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Author Topic: ge_qlab  (Read 18138 times)

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PPK

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ge_qlab
« on: August 30, 2009, 11:11:40 am »

Yeah, that's right, I'm going to make my first map ever, if we don't count with the tutorial on the Valve Developer's Wiki and my huge cubes with yellow lighting.

For this task I've chosen to do Q's Lab, as presented on GoldenEye. I'm still in the phase of collecting info and coming up with ideas but one thing is certain: if I find the porp of a sandwich, I'll include it.

I'll post more information as soon as I have it.
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The Cy

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Re: ge_qlab
« Reply #1 on: August 30, 2009, 02:22:19 pm »

yeah, that´s great  :D 
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Re: ge_qlab
« Reply #2 on: August 30, 2009, 02:51:54 pm »

I sense an opportunity to make a promo video using this, our Scientist models that should be done by months ago, and GMod.
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Re: ge_qlab
« Reply #3 on: August 30, 2009, 03:18:20 pm »

I actually tried making a Q-lab map a year or so ago (back when my mapping skills weren't so good). I'll be curious to see how you do your map.

our Scientist models that should be done by months ago

The hands and feet don't fit the rig, stretching UVs ftl.
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Maxaxle

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Re: ge_qlab
« Reply #4 on: August 30, 2009, 09:18:44 pm »

Please, please PLEASE have lots of traps and such! Maybe even add a few things that Q gives to 007 in Goldeneye! And, if you can, add that one spiked door that crushes you if you use the knocker (I saw it in a Bond movie that I forget the name of)
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CCsaint10

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Re: ge_qlab
« Reply #5 on: August 30, 2009, 11:37:09 pm »

ha, I have been wanting to jump on the mapping train again for a while..can't quite find the time for it yet....if I can help you at all PPK, I will do what I can. My mapping knowledge is pretty basic though. :(
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Re: ge_qlab
« Reply #6 on: August 31, 2009, 04:18:53 am »

I think just the Q-lab itself will be a little small for a map, but a large lab with some other hallways of MI-6 will give the map some breathing room. Use the N64 version of The World is Not Enough if you need an Idea of how MI-6 is laid out.

Digging this idea though.
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Re: ge_qlab
« Reply #7 on: August 31, 2009, 04:52:48 pm »

Good luck on the map, PPK. Too bad you can't make that phonebooth with the body-sized airbag!
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Re: ge_qlab
« Reply #8 on: September 04, 2009, 10:34:21 pm »

Good luck on the map, PPK. Too bad you can't make that phonebooth with the body-sized airbag!
Oh yeah. That was awesome. But not as awesome as the couch trap or tea tray railgun.
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Re: ge_qlab
« Reply #9 on: September 24, 2009, 09:36:57 pm »

Soooo..PPK...How is your mapping coming? :D I smell phail...... :D :D :D
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Re: ge_qlab
« Reply #10 on: September 25, 2009, 12:33:58 pm »

Soooo..PPK...How is your mapping coming? :D I smell phail...... :D :D :D

Yeah, I smell fail too, but my scanner phail. I had put up a floor plan of the map, but my scanner isn't coping. Maybe later today I can edit this post with the scan, if it works...

EDIT: I'm gonna have to draw it somewhere other than paper since my scanner doesn't want to cooperate. In the meantime, eat biscuits. I'll get an update soon.
« Last Edit: September 25, 2009, 02:49:11 pm by PPK »
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Re: ge_qlab
« Reply #11 on: September 25, 2009, 09:02:24 pm »

No prob :D Just curious since the tread died. I have been considering doing a map myself since I got my hammer set up FINALLY working. Damn vista DPI settings fuckin it up...anyways, have any suggestions of what to make since all goldeneye maps are pretty much underway and I am not super advanced. Maybe start out with something mediocre to work my way up/expand as I get my skills down...anyone?
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Re: ge_qlab
« Reply #12 on: September 25, 2009, 09:07:56 pm »

Yeah, it died because I'm slow on the updates. And I'll be slow from now on as well. Why? I'll let you guys know why:

1. The map I'm making is not a recreation of an original GoldenEye map, nor from any other game. Therefore, before I start meddling with Hammer, I need to get the layout done right.
2. This map is probably going to require some custom third-party work in terms of textures and decals.
3. I want to get this perfect before I release it, even if it takes forever.
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Re: ge_qlab
« Reply #13 on: September 30, 2009, 12:41:03 am »

Might wanna take a look at the heavy sandwich from TF2 ;)  As a temp till you get a sub.
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Re: ge_qlab
« Reply #14 on: September 30, 2009, 12:50:56 pm »

Might wanna take a look at the heavy sandwich from TF2 ;)  As a temp till you get a sub.

Good thinking... GES maps do lack the nom nom.
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