Posted by rs6 on Mon May 1st 2006 at 11:59pm
This looks like an experimental map. And it looks like you used it to experiment with custom textures. It looks liek the kind of map you keep to yourself, and use it as a learning experience.
Posted by parakeet on Mon May 1st 2006 at 9:39pm
YAY elon has good words
i quite agree with him
Make it , but spice it up too
Posted by Elon Yariv on Mon May 1st 2006 at 6:53pm
Windows why do you copy exectly that map? The original one isn't good too. No lighting(maybe there is but it's blend), really boring and reapitetive texturing, boring architecture and no detail.
Try improving the map not only copying it. Add light sources, trims support beams, crates, gold...ect Don't forget the bomb
Posted by Windows 98 on Mon May 1st 2006 at 2:30pm
Yes, I had a feeling Orph wsan't going to like this map
. I too loved the original Stack on GE N64. Also, I also knew someone was going to bring up GE:S. Maybe I could help them out or something? I dunno, but I have seen it mentioned before. But isn't it a mod? Youd have to be playing GE:S specifically, rather then playing CS:S and have the maps.
About the textures. I know That they suck right now. I don't have much texture expeirence. But I had just done a rough 15 minute job for each one so I could get an alpha out, also it helped for some rough testing with my friends on a lan. I am going to go over and remake them again but spend a lot more time on them, and give them a lot more detail and make them look nice. I am trying to keep the file size down too. Just with around 8 textures, it is already 4mb.
Yes, I had a feeling Orph wsan't going to like this map
About the textures. I know That they suck right now. I don't have much texture expeirence. But I had just done a rough 15 minute job for each one so I could get an alpha out, also it helped for some rough testing with my friends on a lan. I am going to go over and remake them again but spend a lot more time on them, and give them a lot more detail and make them look nice. I am trying to keep the file size down too. Just with around 8 textures, it is already 4mb.
Posted by Orpheus on Mon May 1st 2006 at 11:41am
I have been looking at this all morning trying to come up with something, anything positive....
Sadly, I failed.
Good luck with your box. Oh wait, that was positive...
Posted by reaper47 on Mon May 1st 2006 at 10:12am
I might not be objective on this one but... I love the stack level from Goldeneye 007. I spent so many hours playing this in 4 player mode. So many. People are telling you you need a big screen to enjoy the game in 4 player split screen but that's bulls**t. I played stack on the smallest TVs and it was more fun than all the CS and TFC I later played on the PC. Great game, great map.
Now the first thing I recommend is to take a look at this site (although you might already know it): Goldeneye Source It's the most faithful and well-done remake of Goldeneye I've ever played and it's for HL2. You might want to help them to bring stack in the next release, which I would appreciate a lot.
Second: Use the exact layout (I've seen the sketch, it's amazing) but add more detail on it. As much as I love GE, GE:S taught me that it is possible to stay true to the original while improving the graphics and resolution. I think if I played the map without any improvements on the graphics I might feel like missing something.
Posted by ReNo on Mon May 1st 2006 at 6:47am
Your textures could really use some work. The floor tiles aren't too bad - they look like tiles and are reasonably sharp - but it looks like you have only created one tile and then cloned it to create a full texture. There is an obvious light spot in the texture that repeats really badly that makes it seem that way. If each tile in the texture were more unique, this repetition wouldn't be nearly as obvious and things would look better. The walls are a bgger worry though - the pattern present on the wall is not only apparent on horizontal repetitions of the texture, but it seems like it is there in single instances of it, like the actual texture is symmetrical. I commend you for making the effort in trying to make your own textures by the way, but I do think you should try and learn a bit more about it if you want them to feature heavily in your level.
The map itself is really plain and boring. I know your design ideal here is to keep it faithful to the original (and you certainly seem to be managing that), but you can keep it faithful in terms of layout and gameplay without having to miss out on aesthetics. Put in some small pillars along the walls to break up the flatness - even if they just use the same textures as the wall, it will gave some changes in face direction and so introduce at the very least some breaks in the lighting. Maybe make a slight colour variant of the floor tile texture so you can create maybe paths through the rooms, or create some sort of floor trim/edging that skirts the walls. Little things like that won't make any difference other than make things look better
Posted by Crono on Mon May 1st 2006 at 5:51am
That's cool and all ... but why wouldn't you want to make it look more like the stacks from Goldeneye (Film)?
(Also, to note, this has already been made for HL1 ... and now for HL2, since Goldeneye Source is well on its way to release)
But, okay. I guess it's a good oportunity to learn texture work ... I'd suggest trying harder though!
Anyway, it looks close enough to the N64 version. Still not sure if that's a good thing or not, though.

