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Old 28th May 2009, 04:45 AM   #1
Jefe
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Perfect Dark / GoldenEye 007 Temple - [Beta 2!] [DL]

1. Name:
GoldenEye 007/Perfect Dark Temple


2. Version:
Beta 2

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:


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 at either Epic (http://forums.epicgames.com/showthread.php?p=26474350) or Beyond Unreal with your feedback.

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.



6. Screenshots:






Youtube video: http://www.youtube.com/watch?v=xAy5rzewK-8



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.

8. Homepage:
http://hosted.filefront.com/reidevjord

9. Download:
Beta 2: http://files.filefront.com/PDTempleB.../fileinfo.html
RC1: http://www.filefront.com/14471773/DM...Temple-RC1.zip
http://www.utzone.de/include.php?pat...contentid=7929


Alternate music tracks from GoldenEye and PD: http://files.filefront.com/PDTemple+.../fileinfo.html

Last edited by Jefe; 7th Sep 2009 at 01:03 AM. Reason: RC1 Info
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Old 28th May 2009, 04:51 AM   #2
Firefly
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Looks nice.
I miss the Egyptian theme. I wish someone would port it over to UT3
I might even make a UT2k4 map if I have time
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Old 28th May 2009, 05:33 AM   #3
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PERFECT!! amazing, gonna download them tonight!

Very nice to see poeple still loving goldeneye and perfect dark!
ive also got an perfect dark map in progress but i dont know if i ever gonna finish him.

any idea if you are gonna make an UT3 version?
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Old 28th May 2009, 09:25 AM   #4
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Fixed..... that 1 little i made my brain hurt for 12 minutes wtf was up with that? Also I got a 404 on the file download link. on that. Save for the one w/o the movers. Might I suggest some cobwebs and some falling dust in some areas of the map for effect/feel in the next revision?
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Last edited by Leonardo; 28th May 2009 at 09:31 AM.
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Old 28th May 2009, 10:04 AM   #5
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To be honest, I haven't even opened up UT3's editor yet. But I've heard that converting UT2k4 maps to UT3 isn't terribly difficult. So... maybe?

BTW, would anyone want an alternate GoldenEye or PD track for the map? I uploaded 3 alternates here:

http://files.filefront.com/PDTemple+.../fileinfo.html

Quote:
Originally Posted by Leonardo View Post
Fixed..... that 1 little i made my brain hurt for 12 minutes wtf was up with that? Also I got a 404 on the file download link. on that. Save for the one w/o the movers. Might I suggest some cobwebs and some falling dust in some areas of the map for effect/feel in the next revision?
Thanks for pointing out the broken link. Yeah, that the thread on Stigmat's map is pretty old. If you search on http://uz2.gameservers.net/ut2004/ you'll find that old beta, and a clan revision with crazy deemers and slightly better lighting, but no other fixes.

Cobwebs and stuff sound good. I also plan on adding some more subtle terrain (dirt in corners, and sand from openings) and editing some of the existing terrain. But I was getting fed up with the terrain editor, since it seems to crash unreal ed so frequently.

I had some skylight effects at one point, but I took them out since they didn't look the way I wanted. I'm also not completely happy with the current lighting. I wanted both give the impression of a hastily prepared and lit arena, so I went with flares and lamps, but the lighting is necessarily uneven because of that. The lighting effects in the PD map were more on the artistic side and didn't use realistic light sourcing. So some of the large open areas are necessary dark, such as the main open chamber.

Anyway, I might redo the lighting and lighting effects differently later on. Thanks for the feedback.

Last edited by Jefe; 28th May 2009 at 10:21 AM.
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Old 28th May 2009, 10:30 AM   #6
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Looks pretty light to me.

Nicely made none the less.
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Old 28th May 2009, 12:14 PM   #7
Animus
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actually it would be nice to mix a perfect-dark song into it, they are way more futureristic and pleasent.
also i remember Prefect dark had multiple sound-tracks when you played multiplayer.

and converting, i dont know. only if you have build your map in Maya you can just import it into UT3s editor, but if you build everything from scratch in the editor?....
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Old 28th May 2009, 04:13 PM   #8
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Yeah, I did something like that by mixing multiple tracks into a single ogg. I've actually done mixes like that to the entire UT2004 default soundtrack for my personal use as well, from other games like Timesplitters, UT99, UT3, Tekken, Metroid Prime, Perfect Dark, GoldenEye and others. I find it annoying to play a map for 30 minutes-1 hour and have the same 3 minute song looping over and over and over, but I like the idea of having music of a certain mood for each map

Anyway, the default song mix for my map is Dark Combat + dataDyne Action from Perfect Dark.

The options in the track pack are:

GoldenEye 007: Runway X + Elevator (Caverns) + Streets X + Bunker 1 X + The Basement

GoldenEye 007: Surface 1 + Surface 2 + Runway

Perfect Dark: Alien Conflict + Pelagic II
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Old 19th Jun 2009, 07:22 AM   #9
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A quick update on the temple map. I've dumped the textures from the n64 and started reworking the trim textures I want to use. The texture still looks pixelated since I haven't finished editing the texture.



I've also made tons of changes to the map that aren't apparent in the screen shot. Among other things I've tweaked weapon and pickup locations, scaled the map down to 75%, worked on bot pathing (they now can translocate and jump pretty much anywhere you can), and tweaked and added terrain layers.

I've been tempted to put out another beta several times, but I always think of something to improve. I will have something publicly playable soon, but if you'd like to help test things out in the meantime, feel free to contact me via xfire, and I'll send you the latest build.

I also have a remake of Villa in the works, you can see additional screenshots and more info in the Epic thread: http://utforums.epicgames.com/showthread.php?t=683029




Last edited by Jefe; 19th Jun 2009 at 07:35 AM.
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Old 19th Jun 2009, 06:30 PM   #10
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Holy crap, that looks awesome! Villa was one of my favorite maps from Perfect Dark, a remake would be amazing!

Oh man, the nostalgia...
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Old 20th Jun 2009, 09:31 PM   #11
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Quote:
Originally Posted by _N_ View Post
Holy crap, that looks awesome! Villa was one of my favorite maps from Perfect Dark, a remake would be amazing!

Oh man, the nostalgia...
Thanks! That's high praise, considering you made that incredible Hanging Gardens map!

And here's an update with my new texture


Last edited by Jefe; 20th Jun 2009 at 09:34 PM.
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Old 21st Jun 2009, 07:06 PM   #12
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Quote:
Originally Posted by Jefe View Post
Thanks! That's high praise, considering you made that incredible Hanging Gardens map!
Thanks, though it would be more accurate to say I "helped" make Hanging Gardens, that map was (my first) team collaboration effort after all. I definitely recommmend it if you can find someone who shares your interests, you do have to give and take, and there are sometimes heated debates, but overall, two people can come up with amazing ideas that neither one could have come up with alone.

This was totally random, but on of my very first maps was a Perfect Dark remake too (I totally loved that game, got every cheat code and finished every Combat simulator level). Once I started getting involved in 2k4 map modding about 3 years ago, one of my first map attempts was a Remake of the "G5" combat simulator level (The level for Challenge 29, where you gotta take one those impossibly-overpowered DarkSims). As you can see, I took some liberties with the layout and theme (was gonna make it a molten metal factory kind of thing) but yeah, sadly, I never got around to finishing it, and then later moved onto StarReach before finally switching over to UT3.

http://img190.imageshack.us/img190/3541/g5knockoff.jpg

If you're thinking about moving over to UT3 too, the G5 building and that Sewers one would both probably make excellent DM maps. They've got a good combination of tight corridors interspersed with open spaces (the larger, more open PD maps would probably play less well with UT). Complex wasn't bad either. Man... I'm soooo tempted to make a full Perfect Dark remake map myself now... >_<

(new textures are looking good btw )!

Last edited by _N_; 21st Jun 2009 at 07:08 PM.
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Old 21st Jun 2009, 07:44 PM   #13
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I was a big PD player too. I spent hours upon hours trying to beat everything, but I don't recall how far my ranking got. As for remakes, it is too early to for me to say if I'll do another PD map or not. Skedar, Grid, and G5 would be nice in ut2004, and in fact there are already some direct ports of them. I've also seen several other PD/GE remakes of varying quality out there.

I might instead do a Timesplitters remake instead, since there were also some great maps there. There was even a pretty cool tribute to G5 in TS2. (that was a pain to unlock!) If I were to remake any TS map, it would probably be Mexican Mission. Streets would be interesting for CTF.

I don't know about UT3 mapping though. To be honest, I don't play UT3 much. As I said, if it's not terribly difficult, I might port a 2k4 map, but I'm not particularly interested in mapping for it, at least till I finish these maps. Or if you or someone else would like to use one of my maps as a base for a UT3 version, that would be cool too.

Last edited by Jefe; 21st Jun 2009 at 07:48 PM.
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Old 28th Jun 2009, 04:04 AM   #14
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Beta 2 is live on filefront. See the first post for new screens and changelist.

http://files.filefront.com/PDTempleB.../fileinfo.html

I'm happy with how the map has turned out, but I need feedback on weapons, pickups, possible exploits etc.

Last edited by Jefe; 28th Jun 2009 at 04:06 AM.
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Old 5th Sep 2009, 01:46 PM   #15
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Here is what should be the final version of the map. If no one finds any bugs or anything, I'll be releasing this version.

http://www.filefront.com/14471773/DM...Temple-RC1.zip
http://www.utzone.de/include.php?pat...contentid=7929

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.

Screenshot of the new "secret" room:

Last edited by Jefe; 7th Sep 2009 at 01:02 AM.
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Old 5th Sep 2009, 02:20 PM   #16
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That looks great, makes me want to play UT2K4 again! Which I probably will, later tonight.
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Old 5th Sep 2009, 11:10 PM   #17
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Just uploaded some video of the new version.

Youtube Video, RC1: http://www.youtube.com/watch?v=hVpqnEsvV-Q
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Old 9th Sep 2009, 02:48 PM   #18
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Now we just need someone to recreate the FarSight XR-20.
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Old 9th Sep 2009, 10:23 PM   #19
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Quote:
Originally Posted by SirTahngarth View Post
Now we just need someone to recreate the FarSight XR-20.
ROFL, I'm just glad the bots weren't smart enough to fire through walls with it !
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