Status Report: May

What We Are Up To

 

For the past many months since 5.0’s release we’ve been hard at work behind the scenes preparing what is coming next for GE:S.

Moving forward we would like to be more open and keep the community more up to date with what we are doing, and first off we are happy to announce and show a little preview of two of the maps we are presently working on.

 

New Maps

Citadel

We would like to introduce you to a level that is not that well known. ‘Citadel’ was a test level found on the original game’s ROM by using a GameShark on the GoldenEye cartridge. In the past there have been community versions of this map, but the level is now being incorporated into the game and given the full treatment.

Citadel

 

Temple

I would never choose the caves! The temple, maybe.

 

Temple is a map that has long been absent from GoldenEye: Source. Whilst there have been various versions in development over the years it has never quite made it all the way to completion. The map has now been completely reenvisioned and given its own unique theme.

Temple

 

Music

With two new levels there might have been a gap in our Soundtrack.  Never fear!  Tweaklab has been hard at work and would like to debut some of his awesome beats.

 

Citadel

https://soundcloud.com/goldeneyesource/citadel-tweaklab

 

“I wanted to take the Citadel track from the original game that was only used in multiplayer matches and make it feel a bit more tailored to a specific map, keeping the original tempo while adding more layers to the track to give it a greater sense of progression and ambience.”

 

Temple

https://soundcloud.com/goldeneyesource/temple-tweaklab

 

Temple didn’t have it’s own track in the original game, so to accompany the new map Tweaklab has created an original track inspired by the soundtrack of the original game and the atmosphere of the new map.

“I was encouraged by the team to have a go at writing an original track for the game and it all started with the main chord progression which utilizes a few familiar notes from the traditional Bond theme, everything else evolved fairly naturally from there. I wrote the track with the idea that it was almost like a remix of an original N64 track that no one had ever heard before and there are lots of cool ominous sounds like pan flutes and monk choirs in the mix to keep the atmosphere front and center while the beat drives the track.”

– Tweaklab

 

Weapon Effects

Moving forward with our initiative of improving the way that weapons feel and act in the game, each weapon now has an increased number of sound effects associated with it. Pistols, Rifles, Mines, Shotguns, Rockets and so on now have distinct pickup, ammo and reload sounds for each type.

Building on our adjustment of their ammunition types, the Gold and Silver PP7s now have distinct firing sounds to help distinguish them both from each-other and the standard issue PP7.

The soundscape of the game is now more satisfying and delivers much better audible feedback on what is happening.

 

Improving User Experience

One of our big goals with the upcoming 5.1 is to greatly improve the experience players have when playing the game. 5.0 was a huge milestone and step up in the quality of the mod from past versions but we still see great room for improvement when it comes to making the game feel more intuitive and enjoyable. Certain lingering issues in the gameplay were made apparent by 5.0’s release which we’re working towards fixing, including changing a few Source engine defaults that fell outside of the design of our game and went under our radar.

 

The main one is of course the maximum server player count, which can be set as high as 32. However, GE:S was never designed to accommodate this number, and having such a large amount of  players on one server causes several problems that result in a poor gameplay experience. As such, for 5.1 this will be capped to a more reasonable 16 players. We hope everybody can understand that we want players to have the best experience of the game possible.

PSA: Please keep this in mind if you’re running a server as 16 will be the maximum number of player slots supported once GoldenEye: Source 5.1 releases.

 

Thank You

We would like to thank the community for their amazing support following the release of 5.0. We’ve been blown away by how much the game has grown and all of the positive attention we’ve received around the web.

 

In case you missed it we recently had an interview with PC Gamer, you can find it here:

http://www.pcgamer.com/the-creation-and-tireless-evolution-of-the-goldeneye-source-mod/

 

Streaming GoldenEye: Source

If you’re a YouTube or Twitch streamer and would like to stream GoldenEye: Source, please do!  Our original soundtrack will not get your content flagged.  Please contact us if you do have any issues.

 

We’re Looking For Developers

As a team that is always growing and adapting we would like to remind everybody that we are always looking for new talent. Please check our open positions page if you’re interested in getting involved and helping us to create this game.

 

Community

Reddit https://www.reddit.com/r/goldeneyesource

Facebook https://www.facebook.com/GoldenEyeSource

Youtube https://www.youtube.com/GoldenEyeSource

Discord https://discordapp.com/invite/MTwT3Ch

Twitter https://twitter.com/goldeneyesource

 

-Team GoldenEye: Source

 

4 thoughts on “Status Report: May

  1. Any chance of introducing character models for Natalya and Xenia. The character roster just feels a bit empty without them

  2. Any plans to add the health / handicap options.
    That feature is what is missing for true diehards 🙂
    Great work

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