New custom map for ET: GoldenEye Bunker (version 1)


(Loffy) #1

Hallo!
I’ve created a copy of the classic Nintendo 64-map GoldenEye Bunker, because me and my kids have had so much fun on that map and the other N64 GoldenEye maps. I know there must be more N64 players out there and that they will remember the design and enjoy this remake.

Here are the download-links and the screenshots:
http://www.acc.umu.se/~loffy/goldeneye_bunker1.htm

// Loffy


(WolfWings) #2

In the future, hon, please use .jpeg files for screenshots.

That .gif file blows whatever work you might have done towards making the level look decent right out the window, as it looks like a screenshot from something out of Quake1 due to the color dithering.

Remember, .jpeg or .png files for true-colour, .gif is only for 256-color and/or animated pictures. =^.^=


(Aikon) #3

Omg, lol…thx for saying that, wolfy…I almost thought he made the textures on purpose like that, to make it look like the N64-surrounding! Looks very nice, Loffy, can’t wait to play it! :clap:


(Loffy) #4

EDIT: I edited my first post and created a separate homepage for the map (see above).
Now, go get the map!
:slight_smile:


(.Chris.) #5

oh no i was soooo gunna make this map after done my current project, you beat me to it :frowning:
anyway it looks like you done great job of it though :smiley: like how you sealed of the outside neer hellicopter.

anway ill have to go to plan B for james bond maps :eek2: (valcano base) dont steal that idea please :smiley:


(Loffy) #6

chr1s, hi! Glad you liked the screenshots. Have you had time to run around inside the bunker yet?
Don’t worry, there can always be two or more versions of a map since two mappers never map identically.
Keep on mapping
// Loffy


(CrazyGuy) #7

Your missing an entity(i think) when the helo blows up.


(.Chris.) #8

first time i was only spec but went round for a bit looking for secrets :smiley: the layout is ok actually but having to shoot most of doors open would really slow the gameplay down i would think with other players (i did solo test) liked the computer with goldeneye pause menu and game box and cart :banana:

also you did better job of the map than i could have :clap:


(Loffy) #9

Glad you like the goldeneye-stuff. :slight_smile:
About the doors: I had three options: 1) No doors, 2) Doors that could be opened/closed (with the “Action”-key), and 3) breakable doors that cannot be rebuilt. Option 1 is lame. Of course there should be lab-doors, since they were there in the original game. Option 2 is nice, but I decided to go for option 3. When the doors are destroyed, they are gone. And the flow in and out of rooms and corridors will never be hindered by a closed door. I thought option 2 would create bottlenecks, when players closed doors on each other.
CrazyGuy, what do you mean? when “helo” (helicopter) blows? are you referring to the (red) text in the console, that reads “setstate called but no entities found”, when the helicopter is dynamited? That is “normal”.
This is how it works in the map: Each breakable window in the helicopter is an entity. There are 8 windows. When the helicopter is destroyed, each one is removed (by the script). But sometimes a player has destroyed one or more windows beforehand. So, when script tries to remove them, they are already gone - and the console prints that (red) message.

Hint: I made it possible for the Allies to plant ON the rotor and to start the rotor. That makes it virtually impossible for the Axis to defuse the dynamite!
However, the rotor only has a 20 percent probability to start (1 out of 5), each time the start-button is used. :slight_smile: The button can be used as many time as you like, but there is a 2-3 sec delay for each attempt to start the helicopter.

// Loffy


(Vitriol) #10

i have a version of temple out, www.t4p.net/prime8/ge_temple_v1.zip if you want to check it out.


(CrazyGuy) #11

Sorry about the long…wait. But, i had to run off to work.
Got the pic from the demo i tooked. Also, you’ll see what i’m talking about.
Just reply so i can take the pic off the FTP site. Not surposed to upload stuff for my personal used. But, what the hell. I hang out with the Trammers (Tram Design). But, i guess i’m helping out a mapper, since those guys are mappers and much more.

Here’s the pic:


(Loffy) #12

Ah, CrazyGuy, I see! That’s odd. Im sure the thing is in there, in the pk3-file that I made. How strange… It WAS there throughout all the alfatesting.
I guess that entity must have been left out by mistake. It is a moving model of a fire-ball. Flying away from the heli as it gets blown to bits and pieces by the Allied Forces. It’s only visible for 1-2 seconds (good!).
How frustrating. But thankfully its just a minor probl. And how typical - there is always something that you forget to do/include isn’t it?
Thanks for the feedback!

I can tell you what object/moving thing causes most agony… it’s the constructible Flag Door near the Flag. Will it work? Have I foreseen all possible scenarios? It’s a constructible that the Allies may blow up, but at the same time it is a moving door. It slides up into the roof like a door in a space-lab whenever an Axis player steps into the invisible trigger-zone near it. (Allies cannot open it.) When the allies destroy it (dyna), it is gone forever and the Allies get permanent forward spawn (cf. Oasis). All this may seem easy to make in the editor but there are tons of entities involved and a lot of scripting. So many things can go wrong. What happens if an Allied players arms a dyna before the door is constructed and an Axis player constructs the door while the dyna is ticking? What is the dyna blows at the same time as the door is moving downwards? A moving object (script_mover) is hard to instantly remove via scripting while it is moving. What if… and so on… That door is extremely important for the map (Forward spawn and all that - and it is a choke-point).
So far, it’s been working good. :slight_smile:
Why make such an object, if it has the potential to ruing the whole map? Well, that’s a good one. Sometimes I map just to try new ideas. “Noone has ever done this - I wonder why - I’ll try it in my map!” :slight_smile:

This will to try new things is in a constant battle with the insight that simple map and simple map ideas often work the best. A labyrinth-like map with sliding doors, exploding helicopters and complex objectives is not always the most appreciated one. A simple “storm the mountain and steal the documents”-map is often more popular and easier to understand/play.

Whatever.

// Loffy


(Loffy) #13

Bump!

It’s about time that I released an easter egg: You’ve all (100.000s of players or more) discovered the secret room in the floor in the Flag Room, but wait! - there is more!
YDNAR’s BIKE (Yes, the red one. The one he used when he biked from San Fransisco to Los Angeles) is hidden in the map… somewhere. … Close to the helicopter…
// Loffy

PS: 100.000s of players or more = irony.

PSS. “the constructible Flag Door near the Flag” (see above) seems to work. Fingers crossed… The map is featured on some servers, incuding the ShitStormEurope and M8D InternationalBetaMaps. No terrible crasches as far as I can tell. loffy knocks head with fist