Skorpius
Jan 22, 2006, 10:51 AM
I was bored. So here are some classic Goldeneye maps, remade in TS3, and compared to Perfect Dark.
Just click the pics.
N64 screens will be blurry, due to the low resolution of the system being stretched for the capture.
Complex
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208312700.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208313400.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208324400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208325200.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208355400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208360300.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208365700.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208370400.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208380200.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208381000.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208383900.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208384600.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208394400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208395200.jpg)
One of the major setbacks I had in attempting to convert this map was the size of the mapmaker tiles. The map, originally, is very compacted and narrow and that's difficult to recreate in the mapmaker (as you'll see in the Facility). I did what I could, especially in areas such as the winding ramp, and the "vent" (which is just a warp room), but the northern room (3rd pic) is a complete failure.
The theme for this new Complex is something along the lines of Resident Evil. Half of the recommended bots are zombies, and the other half are characters like guards, or security officers (body armor, and whatnot). The weapons include a mix of standard weaponry you would see (9mm Pistol, Sub-machine Gun) and some gruesome weaponry (Harpoon Gun, Flamethrower).
Facility
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208464700.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208465500.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208480100.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208481200.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208485600.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208490400.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208494400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208495300.jpg)
I didn't get shots of the "bathroom" and "vents", but they're there, and they work. Warps bring you up to the vents, and there are two drop points to get out. Similar to the Complex, this map's narrow qualities are nearly eliminated by the conversion, and a lot of unique aspects of the map are destroyed. The staircase is gone, obviously, but the "bottle rooms" remain somewhat intact (barely). Every time I look at these maps,
[ In the fourth pic, there will be windows around the center structure's base, offering more cover in that room ]
The Facility is now a science lap, scientisits and failed experiments roam the corradores with science fiction type weapons, such as.. well.. the SciFi Sniper or SciFi Handguns. One of the worst weapons ever made in a FPS, the Mag Charger, is also in place here. If anyone is familiar with the Farsight XR-20 from Perfect Dark should understand what X-ray firepower can do.
Temple
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717434600.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208552400.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717435400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208545800.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717442300.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208543800.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717445100.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208541600.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717461400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208534100.jpg)
One of my successful maps. This, and Area 52, is my favorite custom map to play on. Wide open spaces offered a little buffer room for scale inconsistancies, and each lifeless room of the original offered a canvas to add a little character to. Even with additions, the charm of the original remains intact, despite the inability to recreate the massive towering pillars. However, I rethought that entire room, and created some kind of large block in the middle, with a little walkthough. I'll get pictures later.
I introduced an "Indiana Jones" meets "Star Wars" type theme here, basically jumping into Lucas' brain and pulling out random crap. Goofy aliens and even goofier temple exporers join together in a battle using old style Revolvers and Shotguns combined with futuristic weapons.
Just click the pics.
N64 screens will be blurry, due to the low resolution of the system being stretched for the capture.
Complex
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208312700.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208313400.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208324400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208325200.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208355400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208360300.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208365700.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208370400.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208380200.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208381000.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208383900.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208384600.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208394400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208395200.jpg)
One of the major setbacks I had in attempting to convert this map was the size of the mapmaker tiles. The map, originally, is very compacted and narrow and that's difficult to recreate in the mapmaker (as you'll see in the Facility). I did what I could, especially in areas such as the winding ramp, and the "vent" (which is just a warp room), but the northern room (3rd pic) is a complete failure.
The theme for this new Complex is something along the lines of Resident Evil. Half of the recommended bots are zombies, and the other half are characters like guards, or security officers (body armor, and whatnot). The weapons include a mix of standard weaponry you would see (9mm Pistol, Sub-machine Gun) and some gruesome weaponry (Harpoon Gun, Flamethrower).
Facility
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208464700.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208465500.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208480100.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208481200.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208485600.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208490400.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208494400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208495300.jpg)
I didn't get shots of the "bathroom" and "vents", but they're there, and they work. Warps bring you up to the vents, and there are two drop points to get out. Similar to the Complex, this map's narrow qualities are nearly eliminated by the conversion, and a lot of unique aspects of the map are destroyed. The staircase is gone, obviously, but the "bottle rooms" remain somewhat intact (barely). Every time I look at these maps,
[ In the fourth pic, there will be windows around the center structure's base, offering more cover in that room ]
The Facility is now a science lap, scientisits and failed experiments roam the corradores with science fiction type weapons, such as.. well.. the SciFi Sniper or SciFi Handguns. One of the worst weapons ever made in a FPS, the Mag Charger, is also in place here. If anyone is familiar with the Farsight XR-20 from Perfect Dark should understand what X-ray firepower can do.
Temple
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717434600.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208552400.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717435400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208545800.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717442300.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208543800.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717445100.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208541600.jpg)
http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006011717461400.jpg (http://img.photobucket.com/albums/v31/Snapshots/Non-PSO/TS3/TV2006012208534100.jpg)
One of my successful maps. This, and Area 52, is my favorite custom map to play on. Wide open spaces offered a little buffer room for scale inconsistancies, and each lifeless room of the original offered a canvas to add a little character to. Even with additions, the charm of the original remains intact, despite the inability to recreate the massive towering pillars. However, I rethought that entire room, and created some kind of large block in the middle, with a little walkthough. I'll get pictures later.
I introduced an "Indiana Jones" meets "Star Wars" type theme here, basically jumping into Lucas' brain and pulling out random crap. Goofy aliens and even goofier temple exporers join together in a battle using old style Revolvers and Shotguns combined with futuristic weapons.