Goldeneye Grit Complex Complex. A map inspired by complex for 007's goldeneye and Grit-Tourney.
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Title : Goldeneye Grit Complex
Version : 11
Release Date : 03/11/2020
Filename : DM-Goldeneye_Grit_Complex.unr
Author(s) : Zero Khan
This map is a tribute to Grit-Tourney and Complex from 007's Goldeneye game.
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--- Other Information ---
Game : Deathmatch
Level Name : Prison Complex
New Sounds : yes
New Graphics : yes
NewUnrealScript : no
External DLLs : no
Known bugs : bots get stuck trying to reach the mega health
Compatibility : version with (436) removes all EFX and ogg music to make it work with original galaxy audio.
469 versions are incompatible with the original galaxy audio.
EFX doesn't work with 436. The map can run, but the reverb won't work.
EFX tested with OpenAL only.
Pathnode blocker : there is a way to block pathnodes from connecting. Use walls that obstruct the paths. Rebuild geometry, bsp and paths.
Later on remove the blockers and rebuild the map again, but leave the already existing paths.
The brushes are all under a group "path_blocker" which can be turned on/off
--- Construction ---
Editor(s) used : UnrealEd 2.2
Base : didn't use one.
Construction Time : ???
2019 edition Time : two weeks
2020 edition time : 1 month
2019 changes:
- Completely new lighting
- More geometry added
- Added superhealth
- New corridor and moved shield to there
- Solids to semisolids
Quick update:
- Changed the white light behind superhealth to blue
- Swapped a blue light for orange on a pillar
- Removed two player starts next to the shield
- Fixed black lifts
2020 changes:
- Expanded map
- New lights
- More geometry
- More detail
- EFX zones
Quick update:
- Deleted two xbox logos
- Some pathnode changes
v5 changes:
- Some logos changed
- Moved minigun away from shockrifle
- Additional music
v8 changes:
- Mapcore logo added
- Stupid mistake. Some two solids were cut out by subtracted space. Fixed.
- Some minor texture alignment
- BlockAll to prevent players from dieing on cloudzones
v9 changes:
- Deleted some pathnodes
- Deleted some defense points
- Rearrenged some player starts
- Blocked more pathnodes
- Minor texture change, purple teleport in the lowest level
v10 changes:
- Deleted more pathnodes
- Blocked more pathnodes
v11 changes:
- Deleted more pathnodes
- Blocked more pathnodes
- Tweaked jumpspots to make bots use impact hammer properly
- Sound was causing a crash with galaxy due to it being stereo. Converted to mono and cut down from 16 bits to 8 bits.
- Minor texture alignment
- Adjusted teleporter radius to prevent players from accidentally going behind the portal without touching the teleport
- 436 version reverted to DXT textures. It has been suspected that DXT textures were causing crashing but it's not the case
v12 changes:
- Used liftexit and liftcenter to make bots cross the masked texture and reach the mega health
v13 changes:
- At the staircases with the Microsoft logo there was a metal beam that was misplaced and the other one was missing
Credits:
- Ventilator sound from freesound.org kyles
- Music taken from the Goldeneye Source OST
- Logos from wikimedia commons
- Sticker and decals found in PNGhut, Pinterest
Copyright / Permissions / Other Legal Stuff
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Authors may NOT use this level as a base to build additional levels without my explicit written permission.
You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other medium that is then sold for money, without my explicit written permission.
You MAY distribute this level through any electronic network (like the internet)
provided you include this file and leave the archive intact.
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Distributed by GT Interactive Software, Inc. under license.
UNREAL TOURNAMENT and the UNREAL TOURNAMENT logo are
registered trademarks of Epic, Inc. All other trademarks and
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