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[map] Perfect Dark - Area 52

PostPosted: 10 Oct 2013, 10:54
by Dawn
Replica of the combat simulator Area 52 map from Perfect Dark 64.

Geometry, standard weapons, playerstarts, ctf flags and doors [Complete]
textures, team-specific spawns, grenades/mines, lighting, bomberball/dtf ents [in progress]

Obviously, the Cube mapping has made some of the details of the map difficult or impossible. In particular, the two rotated sniper towers in the large area, which form the top part of a Y. If anyone has any ideas about this, or any other improvement, that's what the threads here for :)

Honestly, I was virtually finished with the geometry before I thought about how RE's gameplay would translate to a Perfect Dark map. impulseallowed == 0 might make it pretty similar, but whatever.
The map actually plays alright, I think. The hexagonal hallways have been totally replaced with rectangles. Initially because I was too lazy and found it too difficult to convert how it is currently, but being kept like that because it really opens up the hallways, which means it fits RE's style a lot better. There's a couple of tight hallways that either don't fit, or create unique situations, depending on how you look at it. Still, playing without parkour (impulseallowed 7) solves the fact that there are no bounds, and creates an interesting feeling super-quick, RE style Perfect Dark. Coolies.

Screen0016.JPG


Alpha download - geometry and stuff
Beta download - Textures, ents and stuff
area52beta1.zip
(105.86 KiB) Downloaded 445 times

Re: [map] Perfect Dark - Area 52

PostPosted: 10 Oct 2013, 20:22
by ballist1c
A map this unfinished doesn't merit a post yet.

Re: [map] Perfect Dark - Area 52

PostPosted: 11 Oct 2013, 02:12
by greaserpirate
We can still give feedback. The forum isn't just an archive/gallery (like Quadropolis), after all.

Honestly, I think an accurate copy of the map wouldn't be that great in RE without some major changes that would make it more vertical and less cramped: for example, taller and wider hallways, more wallrunning opportunities, and maybe even some access to upper levels or a roof.

Re: [map] Perfect Dark - Area 52

PostPosted: 11 Oct 2013, 03:13
by Sniper-Goth
If it's a remake, it should stay exactly like the original.
Look at my remake of BCR2's challenge rooms. They are a "carbon copy" of the original.
Anyway, perfect dark remakes are always welcome for me.

Re: [map] Perfect Dark - Area 52

PostPosted: 11 Oct 2013, 10:21
by Dawn
Added the first alpha. Alphas will be geometry, betas textures and ents, and the finals will be all polished.

I've never really textured and that much, but I would say that the geometry would be the hardest part, and that's done. So I would say it's closer to being finished than not started.
Like I said, setting impulseallowed to 0 could probably emulate the old-style console shooting okay. Adjusted weapons might help, which has given me an idea..
I tried to get it as exact as possible. I think I did pretty well, since at one point I tried to wallrun in the reference. Any suggestions for tweaks or fixes are welcome, as well as any solutions to Cube-specific problems. The room with the slopes and the eight pillars is a good example. I don't know how to get them to a point.

Re: [map] Perfect Dark - Area 52

PostPosted: 12 Oct 2013, 04:48
by greaserpirate
Sniper-Goth {l Wrote}:If it's a remake, it should stay exactly like the original.


Not true at all. If you make it exactly how it is for the N64, why would anyone play this version instead of getting an emulator and playing Perfect Dark for themselves? :p

Remakes are nice, but there really has to be something original about them to make them more than just 'oh hey Red Eclipse can do something from another game'. That's one of the reasons your Bionic Commando map is so good: because it was ported from a 2D platformer with grappling hooks to a 3D time-trial game with parkour and double-jumping, but it works.

So I strongly encourage you, Dawn, to do whatever the hell you want with the map, as long as it's fun and insteresting. :)

Re: [map] Perfect Dark - Area 52

PostPosted: 13 Oct 2013, 10:13
by Dawn
greaserpirate"
Not true at all. If you make it exactly how it is for the N64, why would anyone play this version instead of getting an emulator and playing Perfect Dark for themselves? :p
[/quote]
I actually agree with you a lot. Some people just make interesting shapes and things with Cube's editor, so it's basically an art form. I suppose this was more a piece of art than anything. But I am thinking about how it could improved for RE's gameplay. There's the whole exterior that could never even be seen in the original, and after I'm finished a replica I'd have an easy base for modifications. I don't think it's all that bad as it is, though. We'll see what happens

[quote="ballist1c {l Wrote}:
A map this unfinished doesn't merit a post yet.

I realised after posting that most maps here are virtually complete. My bad. I'd still love feedback and help while I'm still finishing it though.

I've put up the first beta thing, which starts on textures and entities, and soon lighting. I've textured the ground, which was virtually all one texture, and most of the ceilings. There's a bunch of different wall textures in the original though, so I can only try the best on that front.
I've added playerstarts, all true to the original (which funnily required that I die a lot), and new ctf flags. I suppose that I'll need new team-specific playerstarts. I'll also check out where the Hills were in the original, and put dtf flags there (a classic king-of-the-hill gametype would be wonderful. Like king dtf, but with an area that moves. You know the thing). Bomberball might have the bomb in the main area, with bases sort of close to each other. I dunno.
Weapons are all in the original spots, but with whatever I thought was suitable in each place, since in the original you could use any weapons in a game.

So, yeah. It is a pretty good copy of the original, but I think it can be made gameplay-ready.