, such as surface and statue park, so your existing experience with indoor work does not cover the full gamut of what we're looking for.

In addition, the work you've put forth shows a level of familiarity with the tools, but as all of the areas shown in the screenshots just use the basic portal aesthetic there's nothing that really shows off your ability to innovate or design interesting but cohesive environments.  That isn't to say you don't have this ability, just that we feel it has not been demonstrated.

If you're still interested in making content for GE:S, I would say that it's not a bad idea to come up with some interesting ideas for community maps and make a few of those.  This would give you a chance to build up your skills and also give you some much stronger portfolio pieces if you decide to apply for the team again.  I would say some immediate goals to work towards would be to learn how to make your own textures, and to design some unique but interesting level aesthetics from scratch.


Thanks again for your interest in the team and I hope to see another application in the future!

 96 
 on: July 07, 2019, 03:59:11 am 
Started by Arrow01 - Last post by Arrow01
Hello, I am Arrow01, applying for the Level Designer position. I love the current levels, and I think I would be able to produce levels at the quality of the current game. I excel with indoor environments, and have been mapping on and off for about 2 years now. Here is some examples of my work from an unfinished Portal mod I have created.  I would like to join the team to improve my skills and receive constructive criticism for my work. I have enjoyed the game, and think that the indoor-type maps of goldeneye would fit my skillset very well. I have also worked on Portal 2, Half-Life, Half-Life 2, and Garry's Mod. I would like to work mostly on indoor level concepts, but I can also do outdoor levels if the need arises. Thank you, and have a nice day.





 97 
 on: July 06, 2019, 12:37:30 pm 
Started by WNxRicky - Last post by Entropy-Soldier
No problem!  I'm excited to see progress is still being made on this map!

 98 
 on: July 06, 2019, 11:13:51 am 
Started by Shemp Howard - Last post by Shemp Howard
Got you. Thank you

 99 
 on: July 03, 2019, 06:30:52 am 
Started by WNxRicky - Last post by WNxRicky
A brief update: Everything is fine. The real-life stuff is sorted out and I just need to get back to the flow of working on the map. Sorry about this late response.

 100 
 on: July 02, 2019, 01:20:46 am 
Started by namajnaG - Last post by soupcan
Looks amazing :)

Pages: 1 ... 8 9 [10]