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Design Suggestion.


Olive

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Hi,

 

I was looking for wallpapers and found this one. Execpt for the palm trees, the design would fit well to the thief universe, I.E. for an outdoor remake of the catacombs. I'm not in the beta team or have no skill using dromed, but I just wanted to share the idea. :blush:

 

01195_abandoned.jpg

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It reminds me of Prince of Persia more, with all the palm trees, but still, that would be some great architecture for a TDM map! It makes me wish I could map... -_-

 

 

I mapped a tiny bit before jumping onto modeling, its challenging but really not that agonizing once you get going. Sure as fuck easier than modeling. <_<

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Make a whole map and then say that. ;)

 

(Edit: to clarify, that's not me calling you out - I've only made "whole maps" myself a few times in more than a decade of mapping - most of the time I lose interest or just make little areas that don't become a full mission. As the map gets larger, and larger, it becomes this horrible, unstable bitch-beast, taunting you, daring you to add even one more brush, pushing the limits before it becomes corrupted... but I digress.)

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Hmm I haven't had much corruption yet in my current map... I don't think...

I haven't BSPed it in ages. It's pretty screwed in places when I load it into D3ed (patches move 90° for no reason), but that's probably because it's mostly done in DR.

 

Even a small manor house though takes AGES. Been mapping this morning, it's just depressing realising how much work there is.

 

You do the brush layout, then you have to set up all the lighting, all the models, all the doors. Then you put in the loot and AI.

 

So it's not massively hard. It's just time consuming, and you have to really think and get inspiration to keep going, which can be frustrating when you haven't got that many resources like in TDM at the moment.

 

Then you playtest and it's bugged :P. Hopefully not.

 

I'd say DR is a lot more stable than D3ed.

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