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Abandoned Works


fllood

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  • 1 month later...

Hello there!

I posted a reply on the Crucible of Omens thread on TTLG about two months ago stating that I had an abandoned TDM mission that I wanted to share in case someone wants to take it. I didn't find the time to clean it a bit, but it's done now. The FM had the title "The White Rose Hotel", but unfortunately I encountered a leak that I was never able to fix despite my tireless efforts, and I've been working on DromED and have next to no motivation whatsoever to find that leak. Also, I'm a professional Level Designer and sadly I won't have much time to work anymore on it too due to my work.

 

So, here we are. I have removed all the readables in the mission so you can begin anew if you adopt the mission. You will see that the mission is fairly large. You can of course do anything you want with it. The only thing I want is a little space with my name if you adopt it. ;)

 

So if the Crucible of Omens team needs a fully completed level geometry-wise or if anyone wants it, you can take it.

 

Name: The White Rose Hotel

Author: Romain 'skacky' Barrilliot (me)

Type: Mansion/Hotel

Theme: Wealthy Victorian establishment, think CoSaS: Mission X and The Grand Hotel (T2X) in TDM.

Progress: Geometry is a 100% done. No AI as of yet. Most of the loot already placed.

Information: The map is leaked but I don't have any clue of where the leak is. Also, the opening angles of the vents are messed-up, so you may need to reset them.

 

Some pictures (click to enlarge):

K37jnl.jpg

 

I have sent a PM to the OP with it.

 

That is stunning! I hope someone takes this up pretty quickly.

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Wow, beautiful indeed. If it's not suitable for the campaign I'd be happy to look into that leak and come up with a story for the map...it would be a definite shame not to have something like this finished and released.

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

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I'd be happy to look into that leak

I have pm'd Springs and skacky the following info but I though some of you taffers might find it useful also.

 

In short the weird leak the map had was down to the unknown texture that was on some of the brushes, because the texture was unknown said brushes weren't sealing against the void. At this point it was pot luck I guessed the right texture. And what made it insidious was that on cursory examination said texture looked fine and normal, it wasn't until I tried to locate said texture in the media browser and it wasn't able to I became suspicious.

 

At an educated guess, I would say Skacky had a custom entry in a/the mission's martial file which had a typo in it which meant it was referring to the unknown texture etc.

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Also, I'm a professional Level Designer and sadly I won't have much time to work anymore on it too due to my work.

Aha! That has showed in your Dromed work! :D

 

Thanks for putting it up for adoption so it may be completed and enjoyed by the community.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Ooh this is exciting! Good luck to everyone involved in bringing it to life. =)

"No proposition Euclid wrote,

No formulae the text-books know,

Will turn the bullet from your coat,

Or ward the tulwar's downward blow

Strike hard who cares—shoot straight who can—

The odds are on the cheaper man."

 

From 'Arithmetic on the Frontier' by Rudyard Kipling

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  • 4 months later...

I'd like to give away my abandoned map:

 

shot1qn8.jpg

buildd.jpg

stairw.jpg

post-2001-127643692683_thumb.jpg

 

Please be warned though, those are only external walls. I used mostly CSG substract and merge so it's a one big mess, especially behind the portal. Later I started to use Blender but gave up.

It's only a model...

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I was wondering how that map was progressing. Sorry to hear it did not work out.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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  • 3 months later...

The White Rose Hotel is free for adaption again.

 

The map has been started by Skacky with most Geometry finished. During the last half of year Springheel reworked the lighting, included a specical animation and came up with an story expose. Due to the amount of work he put into new TDM version and other of his works the White Rose Hotel is free again to whoever is interested to continue to work on this FM.

 

If someone decides to follow up the story idea Springheel has set up he will be happy to help with the specifics.

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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During the last half of year Springheel reworked the lighting, included a specical animation and came up with an story expose.

 

It was a bit more than that...I added a bunch of AI and patrols, monster-clipped nearly everything in the map, and set up a number of custom ambient AI. :P

 

By way of explanation, I'll quote this from another thread:

 

Originally I thought, since the map was virtually complete, that it would be a relatively easy job to add some interesting patrols, a few decent readables, and turn it into a complete mission. However, as it turns out, this map is NOT well designed for regular TDM gameplay. It was lit almost entirely by non-extinguishable spotights, for starters, which created the bizarre problem of hallways lined with lights but with a pitch dark strip down the middle that a player could walk though completely hidden. Trying to fix this while still giving the player somewhere to hide has taken me untold hours...I've completely redone the lighting at least twice and I'm still not happy with it.

 

A huge, sprawling hotel with non-extinguishable lighting also doesn't lend itself well to a typical break-in mission. It really needs a more involved story. While I finally did come up with something I think would work well, I realize it would take a significant amount of effort to put into place. With 1.08 taking much longer than I thought and taking up my spring and summer (when I generally have the most free time) I'm now in a place where it would take me another half year at least to finish Whiterose. That's not at all what I had in mind when I adopted it.

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

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