So good to see a fellow timesplitters fan. I miss the franchise so freaking much. I would spend so much time in the mapmaker, especially in 2 and 3. Often tried to recreate the Neotokyo sneak mission style.
Nice map, I actually tried recreating Cyberden myself. I simplified the map a bit but got the gist of the maps lay out. The most disappointing thing was the bot limitations. Very well done.
I barely touched the lighting settings in mapmaker when I played ts as a kid. I’m thoroughly amazed that you can effectively drown out the blue-green hues in the industrial tile set. Not to mention squeezing as much memory out of the mapmaker as you could, I’m also amazed you found what block uses the least memory.
The only problem with drowning out the blue hues is you lose a lot of light, so end up with a kind of dark level unfortunately. I also read that the small t-junction block was the least memory demanding from an FAQ guide that was well worth a read (at least just to read about the memory): gamefaqs.gamespot.com/ps2/517864-timesplitters-2/faqs/21506
Great work man! Love your videos! I was much younger when I first used mapmaker so I never really experimented too much with it but I honestly had no clue you could spawn timesplitters that would act as actual timesplitters as well as the console that you activate!
I think with this logic, if you go return to start once you get the red key, and then go get the secret plans afterwards, the level would end nonsensically. Correct me if I'm wrong? To correct this, have the second objective be triggered by both secret plans being collected and location 9 being reached. You can remove the door protecting location 9 and it will still work, it can't be completed out of order as long as you created the pickup trigger prior to creating the location trigger, and place them in that order within the operation for objective B. --Edit: Actually, upon testing trigger creation and placement orders, it doesn't matter. Stepping off a location automatically resets stepping onto it (only if it is a paired trigger), so no matter what, the return to start logic can't be completed out of order if you have the 2 triggers inside the same operation. The only hitch is you can't place the location at your exact start point, only in front of it or behind it. But definitely no need for a door, key, and the logic op to make it.
I initially had this but whenever I got to the end it never fired and I'd sit there with the Reapers catching up to me, I thought I must have missed something obvious as I never had trouble setting up maps like this before (and a few community maps I downloaded worked fine with the method you mentioned too). I might redo the triggers entirely in the future!
@@RyanUkAus One issue with TS2 is logic fails to work if you have too much memory occupied by other things. From a sort of mapmaking blog I once wrote : True story -- made a stealth story mission with a page plus 2 or 3 logic ops. Worked perfectly. Added tiles, doors, and items to expand a bonus elimination mode, and when testing found not a single logic op would work anymore. Not a single one. Suddenly the story mode would complete all objectives at game start. So, I trimmed back on the elimination-mode tiles, doors, and items--little by little--until one by one the logic ops regained function, last op to first. I had thought the logic had become irredeemably corrupted, but all I had to do was create the space again for the logic to all resume functioning perfectly again. Final map had like 1/3 of the white memory bar left for it to finally all work as imagined; maxing out the memory bar was not even feasible.
@@admiralhowdy That's interesting, I had a very slight suspicion it was memory related but I thought the game allocates a set amount of memory for tiles, items and logic initially! Do you have a link to the blog if it's still around?
Sure. This topic was what I was referencing, specific to TS2 story mapmaking. Poke around at the site and I'm sure you can find useful info all over, mainly for TSFP though. www.tapatalk.com/groups/rec_room/timesplitters-2-mapmaking-thoughts-t2912.html
unrelated but a lot of my TSFP Story maps were influenced by some of the TS1 level design. Being a set location that can be done in arcade but has a bunch of locked doors for to make a story mode. Like Mansion or Chinese. Hell, i made quite a few TS1 style maps with the same mission parameters and they could be played in arcade. Was limited mind you but it was a fun challenge.
The two tracks I used at the start of the video I made myself on a PlayStation 1 console, the last track in the outro is from the TS2 Industrial Tileset!
@@RyanUkAus I'll let you know when I get on my laptop. There's a specific address line that when its modified , it'll boost the space , I'll get back to you after work
You should have tried making it in the FP. It's a nice adaptation of the original though, despite the obvious limitations. Why did you put the gatling gun?
So good to see a fellow timesplitters fan. I miss the franchise so freaking much. I would spend so much time in the mapmaker, especially in 2 and 3. Often tried to recreate the Neotokyo sneak mission style.
Nice map, I actually tried recreating Cyberden myself. I simplified the map a bit but got the gist of the maps lay out. The most disappointing thing was the bot limitations. Very well done.
Exactly how I felt, only so much you can do with limited bots sadly...
I barely touched the lighting settings in mapmaker when I played ts as a kid. I’m thoroughly amazed that you can effectively drown out the blue-green hues in the industrial tile set. Not to mention squeezing as much memory out of the mapmaker as you could, I’m also amazed you found what block uses the least memory.
The only problem with drowning out the blue hues is you lose a lot of light, so end up with a kind of dark level unfortunately. I also read that the small t-junction block was the least memory demanding from an FAQ guide that was well worth a read (at least just to read about the memory):
gamefaqs.gamespot.com/ps2/517864-timesplitters-2/faqs/21506
RyanUkAus the T junction block was?! Damn. And hell yeah I’m reading this before bed 👍
Great work man! Love your videos! I was much younger when I first used mapmaker so I never really experimented too much with it but I honestly had no clue you could spawn timesplitters that would act as actual timesplitters as well as the console that you activate!
It is a good day when RyanUkAus uploads a TimeSplitters video
I think with this logic, if you go return to start once you get the red key, and then go get the secret plans afterwards, the level would end nonsensically. Correct me if I'm wrong? To correct this, have the second objective be triggered by both secret plans being collected and location 9 being reached. You can remove the door protecting location 9 and it will still work, it can't be completed out of order as long as you created the pickup trigger prior to creating the location trigger, and place them in that order within the operation for objective B. --Edit: Actually, upon testing trigger creation and placement orders, it doesn't matter. Stepping off a location automatically resets stepping onto it (only if it is a paired trigger), so no matter what, the return to start logic can't be completed out of order if you have the 2 triggers inside the same operation. The only hitch is you can't place the location at your exact start point, only in front of it or behind it. But definitely no need for a door, key, and the logic op to make it.
I initially had this but whenever I got to the end it never fired and I'd sit there with the Reapers catching up to me, I thought I must have missed something obvious as I never had trouble setting up maps like this before (and a few community maps I downloaded worked fine with the method you mentioned too). I might redo the triggers entirely in the future!
@@RyanUkAus One issue with TS2 is logic fails to work if you have too much memory occupied by other things. From a sort of mapmaking blog I once wrote :
True story -- made a stealth story mission with a page plus 2 or 3 logic ops. Worked perfectly. Added tiles, doors, and items to expand a bonus elimination mode, and when testing found not a single logic op would work anymore. Not a single one. Suddenly the story mode would complete all objectives at game start. So, I trimmed back on the elimination-mode tiles, doors, and items--little by little--until one by one the logic ops regained function, last op to first. I had thought the logic had become irredeemably corrupted, but all I had to do was create the space again for the logic to all resume functioning perfectly again. Final map had like 1/3 of the white memory bar left for it to finally all work as imagined; maxing out the memory bar was not even feasible.
@@admiralhowdy That's interesting, I had a very slight suspicion it was memory related but I thought the game allocates a set amount of memory for tiles, items and logic initially! Do you have a link to the blog if it's still around?
Sure. This topic was what I was referencing, specific to TS2 story mapmaking. Poke around at the site and I'm sure you can find useful info all over, mainly for TSFP though.
www.tapatalk.com/groups/rec_room/timesplitters-2-mapmaking-thoughts-t2912.html
Great work, man! I love your TimeSplitters videos!
I wonder if we can import the level from ts1 to ts2? if the meshes are compatible
if it is timesplitter based content you upload. you have yourself a new subscriber
Thanks! Plenty of TimeSplitters content and more to come!
unrelated but a lot of my TSFP Story maps were influenced by some of the TS1 level design. Being a set location that can be done in arcade but has a bunch of locked doors for to make a story mode. Like Mansion or Chinese. Hell, i made quite a few TS1 style maps with the same mission parameters and they could be played in arcade. Was limited mind you but it was a fun challenge.
I tried remaking nuketown from cod in future perfect
Not friggin bad.
i fucking love this
What song did you use for the preview segment? It doesn't sound like anything from the 3 TS soundtracks.
The two tracks I used at the start of the video I made myself on a PlayStation 1 console, the last track in the outro is from the TS2 Industrial Tileset!
@@RyanUkAus it's an amazing song, would you mind uploading it?
@@MultiHeLiOs I agree. The music is pretty awesome! Is there a way to download it from somewhere?
You DO know there's a way to add a load of extra MapMaker space using cheat engine?
I do it all the time for my story maps
What's your method? I did have a small session trying to debug the mapmaker but didn't get very far!
@@RyanUkAus I'll let you know when I get on my laptop. There's a specific address line that when its modified , it'll boost the space , I'll get back to you after work
@@zoiskiee28 And you never did lol
@@zoiskiee28 We are still waiting for that line bro! We truly need it
@@Zurin_Arctus_still waiting
You should have tried making it in the FP. It's a nice adaptation of the original though, despite the obvious limitations. Why did you put the gatling gun?
Cyberden has a mini gun at the start from spawning enemies!
Great video! =3
Forgot about this boss channel
Is this straight from the ps2 or Xbox tm mapemaker.
PS2 version but emulated on PC through PCSX2!
Second!!!!!!
Use dolphin over pcsx2, esp for ts
Emulating?
Yes, welcome to PCSX2 lighting issues :)
RyanUkAus well i subsribed! Huge time splitters fan here.
Thanks! I'm hoping a future release of PCSX2 will correct some of the issues with emulating this game.