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Darkmod: Inspiration thread


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#1751 Judith

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Posted 17 April 2018 - 04:12 AM

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Huge collection of photoscanned medieval doors: https://sketchfab.co...uilding_portada


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#1752 Goldwell

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Posted 17 April 2018 - 09:18 AM

ZlATcEQ.jpg


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#1753 Bikerdude

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Posted 17 April 2018 - 09:35 AM

Interesting, would love to try and build that scene in TDM...



#1754 NeonsStyle

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Posted 21 April 2018 - 10:37 PM

Huge collection of photoscanned medieval doors: https://sketchfab.co...uilding_portada

 

I wish we had just a few of those. Even just 3 would be awesome.


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#1755 Judith

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Posted 22 April 2018 - 05:54 AM

I was planning to make at least one of those. Pick a few you like most, I'll model and share them with the community.


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#1756 NeonsStyle

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Posted 25 April 2018 - 11:37 PM

Very cool. Not a lot of evidence of battle damage though surprisingly. I would've thought you'd find chips of wood missing in every beam. Alot of scratches though. Cool tour of HMS Victory

 


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#1757 Arcturus

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Posted 26 April 2018 - 10:55 AM

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https://www.reddit.c...sbaden_germany/

 

cscve2jnf8u01.jpg


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#1758 Bikerdude

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Posted 26 April 2018 - 01:32 PM

That is very cool and easy to build in DR.



#1759 NeonsStyle

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Posted 03 May 2018 - 07:18 AM


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#1760 NeonsStyle

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Posted 04 May 2018 - 10:27 AM

 

 


I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:
 
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Dark Mod Missions: Briarwood Manor - available here or in game

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#1761 NeonsStyle

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Posted 05 May 2018 - 04:37 AM

The interesting carpentry structures used to build Japanese Temples.

 


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#1762 Arcturus

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Posted 08 May 2018 - 02:31 AM

This forum needs Sketchfab support.

 

https://skfb.ly/6yJuZ


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#1763 demagogue

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Posted 14 May 2018 - 03:28 AM

I can't remember now if I got this article from this thread, but I think not.

Anyway, some cool building tips in this, and generally fascinating background reading on materials and techniques:  The Construction of Medieval and Tudor Houses in London


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#1764 Destined

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Posted 14 May 2018 - 05:37 AM

Regarding good building practice: This is an example of modern architecture, where people regularaly get lost:

 

http://mkwi2018.leup...gramm/raumplan/

 

This is the new central building at the university I am currently working at. It was designed by the star architect "Daniel Libeskind", who apparently hates right angles. Unfortunately, the open parts on the first upper floor are not apparent, but there are several gangways, where you can see down to the ground floor. When you follow the signs, you can find the room you are looking for. If you stray just once, you have to track back where you missed your exit. It would make for an interesting map, but in real life it is really annoying.



#1765 Obsttorte

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Posted 14 May 2018 - 01:27 PM

If it is annoying in real life, why should it be better in a game. That may just be my opinion, but many mappers seem to mix up layouts that motivate exploration with labyrinths.


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#1766 Judith

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Posted 14 May 2018 - 02:44 PM

While in real life this might be mundane or boring, breaking it up with interesting ways to travel would do the trick. In game you can do all the things you don't do in real life, sneaking, climbing, finding alternate routes etc.



#1767 stumpy

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Posted 14 May 2018 - 07:24 PM

medieval wattle and daub used to contain cow poo as well, its just not mentioned much. cows used to bed in straw and poo on the straw then that poo enriched straw was a really good insulator, and it bonded well with the other ingredients in the wall, and in medieval times they didn't know cow poo was bad for you, they thought it was good cause it makes the crops grow.

 

Also they never used metal nails, it were wooden pins, or wedges of wood,



#1768 Destined

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Posted 15 May 2018 - 06:24 AM

If it is annoying in real life, why should it be better in a game. That may just be my opinion, but many mappers seem to mix up layouts that motivate exploration with labyrinths.

In this case, it is not a real labyrinth; at least as long as you don't stick to the regular ways. If you take some shortcuts by climbing to the first floor or climb through windows and pass through an atrium, you do not get too disoriented. The main problem in real life is that you cannot take these shortcuts, but have to find the specific way intended by the architect.



#1769 Obsttorte

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Posted 16 May 2018 - 01:24 AM

The main problem in real life is that you cannot take these shortcuts, but have to find the specific way intended by the architect.

What hinders you? :D


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#1770 Destined

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Posted 16 May 2018 - 01:52 AM

Social conventions ;)  Also, I am not sure, if I could actually reach the first floor without any utilities and I believe that people might object, when I start shooting around rope arrows in their new building :P



#1771 demagogue

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Posted 16 May 2018 - 05:11 AM

I'm pretty sure our protagonist is in better athletic shape and takes damage better than we do too. -_-


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#1772 Spooks

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Posted 16 May 2018 - 03:44 PM

https://artsandcultu.../entity/m01jx56


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#1773 Obsttorte

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Posted 17 May 2018 - 02:03 AM

Nice find, Spooks. What is interesting is that two of the pictures are named 'Garret', what made me lookup that word. I didn't know that Garret means attic. I wonder whether that's the reason the Thief protagonist is called like that, because he is sneaking through attics, ya know (just a thought).


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#1774 demagogue

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Posted 17 May 2018 - 02:56 AM

I thought it was (also) an allusion to garrote, a wire used to strangle someone quietly, and suspect a garrote might have come up in discussions about weapon selection. But attic fits the aesthetic as well. That is to say, the name brings up those kinds of associations, which fits the image they were going for.


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#1775 esme

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Posted 17 May 2018 - 05:29 AM

I'm so glad a garrote isn't in the arsenal, it's a horrible way to kill someone and it takes forever

 

Allegedly





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