GoldenEye 007/Perfect Dark Temple
2. Version:
1.0 Final (See release thread: http://forums.epicgames.com/threads/702253)
Outdated Beta info follows:
3. Compatibility:
UT2004 and the latest patch
4. Description:
The classic N64 map updated for UT2004. Made with DM, team games and invasion in mind. Plays best with more than 2 people/bots.
5. Comments: See http://utforums.epicgames.com/showpo...6&postcount=23
Beta 1 Notes
--------------
This is my first publicly released map, built from scratch. Well, almost from scratch. I started out with the goal of fixing Stigmat's rough Temple beta made back in 2004.
(http://utforums.epicgames.com/showthread.php?t=363288
and images: http://www.angelfire.com/dc/paradis/Files/ut2k4/)
I soon realized that the bsp blocks were sized somewhat randomly, which caused numerous bsp holes (halls of mirrors) throughout the map. I rebuilt all of the bsp piece by piece, keeping the general scale, but also referencing both the GoldenEye and Perfect Dark versions of the map every so often. After rebuilding all the bsp, the map sat unmodified for several months. After that long break, I came back and worked on pickup placement, lighting and decoration. I also reviewed the N64 games again for to compare layout and lighting. Toward the end of development I decided to move the crashed ufo (which had previously been an easter egg) into the main chamber. I did this to add cover (via debris) and an additional light source in the (very flat and dark) main chamber. I also wanted to expand the map a bit, but keep any changes consistent with the mythos of the game.
The layout isn't 100% faithful, but pretty close. The scale is larger than the N64 games to accommodate UT2004 movement. I considered adding the moving pillar/doors but I felt the game flow in ut2k4 was better without them. However, I may add them at a later date if there is demand for it.
P.S. There is another Temple remake that does have movers: DM-007Temple
http://unrealtournament2004.filefron...07Temple;37261
Beta 2 Notes
--------------
I think the map is pretty much finished at this point, but I could use some feedback on the following: Weapon and pickup layout; lighting; possible exploits; and possible build errors. Please message me on xfire (http://www.xfire.com/profile/jefejefejefe/) or contact me in the forum thread either here or at Beyond Unreal (http://forums.beyondunreal.com/showthread.php?t=186119).
Beta 2 Changes
--------------
Rescaled the map down to 75%.
Enhanced the look of the crash site.
Added decorations throughout the level.
Fixed some misaligned textures.
New custom textures based on the original Perfect Dark textures.
Reworked most of the terrain, added new terrain in appropriate locations.
Several sections of the map are newly accessible, and sniper-friendly.
Lots of work on bot pathing. Bots will translocate and jump anywhere you can go.
Better optimization.
Numerous changes to weapon locations and pickups.
Worked on lighting.
Rebuilt bsp on eastern side to better reflect the N64 version and fix a minor alignment issue.
Recolored many static mesh textures.
RC1 Notes
--------------
Just a quick test version before the final release.
RC1 Changes
--------------
Added a new secret room near the bio, door activates by shooting it. Door uses sounds sampled from Perfect Dark.
Super shield has been replaced with a wildcard base, which can have the Supershield (usually), 25 or 50 adren, or the DD. Secret room usually has a DD, or can be 25 or 50 adren, or a super health.
Added a few more health pickups and one more 50 shield.
Redeemer moved to exterior wall, classic sniper and hidden weapon locker removed. Weapons in the four outlying rooms were shuffled around again.
Removed old zone portals and rezoned the map from scratch.
Added ladder to ledge overlooking the chamber of pillars, reduced usable area of ledge to prevent abuse in TAM.
Fixed a few minor pathing issues with translocators enabled.
Redid trim textures so they are easier to align.
6. Screenshots:
Youtube Video, Beta 2: http://www.youtube.com/watch?v=xAy5rzewK-8
Youtube Video, RC1: http://www.youtube.com/watch?v=hVpqnEsvV-Q
7. Credits:
Rare for the map layout and music; Stigmat for his orginal beta; Hourences (http://www.hourences.com/) for the flares, spotlights (DM-Sae) and lamps (DM-Rrarijar); LordSimeon for the spaceship (ONS-Galadriël-System); Teddie 'teddabod' Tapawan (http://teddie.beyondunreal.com/) for the ladder and cobweb meshes (DM-CBP2-KillbillyBarn); Hazel.H (http://www.hazelwhorley.com) for the lightbox shader from her Egyptian Textures package; David Green (http://www.lilchips.com/) for his custom adrenaline.
8. Homepage:
http://hosted.filefront.com/reidevjord
9. Download:
betas: http://hosted.filefront.com/reidevjord
Final version: http://utforums.epicgames.com/showthread.php?p=26878281
Alternate music tracks from GoldenEye and PD: http://files.filefront.com/PDTemple+.../fileinfo.html
Comment