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Author Topic: ge_facility_classic 4.1 impressions  (Read 9876 times)

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Matteobin

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ge_facility_classic 4.1 impressions
« on: December 23, 2010, 11:34:54 am »

Hi guys, I was playing GE: Source when I noticed some things in the ge_facility_classic map.
Now I have some questions...

In the first three photos I attached, you can see that there aren't any computers or other furnishings in the level... why in the precedent version of the game there were some furnishings that now are vanished?

In the last photo, you can see the graphics of the doors: they look like different... why?

I have another question: in the older game version (I'm always taking about GE Source not 007 GE 64) was possible to acces to the facility classic backzone?


In conclusion... all these things dipend by my wrong update of the game?



Thank you anyway to have recreated the best FPS and the best James Bond game of all time.

« Last Edit: December 23, 2010, 11:38:42 am by Matteobin »
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major

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Re: ge_facility_classic 4.1 impressions
« Reply #1 on: December 23, 2010, 12:22:27 pm »

There was a problem with the model for the consoles.

The map is now like the ge007 MP facility, so no backzone.

never seen that door error before...
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Matteobin

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Re: ge_facility_classic 4.1 impressions
« Reply #2 on: December 23, 2010, 03:31:58 pm »

So what can I do to solve the doors error?

Should I re-install the GE: Source?
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Mangley

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Re: ge_facility_classic 4.1 impressions
« Reply #3 on: December 23, 2010, 05:05:18 pm »

Yes, try that.. it seems to be a graphics bug on your end. Nobody else has reported this issue with the door texture.
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Seiya

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Re: ge_facility_classic 4.1 impressions
« Reply #4 on: December 23, 2010, 05:33:34 pm »

ge_facility_classic was the only downside of 4.1 in my opinion. :( The one that was released in Beta 4.0 was very good as it was very close to the original map. But it seems that was the reason GE:S team changed it.
« Last Edit: December 23, 2010, 05:35:19 pm by Seiya »
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Matteobin

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Re: ge_facility_classic 4.1 impressions
« Reply #5 on: December 23, 2010, 05:55:23 pm »

I re-installed the game and nothing is changed. I don't know, but maybe it's beacause I use a special modification of GE: Source, that allow me to remove the blood on the walls.

I uploaded you the NO BLOOD files.

Please help me.
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Entropy-Soldier

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Re: ge_facility_classic 4.1 impressions
« Reply #6 on: December 23, 2010, 08:55:45 pm »

ge_facility_classic was the only downside of 4.1 in my opinion. :( The one that was released in Beta 4.0 was very good as it was very close to the original map. But it seems that was the reason GE:S team changed it.

We removed it because it was a map from the alpha days that doesn't fit in with the gameplay of 4.1 .  It was very linear, didn't look good, and it inhibited the correct performance of nearly every game type.

Since the map was so straightforward and vast, with the armor spawns in such unavoidable and crucial locations, deathmatch was basically "get the armor at the start of the match or die every 5 seconds the whole time".  Living daylights made holding the flag impossible as you were constantly surrounded, live and let die was impossible to win for the golden gun holder because a competent baron would always have enough voodoo power to teleport to the other side of the map, and CTK was either a perpetual stalemate or a capture fest.

This new version is a start in the right direction. Having solely the front zone removes the most linear parts of the map, and allows it to remain more true to the original.  That's not to say the map is without flaws, but these can be easily remedied due to all the well thought out feedback we've received.

Besides, we all know the old version was only good for it's absurd LTK camping spots.
« Last Edit: December 23, 2010, 08:58:01 pm by Entropy-Soldier »
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Luchador

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Re: ge_facility_classic 4.1 impressions
« Reply #7 on: December 23, 2010, 09:05:02 pm »

E-S is right. Facility_classic shouldn't include the backzone anyway. In 4.2 this map will have fixed doors that open/close on command and always open in the right direction. It's also going to look more like the original Goldeneye facility in terms of visuals. Remember that this map was originally meant for four people maximum. If servers want to cram 16 people into it there will be chaos no matter what we do.

Storm101

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Re: ge_facility_classic 4.1 impressions
« Reply #8 on: December 23, 2010, 09:36:32 pm »

So no backzone_classic as a separate map, then?
« Last Edit: December 23, 2010, 09:38:24 pm by Storm101 »
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JcFerggy

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Re: ge_facility_classic 4.1 impressions
« Reply #9 on: December 23, 2010, 11:16:13 pm »

Honestly, would you want one? The quad would be isolated, and it would be linear as hell.
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Storm101

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Re: ge_facility_classic 4.1 impressions
« Reply #10 on: December 23, 2010, 11:26:16 pm »

I don't care either way, I'm just curious.
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CCsaint10

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Re: ge_facility_classic 4.1 impressions
« Reply #11 on: December 23, 2010, 11:51:27 pm »

Honestly, would you want one? The quad would be isolated, and it would be linear as hell.

No thank you. Never liked the old facility_classic and this new one is superior and heading towards the right direction (with some tweaks needed of course) :)
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Seiya

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Re: ge_facility_classic 4.1 impressions
« Reply #12 on: December 24, 2010, 12:22:08 am »

We removed it because it was a map from the alpha days that doesn't fit in with the gameplay of 4.1 .  It was very linear, didn't look good, and it inhibited the correct performance of nearly every game type.

Since the map was so straightforward and vast, with the armor spawns in such unavoidable and crucial locations, deathmatch was basically "get the armor at the start of the match or die every 5 seconds the whole time".  Living daylights made holding the flag impossible as you were constantly surrounded, live and let die was impossible to win for the golden gun holder because a competent baron would always have enough voodoo power to teleport to the other side of the map, and CTK was either a perpetual stalemate or a capture fest.

This new version is a start in the right direction. Having solely the front zone removes the most linear parts of the map, and allows it to remain more true to the original.  That's not to say the map is without flaws, but these can be easily remedied due to all the well thought out feedback we've received.

Besides, we all know the old version was only good for it's absurd LTK camping spots.

I agree with you, E-S. But I wasn't talking about the old layout. It is actually good that the backzone was removed as Complete Facility is so linear.

I just think the new map isn't as good as the old one. The textures and lightning seem odd (compared to the old map), the doors act strangely, some props were removed and etc.. I really thought Beta 4.0 map was close to perfection.

However, from what I have read on this thread, it seems the map will get a update and the issues I pointed will be treated, so never mind it.
« Last Edit: December 24, 2010, 12:23:59 am by Seiya »
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Re: ge_facility_classic 4.1 impressions
« Reply #13 on: December 24, 2010, 01:24:07 am »

I wanted the old one in (as well as new version). I was the only one who fought for it from the dev group or testers...and I said to someone we could just not have it in the default map cycle cfg. I suppose in view of professionalism and non-beta status, I concede it was the right call.

I think the reason that I love it, was it is the epitome of nostalgia, to me. I loved it and hope one day it comes back for single player classic or something :)
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keefy

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Re: ge_facility_classic 4.1 impressions
« Reply #14 on: December 25, 2010, 07:49:02 pm »

In my opinion too many variations of 1 map leads to confusion , anyone play HL2DM and killbox server?
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