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Showing posts with label trevelyan. Show all posts
Showing posts with label trevelyan. Show all posts

3/14/24

Cameras in the Workplace...

Martin Hollis dons a labcoat and patrols the downstairs...
The camera from the Facility's intro cinema has been pivoted to watch the character as the level begins.
(The typical Russian Soldier has been swapped for a Scientist)

Having entirely too much fun playing with the level intro cameras in the Facility...

Low angles, high angles...
Modifying all four intro camera shots just for variety - And to see what else is happening before the mission begins.




Like setting up a series of mini spy cameras...
(Or simply a CCTV camera that MI6 Agents have hacked into)
Spying on Alec as well.
(I just don't trust the guy)


Adjusted the camera slightly...


This overhead shot of the bottling room needs some work.
Camera is a bit crooked (just like the Agent in question).


A shot looking straight down could be neat...
(Modified Bond to start between the Bottling Tanks)






It's particularly amusing when guards are patrolling.
This shot captures a stationary guard and one that's on the move.
Upstairs Laboratory area. Almost picture perfect.
Adjusted so it would be above the guards' heads.


Previously, this camera was overlooking the bottling room.
The slightly downward angle made it ideal to perch it up high.





3/12/24

Lighting in the Bottling Room...

One of three opening camera shots from the Facility Bottling Room...
[The furthest angle]


As the Facility level intro camera fades out, Alec Trevelyan can just briefly be seen walking on screen (from left).

Normally the scene fades just as Alec steps into it.
Some assistance from a surprise "camera flash" that lights up the entire screen...




These "flashes" are happening because Bond is being shot...
Just a funny side effect that occurred as Bond's starting position was modified to begin the mission in the upstairs hallway...



In this case, even before the player takes the controls, guards are shooting at Bond, taking serious damage.
(Normally, Bond starts someplace where guards won't immediately spot him)

Just for fun, here's a snapshot of a bullet passing right through our immortal action hero.


There's a leftover preset in this spot (presumably from beta testing) that just happens to be in the hallway, right where one would preferably like to encounter the Double-Agent Dr. Doak.

Random point of interest - In Multiplayer, your character won't spawn at a start point if another player is too close to another player.

In this case, it appears as if Dr. Doak will not "randomly" appear in the upstairs lab if Bond is there.
Decided to put a camera up there to see what the hell is going on...

Managed to sneak a camera into the upstairs Laboratory.
Here's the level intro cinema sequence, fixed on the ideal Dr. Doak spot.



Of course, it would be totally cheating to know that Doak was here ahead of time - Especially before starting a speedrun. Being playfully inclined to meddle with the game just to see what happens, I couldn't resist.


Still playing that game of Russian Roulette, and Dr. Doak will not appear before the intro camera.


Doak spawns in the spot - But only after Bond's character is loaded into the level.
(Seems the intro camera just missed capturing him...?)


Seems Dr. Doak will NOT spawn if Bond is not loaded (or active)...

To complicate things even further, the event that actually triggers the spawning of Dr. Doak is when Bond enters the Restroom.

So technically, the Double-Agent isn't even in the building until 007 drops down from the ventilation shaft.


Totally blows my mind... Attempting to have Doak appear on the intro screen may have been a waste of time - But relatively entertaining (and nowhere near as frustrating as trying to finish within the target time).


(Something similar happens in Statue Park when Bond must locate the helicopter Black Box. One of several presets is randomly chosen as the game is underway)




Despite not accomplishing what I had hoped, still had fun tinkering with the level setup. It's often a long time between editing sessions, and stuff has to be re-learned each time.

Stumbled upon a few more interesting things about the Facility level - One of the most complex missions in the entire game, in terms of what's happening in the background. The later missions in the game are much more streamlined.

Like many people, I'm sure that I've spent as many (if not more!) hours modifying GoldenEye 007 than I have actually playing the game...





2/26/24

Speed 2: Cruise Control...

Closing Time, James

Elevator doors wide open, Alec Trevelyan waits to taunt James Bond...


Normally, Alec Trevelyan will mock James Bond in the Control Center before the elevator doors shut.
Bond will have no way to reach him, and must choose a different exit.


Access Denied...


The doors will start to close as soon as Trevelyan sees Bond.


Another case of being ridiculously fast (or by using Cheats like Turbo Mode)...

Alec wouldn't hold the elevator doors for me.
What a jerk!




If Bond can make it inside the lift, the former Agent 006 will still be there, staring blankly at the wall.

Guards will even come along and open the door, absentmindedly performing their duty.


The doors may be locked, but the guards still find their way in.








2/21/24

Cardio Caverns...

Jogging is One of My Sub-Routines

We catch a couple glimpses of Trevelyan during the Caverns mission, and he takes off running - All the way to the end of the level. Normally, he's so fast that you can't catch him...

By being even quicker (strafing and/or using Cheat codes like Turbo Mode and Slow Animation)
it's possible to keep pace with the former MI6 Agent.



Doors in the Caverns are open by default, only closing shut after Trevelyan passes through them.



The big spiral walkway is a great place to take the inside track and get ahead of him...

Looking down from the top of the Caverns...
Patrolling guards passed on the way up have given up the chase, as their boss runs like mad.



Racing him is pointless - Except its a fun thing to do.
Before the game was finished, there was a somewhat redundant "beta" objective to "Pursue Trevelyan".


Alec Trevelyan ducks behind his goons and runs away...



Pursuing Trevelyan... All the way to the lift.




Alec doesn't actually go into the lift, however...

Alec vanishes right in front of Bond's eyes.



Unlike the Control Center, Alec Trevelyan actually fades away right in front of the lift...





2/17/24

Speedrun For Invincible...

(00 Agent Facility 2:05)


Earning Invincibility in GoldenEye 007 takes a bit of luck - And a lot of skill.

Managed to unlock the Cheat using the Silenced PP7 while encountering Dr. Doak in one of the upstairs labs (instead of the hallway).

Generally opt to cruise my way through the level with the PP7, only switching to the KF7 Soviet to eliminate four specific guards: The two guards outside the Laboratory area (the patroller and the stationary guard), plus the two guards immediately before the bottling room (both have their backs turned, if you've been stealthy).

After a couple of failed attempts, felt the frustration setting in.

In sports, you can channel your anger to become stronger - Doesn't work the same way in video games.
Also remember that Michael Jordan's philosophy is to practice as hard as he plays.


Almost ready for a break - But opted for another spirited practice run.
Giving it my all, without expecting the payoff...


Compilation of screenshots from a few other good runs:
Darting in and out of the little death room to activate the security door.


Strafing sideways gives you speed. Can sometimes even make it to one of the brown doors inside this long hallway without even being shot...
Sacrificing a Remote Mine to eliminate three guards in the long hallway.


Sliding into the problem area, and chucking a mine into the distance - And then ducking behind one of the protective walls while detonating.

Quickly strafing through immediately when it's safe (attempting) to collect a couple KF7s while dodging the gunfire and racing for the door(s)...
Clearly posted above the door: No Bonds Allowed.


Strafing side to side makes it difficult for guards to lock their fire on you.
Activate the door, strafe to the side, strafe inside, close the door, and repeat...
Closing the sliding doors behind you will slow down the guards, and stop a few bullets from hitting you in the back.



Skipping the level intro scenes is also important...

Guards patrol during the opening cinematic, directly impacting WHERE you encounter these guys - And which way they'll be facing.

As the guard in the main hallway walks away from the bathroom, Bond could be sneaking behind his back. Some guards are pacing back and forth in a small area, while others have a longer route.
Part of the challenge is that each soldier is marching to a different drum.

(Try exploring with the Bond Invisible turned on...
Can't unlock new Cheats, but may gain valuable insight on what guards are doing)




Back to the speedrun: Through the "double doors" and the "T" intersection...
Become in tune with the rhythm of patrolling guards. Some of them can be avoided completely, simply by disappearing around a corner. They'll continue their patrol, none the wiser.


The above guard is exactly where I want him. Walking towards the Laboratory Area with his back turned.
Licking my chops like a Velociraptor ready to feed...





A few bursts of KF7 fire before entering the laboratory area.


Eliminating the patroller and the stationary guard - With just enough noise to get the other guard to open the door...
Too much noise and ALL the guards will be flooding down the stairs, jamming the path.


"Beg your pardon. Forgot to knock."


Guard just inside the lab can do anything to make or break the run...
He can crouch, roll, or even jump to the side....



These Soldiers will also duck, run, roll, jump and do any number of unpredictable things.


Coming off the stairs, the aim can be messed up.
And sometimes the guards just stare as if they're blind drunk...
(Other times they charge at you in a Vodka-fueled act of reckless bravado)



Fingers crossed that Doak is up here somewhere with that Door Decoder.
Three spots upstairs where he can be...
Upstairs patrolling guard is oblivious.



Shooting at the two guards behind this pillar before they can react...
Although on the previous run, one of them eagerly charged forward with his gun.


If Dr. Doak is in this ideal spot, the conversation text might appear before you actually see him...

No need to stick around.
The very instant text appears on the screen, you're all set to race for the Bottling Room.
Dr. Doak, hiding in the corner of the hallway.



Hauling ass down the hallway immediately as the conversation with Dr. Doak begins.
(He's a competent double-agent, and can complete the hand-off even if you're a hundred feet away)
Duncan Botwood was determined to stop me from finishing the level within the target time...
(He also performed one of his spectacular death scenes)


A quick burst of KF7 fire to eliminate the guards on the corner just before Bottling Room door -
Too many shots will rouse the guards stationed in other rooms.





Done the damned Facility so many times now that I could complete it in my sleep...
"I almost killed myself getting here..."

Really only need three mines to destroy the ten tanks...
But practicing this several times was key, so that muscle memory takes over.
Bond seems to chuck the mines with his right hand, so be just slightly offset (to your left).


With OBJECTIVE C: COMPLETED and OBJECTIVE D: COMPLETED appearing on the screen, strafe out of the Facility doors and hold my breath...
"I am Invincible!"



What a rush! Expecting to just barely hit the 2.05.
Couple of seconds to spare.
Also happy with my accuracy and kill count.

Normally score 15-17 kills on a speedrun like this.
Racked up 20. (Must have been in a particularly nasty mood)


Back in the  '90s, the thing to do was to try and attain the best time possible.
Managed to pull it off in 1:35. Even captured a video of 1:43.

Some of those tactics were pretty suicidal - A much more streamlined approach these days.
Stealthy, smooth and calculating - But stay alive more often.

Experiment. Improvise. Always have a game plan in my head - But things go awry in a hurry, and quick thinking on the fly can sometimes save your run.

More often then not, it's Abort Mission and try again.
(Seems to save on morale)

Know when to push through and learn new things...
Find more efficient ways to deal with certain guards and navigate corners.



It's a two minute thrill-ride where you can only imagine what it's like to be Bond...
James Bond.





2/7/24

Just Like The Movie...


Added a line for Alec here, from the film itself

Slackin' Off At Work...

Seldom seen text from Alec Trevelyan in the Facility...
He'll scold James Bond if he leaves the bottling room.



Definitely want to mess with this one a bit more - Maybe see if I can manage to blow the tanks first...

2/6/24

Prominent Moment...


Something fun to try at the end of the Cradle Mission.
Sometimes Trevelyan's Assault Rifle can be quickly collected as he's defeated...


If Trevelyan meets his fate right there on the platform, he'll fade away (literally disappear).


If Bond shoots him off the platform, we're treated to  another "mini" cinematic before the main cutscene...


Switching weapons before the cutscene kicks in, James Bond can be standing on the platform with the Rifle.






x

x
x

2/5/24

Avenging Alec...

x




x




x




x




x

Say What?

Depending on how much damage Bond takes during the Facility level, his response is slightly different when he's talking with Trevelyan...

Escape from the Facility virtually unscathed.
A seasoned Agent knows something's up...



After you've been shot half to death.




Barely clinging to life after being blown up and shot at.
(Doesn't matter whether the damage is caused by guards, or careless use of explosives)




It just adds a touch of realism, potentially making the interaction different in subsequent playthroughs.
The real beauty is that the lines are cleverly interchangeable, and can be inserted to add variety to the mission.

(Something similar happens with Bond and Natalya at the beginning of the Control Mission, depending how much damage Bond takes as he secures the area. See Blog Post "Spice Bond Up a Little...")


Keep in mind that a game of this magnitude was brand new - And it took them three years to get this far. The team took everything they learned from GoldenEye and applied it to Perfect Dark.






Guard Characters in Multiplayer...

Russian Soldier, Russian Infantry, Russian Commandant, Janus Marine Naval Officer, Civilian (1), Civilian (2), Civilian (3) Civilian (4), Si...