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Goldeneye 64 Train Remake
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Author:  OCAdam [ Mon Dec 24, 2007 12:34 am ]
Post subject:  Goldeneye 64 Train Remake

I'm making a remake of the classic Goldeneye 64 level Train, and I'm trying to figure if anyone actually has already made this level before, just so I can see if they make a perfect remake, or a UT styled remake like I'm trying to do. It's quite difficult to make this level since the textures in stock UT are pretty much unable to cope trying to make a GE train... I'm basically just trying to get the textures to feel good still, but not be exactly what was in the original GE train.

Anyone even interested in the idea?

Edit: Just to let you guys know how far I am, I'm already done with the first 4 cars basically. I still need to do pathing and pickups obviously though. I know exactly what I want to do for the defender start places and attacker start places. Attackers start always from where you'd start in the original GE game, while defenders always spawn from cars 3 and 4's luxury rooms. This lets you be able to have defenders attack the attackers from behind in the last part of the level.

Author:  Sgt. Kelly [ Mon Dec 24, 2007 1:08 am ]
Post subject:  Goldeneye 64 Train Remake

<3 Train. :p

Is this for UT or UT2004? UT's AS-HiSpeed is very similar to what you're planning.

Author:  OCAdam [ Mon Dec 24, 2007 1:25 am ]
Post subject:  Goldeneye 64 Train Remake

Sgt. Kelly wrote:
<3 Train. :p

Is this for UT or UT2004? UT's AS-HiSpeed is very similar to what you're planning.


2k4. I don't have UT99 (UTR's my substitute here) or UT3 (no compy to play that one!).

Oh, forgot to add, I'm gonna put in the GE Train music in the level.

Edit: Do no one care about this? I'm actually already on the 6th and final car, and then I gotta get the outdoor bit done, then throw in the objectives and it's basically done.

Author:  SHAD0Wdump [ Sun Jan 13, 2008 1:37 pm ]
Post subject:  Goldeneye 64 Train Remake

AS-Highspeed,was one of my favorite maps back in UT,dono why,it's very liniar(duh),but i just loved the precarias
style of it.
Would love to see another train based map,even if it is 007 styled.

Author:  OCAdam [ Sun Jan 13, 2008 6:29 pm ]
Post subject:  Goldeneye 64 Train Remake

I've not been working on this much, but I do have pretty much every bit of the level done in design. I just need to finish the outside of the train part. There's just this one section where you just RUN out of the train before it explodes in the game.

Author:  SHAD0Wdump [ Sun Jan 13, 2008 6:31 pm ]
Post subject:  Goldeneye 64 Train Remake

OH dude,that is gonna Rule !amazed

Author:  Notlem [ Wed Jan 16, 2008 8:38 pm ]
Post subject:  Goldeneye 64 Train Remake

Sounds great!

Author:  Fat Zombie [ Wed Feb 06, 2008 2:54 pm ]
Post subject:  Goldeneye 64 Train Remake

This is relevant to my interests, OCAdam! Do we have any screenshots to peruse?

Author:  Dark Kontroll [ Mon Mar 24, 2008 10:53 pm ]
Post subject:  Goldeneye 64 Train Remake

i never play goldeneye for n64. only play perfect dark, but is very similar, not? both games are form rareware, and tha gameplay was very similar. some maps are the same in both games. if you have any advances please post a screenshot or somethieng.
sorry for the bad english

Author:  OCAdam [ Sat Apr 05, 2008 7:01 pm ]
Post subject:  Goldeneye 64 Train Remake

Sorry guys, I haven't been around due to extreme school issues... Along with that, I'm still trying to figure out doing better textures for the train itself.... along with making new objectives that make sense for replacing the hostage situation and the Natalya based objectives on 00 Agent mode. Screens in a few days to 3 weeks!

Author:  Dark Kontroll [ Mon May 26, 2008 12:23 pm ]
Post subject:  Goldeneye 64 Train Remake

any progress?

Author:  OCAdam [ Mon May 26, 2008 1:14 pm ]
Post subject:  Goldeneye 64 Train Remake

Err... no. I think I've stopped working on this entirely in favor of doing more modding to BWv21realistic and my MWS13 Maya model. Also, I don't think it would be much fun to be trying to force your way through defenders in this train... it would be hell to keep pushing defender spawn point back as you progressed (for me as the mapper, I never learned how to do Assault mapping at ALL).

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