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Author Topic: A couple questions about your fantastic mod  (Read 9443 times)

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Socialist_Commander

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A couple questions about your fantastic mod
« on: January 14, 2008, 11:55:18 pm »

Hi, I'm new to the game, and I love it. Goldeneye was THE game my friends and I used to play back in the day, and I get very nostolgic about the good times of the game. This is a fantastic recreation, and I've having a blast playing it. However, I have a few questions and requests that a fellow Goldeneye fan and I had over our playthrough.

1. We were very concerned that in Facility, several of the consoles didn't explode, or even react to our gunfire. The consoles in the colored chemical tank room spring to mind as an example of this. A lot of levels seem to have this problem This small detail is concerning because many of the computers DO explode in other levels, but the fact that there was so much explosive stuff in Goldeneye added to the charm. I strongly recommended you change this.

2. The lack of crosshairs also tripped us up a bit. Is there a way to turn them on without pausing to press shift?

3. Is there anyway you can make the sniper rifle a bit more functional? It wasn't very good in the original, and I think a better aiming system would work. On Cradle, it seems better to snipe with the Cougar Magnum!

4. My brother wants you to rename the ZMG the "crap gun". This is one suggestion you don't have to regard. He also wants a Daniel Craig skin very much so (he doesn't like Pierce)

That's all I can think about for now. Please continue working on this great mod, and please pat whoever created the Cradle should win a medal.
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Ryan [Saiz]

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Re: A couple questions about your fantastic mod
« Reply #1 on: January 15, 2008, 12:10:23 am »

1. Exploding monitors have been slowly been added since they weren't a top priority thing at the time of the release.
2. We want to keep it to the way Goldeneye 64 was, which was push and hold to turn on and release to have them shut off.
3. When weapon classes are released the weapons will be more balanced based on classes.
4. Other bond's we have not taken a side on whether or not to do them since we already have a huge list of characters to do.
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Socialist_Commander

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Re: A couple questions about your fantastic mod
« Reply #2 on: January 15, 2008, 12:16:54 am »

Great. I just want more explosions and a non- crap sniper is all...
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Doc.NO

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Re: A couple questions about your fantastic mod
« Reply #3 on: January 15, 2008, 02:25:12 pm »

2. The lack of crosshairs also tripped us up a bit. Is there a way to turn them on without pausing to press shift?
If you are a real goldeneye fan, you should love the lack of crosshair. If you can't play w/o, try noobie's counter strike :P Btw, i agree with you on the exploding props.
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-ReSiStAnCe-

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Re: A couple questions about your fantastic mod
« Reply #4 on: January 16, 2008, 02:37:14 am »

the beta version of the "bunker" map currently has a pretty good implementation of console/monitor destruction in that central room... each of the individual screens shatters, which i thought was pretty cool.
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Semedi

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Re: A couple questions about your fantastic mod
« Reply #5 on: January 16, 2008, 06:58:15 pm »

the beta version of the "bunker" map currently has a pretty good implementation of console/monitor destruction in that central room... each of the individual screens shatters, which i thought was pretty cool.

FYI that's not an official map.
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-ReSiStAnCe-

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Re: A couple questions about your fantastic mod
« Reply #6 on: January 18, 2008, 09:40:56 am »

interesting, that i didn't know. could've fooled me, as it's pretty detailed, well polished, and (as far as i can remember) a dead accurate rendition of the original. if i were a GE:S developer, i'd ask to have the map incorporated into the mod; and if i were the mapper, i'd ask if the map could be included in the next release  ;)

in any case, i think a good model for computer destruction would be the ability to shatter the screens of each console individually, and also the ability to blow the whole thing up if you really unload into it. that may very well have been how it was in the original n64 version... i seem to remember it that way, but it's hard for me to remember anymore.
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