View Full Version : Project Goldeneye SCREENIES for TC
legacy-TOP-Proto
06-28-2004, 12:55 AM
Name:
Project Goldeneye
Version:
V3 Internal Test Version close to release (non beta)
Compatibility:
ut2004 only
Homepage:
http://goldeneye.downclan.com
i try to keep it all in one thread http://www.ataricommunity.com/forums/editpost.php?s=&action=editpost&postid=5282605 but was a rocky start and some people might have unsubscribed because of such.
anyhow Enjoy
TEMPLE
http://goldeneye.downclan.com/content/images/temple6.jpg http://goldeneye.downclan.com/content/images/temple7.jpg http://goldeneye.downclan.com/content/images/temple8.jpg http://goldeneye.downclan.com/content/images/temple9.jpg
FACILITY
http://goldeneye.downclan.com/content/images/facility6.jpg http://goldeneye.downclan.com/content/images/facility7.jpg http://goldeneye.downclan.com/content/images/facility8.jpg http://goldeneye.downclan.com/content/images/facility9.jpg
RUNWAY
http://goldeneye.downclan.com/content/images/runway1.jpg
PPK Silver
http://goldeneye.downclan.com/content/images/silver1.jpg
legacy-TOP-Proto
06-28-2004, 12:56 AM
DD44
http://goldeneye.downclan.com/content/images/dd445.jpg
Weapons with no skins / being reskinned
KLOBB
http://goldeneye.downclan.com/content/images/klobb1.jpg
SNIPER RIFLE
http://goldeneye.downclan.com/content/images/sniper3.jpg
Lots more to see on the site. just click the link below
legacy-ViperXXX
06-28-2004, 02:11 AM
OMG! I have too get this when it comes out, nice work.:up:
legacy-[ZDS]GOUBO
06-28-2004, 11:03 AM
when its done send me an email so i can mirror it
zdsgouboutfreek@hotmail.com
radeonator2000
ut.filefront.com
PointlesS
06-28-2004, 12:40 PM
nice weapons...the ppk silver looks great...though in every one of those maps you're missing one thing - lightsources...there's no lamps or anything...I would also like to see the hallways in the facility much wider...other than that you got the textures dead on though...
legacy-ZAR-4
06-28-2004, 01:00 PM
holy crap!! i remember that level, that looks freakin awesome, cant wait for it!!
legacy-Code-Killer
06-28-2004, 01:42 PM
And I didn't expect your project would get off the ground, GJ :up: :D
legacy-=Vector=
06-28-2004, 01:59 PM
whoa :eek:
those pics sure do bring back a lot of memories...:up:
legacy-edgeofblade
06-28-2004, 03:37 PM
Originally posted by PointlesS
though in every one of those maps you're missing one thing - lightsources...there's no lamps or anything...I would also like to see the hallways in the facility much wider
(My comments mostly pertain to what I saw when I looked at Facility screenshots.)
To mirror the above, illuminate the lights in Runway for a start. The Temple could use some dark skies and BLACK fog. And agreed...wider halls. Maybe try counting floor tiles in Goldeneye and matching them with floor tiles in Unreal, assuming you have the scale correct.
Make sure you put some aging to these textures...apply a loss of plaster here or there, crack a pillar, flicker a light, stain the floor in the bathroom. Exploding barrels in stacks would be a nice touch. Maybe exploding boxes as well. (You know exploding props were an integral part of GE and PD.)
My advice I would give to ANYONE doing a remake, you cannot do the original source material justice by doing a verbatim remake. It has to be better, cooler, and more over the top. If you are porting to a newer engine, you have a responsablity to make it look good plus bring up nostalgia.
My sugestion in reality would be to watch the movie "Goldeneye" and try to emulate the feel of that environment with your textures and static meshes but keep the classic "Goldeneye:007" geometry. The stereotypical pipes in many Unreal maps I think should make an appearance. Another example is making one of the oddly empty blue tile rooms (6 screenies down from the top; their emptyness always broke the mood for me) a food storage room like where Alec and James meet in the movie. Or leave a body sprawled out on the toliet where Bond knocked him out.
But not to detract, you have a very good start in my opinion. Just spice it up.
legacy-Xclu21Sive
06-28-2004, 03:45 PM
Originally posted by -=Vect0r=-
whoa :eek:
those pics sure do bring back a lot of memories...:up:
yup they sure do... good luck on finishing it
Angel_Mapper
06-28-2004, 03:49 PM
Blah. The weapons look good but the levels need a lot of work. You've got thousands of polys to work with, use them! :p I would love to see the Goldeneye levels updated to the current technology.
legacy-Brits_Hit
06-28-2004, 04:11 PM
I agree with angel, good start, but if ur gonna transfer a ghetto game to a sick engine like the UT2004 one, u might as well give it a major boost in visual quality.
legacy-KnivesTheMapper
06-28-2004, 08:34 PM
Perhaps Angel is right...your weapon models still kick ass though, keep up the good work.
legacy-foldingchair
06-28-2004, 08:54 PM
very cool!, maybe even add in some of the perfect dark levels? I love facility tho, i cant wait.
legacy-FireCrack
06-29-2004, 03:49 AM
I sure hope those are temporary lights, make sure you have light sources!
legacy-TOP-Proto
06-29-2004, 05:39 AM
as you are aware the levels being shown are work in progress shots.
For an example of what ALL the levels will look and feel like when completed, heres some more shots.
All the comments posted here about spicing things up have been taken into account when the mod was in its concept plan stages.
The conclusion i made was :-
Better weapon and player models
Exact geometry of the existing maps
Eyecandy added to the existing maps.
We build the lighting into the maps at a later stage.
Example below, shows shadow though lighting
http://goldeneye.downclan.com/content/images/control7upd.jpg
http://goldeneye.downclan.com/content/images/control5upd.jpg
Their is so much your missing though, by not visiting the site and seeing all the other pics there (theirs alot more).
If you read the about section it tells how the mod is going to be.
<B>About Project Goldeneye. </B>
All the old skoolers will know what Goldeneye was about It was about proving to your mates who the best was Who could get all the cheats, who could complete the game in 007 and above all, who owned at multiplayer.
From becoming Bond, though the single player games, jumping off Dams to exploring ancient egyptiain temples.
Us old skoolers will revel in playing a classic game that Rare made so well and playing it in a newer game engine.
Imagine, the same gameplay just got better!, we got bond, but hes more detailed! Maps with updated graphics but original geometry, maybe even some extra eye candy!
Single player gaming in all its glory.. but Multiplayer takes a new turn.. No longer one player to 4.. we are talking mass brawls so we really can tell Whos got what it takes..
legacy-MrWotsit
06-29-2004, 07:04 AM
Hmmmm...
So, it will have all the old Goldeneye weapon balancing, get rid of double jumping etc and adapt movement speed, essentially resulting in all the old gameplay but in a nicer environment?
Firstly, this is going to take FOREVER, surely?
Secondly, Everything is going to have to look A LOT better to make this worth it? Alternatively, if you managed to simply capture the *feel* correctly instead, you could probably get away with murder. :D
legacy-TOP-Proto
06-29-2004, 07:51 AM
i see your pushing for what the coder has done..
ok il take the bait :)
You cannot double jump, the game speed has been slowed down to a "similar (thats close but not quite)" speed comparable to the original game
The menus have been recreated in the style of the original menus, but do expect some new ones for the added features and "console to PC" corrections (remember the pad where u chose ur buttons? ;) )
The weapons code is close to completion, this was the last thing i have been working on before swattign like mad on my course (waiting for animations)
In regards to the weapon code :-
Weapon damage is the same as it is playing 00Agent mode (for multi and single player atm) when u get hit, ur damage bar shows, you make the distinctive shot noises.
The weapons have custom sounds and and animations (soon)
you can pickup ammo (custom) which updates the hud (im trying to figure out replication woes to complete this though as its not net compatible)
Reload trigger is set, but not actually coded yet (wont be long)
Issues to resolve :-
Hit sounds play on both target and shooter (when shot and u gasp)
HUD ammo not updating on clip reload (net only issue)
Some problems in the code to stop you falling off edges
And those are the most major ones.
Only major things left are the ingame menus, AI, and the stats system really. (from the code point of view)
legacy-eVeNfL0W
06-29-2004, 12:19 PM
Will there be diagonal movement like in goldeneye (Remember how you could go faster holding down foward and left if you ran diagonal or foward and right etc) ? If not no one will play it :P
legacy-Pyrotechnic
06-29-2004, 12:28 PM
Wow, that looks cool, I loved Goldeneye on the N64. 1 thing though: DO NOT make the Odd Job character shorter-than-the-others as he was in the original! It was so annoying when someone was Odd Job and couldn't hit him coz the shots went right over his head :mad:
legacy-NightHawkAOL
06-29-2004, 02:27 PM
^^^^
Yeah Oddjob was annoying, i used to just crouch when he came near, it was way easier than aiming downwards.
Great mod, i cant wait to play Goldeneye again. I think im going to go buy another N64, i sold mine :(
Originally posted by Brits_Hit
I agree with angel, good start, but if ur gonna transfer a ghetto game to a sick engine like the UT2004 one, u might as well give it a major boost in visual quality.
Remind me to lose all respect for hakarzz..
....DONE.
legacy-Brits_Hit
06-29-2004, 03:22 PM
Thanks for clarifying that this mod will kick ass Proto ;)
That map is looking quite sharp along with other stuff on ur site :up:
@Jefe: Wow, misinterpretation is a bad thing. Dunno why a comment like that would make u 'lose respect', but ok.
legacy-|WOLF|Fibbis
06-29-2004, 03:37 PM
Man those pics make me wanna go play goldeneye now. The TT-33 Tokarev looks especially awesome.
legacy-JabbaNuts
06-29-2004, 06:15 PM
Just a note on the textures looking the same... they can be ripped in original form straight from the rom/emulator.
Actually, so can the 3d levels, and then implemented into the UnrealED. Dunno if you're doing that already though...
Could be good. As long as you can disable jumping altogether, disable being able to work off ledges, enable diagonal straffing to move you quicker etc. And the proxy mines are a must ;)
Good luck.
legacy-oosyxxx
06-29-2004, 07:56 PM
Wow. :) I made a few variants of some GE maps years back for UT and these look even less complex.
Suggestions:
1) Keep the BSP minimal;
2) Include architectural knick knacks that weren't in the original, terrain when possible;
3) Get a good texture artist to redo the original textures from scratch;
4) Make the full maps for deathmatch (not just half maps, like half the Facility in DM); and
5) Objective based maps.
I almost completed a map for Strike Force that featured the Bunker right below the Depot. I figured the gameplay wouldn't translate well because of the corridors and lack of Z-axis gameplay (note: I guess I didn't do anything to remedy that either, I just thought a hybrid would be cool). I'm wondering if you're gonna do anything to evolve the gameplay and take advantage of the the 2k4 engine's strengths.
Anyway, I hope you complete it! :D
legacy-TheBladeRoden
06-29-2004, 08:56 PM
you sure you don't want my Egyptian map?
http://students.uww.edu/rodenja10/darkcry/egyptianpast.jpg
legacy-Trel
06-29-2004, 09:03 PM
You are going to have the Golden Gun and the Moonraker right?
Angel_Mapper
06-29-2004, 09:20 PM
Originally posted by TOP-Proto
The conclusion i made was :-
Better weapon and player models
Exact geometry of the existing maps
Eyecandy added to the existing maps.
We build the lighting into the maps at a later stage.
Bleh, so no graphics update? Then why do this? I could easily break out my N64 and play the original, the only reason I would download a mod like this would be to have better graphics.
Originally posted by TheBladeRoden
you sure you don't want my Egyptian map?
Looks nice. Where can I download?
legacy-TheBladeRoden
06-30-2004, 12:31 AM
You can't, it's not hosted anywhere
legacy-TOP-Proto
06-30-2004, 12:57 AM
Originally posted by Angel_Mapper
Bleh, so no graphics update? Then why do this? I could easily break out my N64 and play the original, the only reason I would download a mod like this would be to have better graphics.
I think your making it sound worse than it actually is.
Think CS map graphics with decent player models.
noone moans about the quality of the graphics.
legacy-GumB
06-30-2004, 03:13 AM
Bleh, so no graphics update? Then why do this? I could easily break out my N64 and play the original, the only reason I would download a mod like this would be to have better graphics
First of all, Angel Mapper your forgeting one thing. We didn't decide to remake Goldeneye for ut2k4 to give it badass graphics, we are doing it because unlike some people, we enjoyed the awsome gameplay elements that the original had to offer.
And yes we too could break out the n64 for some retro gaming,
but with some limitations only four person multiplayer and no single player co-op, we think it would be a welcome idea to bring it to pc for net play and as well as trying to revive that old-skool feel of one of the best fps out at that time.
And also some of the mappers on the team are not capable of uber static meshes with crisp textures to spice up the original maps for higher detail like you can with your maps. Why would we do that in the first place and risk ruining the feel of the level compared to the original, dosent make sense!
Please Angel Mapper, I love and respect your work but dont dis our maps because it isnt as polished like some of your maps.
This mod is still work in progress as well so please save your comments for a later date when we have a more complete mod to show.
legacy-ScHlAuChi
06-30-2004, 03:24 AM
Will all the boxes be shootable? And will they explode like in the original too?
Well the original GoldenEye Levels were pretty bare and boring graphics wise - there is nothing against a little touch-up to lift them at least at UT level graphics wise ;)
legacy-TOP-Proto
06-30-2004, 10:35 AM
I would like to point out some statistics that i guestimate as being right.
9 out of 10 total conversion mods FAIL
if we get a beta release, the way i want it, then we win.
I am not open to discussion on "improving a game that is awesome anyway" other than the ways in my concept plan.
I dont plan on tweaking this game to the next year, i am learning to code, and the aim is to produce.
This mod will be released, and you either will like it or hate it.
I cannot make a mod everyone likes, nor can i vary the original maps and call it a goldeneye total conversion.
I have plans further down the line (thats after the TC is matured) that i am positive the community is gonna love.
Renegade
07-02-2004, 06:27 AM
This looks awesome - my only request is:
Please, do NOT go all 'better graphics, shiny shiny' like some people have suggested. I want to play Goldeneye again, on my PC, and against other people across the world, in exactly the same way I remember it. Give the characters more definition, sure, but don't make the game all shiny with lights everywhere.
Angel, that's like saying 'why download emulators, just go and break out the original'.
legacy-TOP-Proto
07-02-2004, 06:31 AM
i have a plan to follow :), theirs no changing it for people who think that games are all about the graphics.
Im a big fan of cheese games, they really make u laugh.
for an example, take the AS maps, hellbender, scorpionrace and mantrarace.
ace ! ;)
would be ruined with fancy graphics though ;)
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