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Springheel's 4 Hour Challenge!


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#26 Springheel

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Posted 15 April 2017 - 08:48 AM

Next episode is up. 

 

Total Build Time: 3hrs, 12 min

 


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#27 Bikerdude

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Posted 15 April 2017 - 02:41 PM

Do it then!  I'm sure we can all learn from each other.

Why do you appear to take everything I say to or in relation to you as confrontational?

 

But on the subject of speed building, are all the group-fs prefabs you have been using on SVN..?
 


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#28 New Horizon

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Posted 15 April 2017 - 04:03 PM

Why do you appear to take everything I say to or in relation to you as confrontational?

 

 

Uhm, I think you're the one taking that comment as confrontational, lol  I didn't read that as confrontational at all, but rather as 'go for it, and we can all learn'. Seriously, it's time to put those feelings aside and move on.  Don't jump to conclusions.  If you're having doubts about a comment, ask privately, rather than publicly.


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#29 Bikerdude

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Posted 15 April 2017 - 04:36 PM

Why do you appear

I was careful with my wording, if I infact got the wrong end of the stick that i will edit my post.


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#30 Springheel

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Posted 16 April 2017 - 07:44 AM

Why do you appear to take everything I say to or in relation to you as confrontational?

I have no idea where you get "confrontational" out of encouraging you to do something you said you were tempted to do.

 

It would be nice if this thread could focus on the videos rather than pointless drama.  I'll be releasing the next one later today.


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#31 Bikerdude

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Posted 16 April 2017 - 08:45 AM

But on the subject of speed building, are all the group-fs prefabs you have been using on SVN..?

Bump.



#32 Springheel

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Posted 16 April 2017 - 02:27 PM

The next episode is up!  A lot of monster-clipping in this one.

 

Total Build Time:  3hrs, 48 minutes

 

 

 

 

But on the subject of speed building, are all the group-fs prefabs you have been using on SVN..?

 

 

Yes.


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#33 Springheel

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Posted 18 April 2017 - 01:16 PM

Well, I didn't quite meet the challenge.  AI are placed, loot and equipment is in, sounds are done...but....

 

Total Build Time: 4 hours, 22 minutes

 


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#34 Melan

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Posted 18 April 2017 - 03:48 PM

Rules like this were meant to be broken anyway. :)


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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

#35 demagogue

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Posted 19 April 2017 - 06:30 AM

Ah so close too.
Posted Image

#36 Springheel

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Posted 19 April 2017 - 07:23 AM

Ah so close too.

 

Not that close...the mission isn't done yet.  :)  It would definitely fit under 5 hours, but since I'm already over I'm going to demonstrate a few things that might add some extra time.


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#37 Springheel

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Posted 20 April 2017 - 12:17 PM

Now that I'm over 4 hours, I succumb to feature creep and start adding a bunch of things that I could have left out.

 

Total Build Time: 5hrs, 3min.

 


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#38 teh_saccade

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Posted 21 April 2017 - 09:16 AM

Spoiler

Them's fightin' words!

;-)

 
Nice thread, btw - very enlightening.
 
(not sarcasm)


Edited by Bikerdude, 21 April 2017 - 10:49 AM.


#39 Springheel

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Posted 23 April 2017 - 09:19 AM

The next episode is up.  This one demonstrates the way I test for internal leaks, as well as the kinds of adjustments that can be made with difficulty levels.  I'll be releasing the mission for beta-testing today.

 

 


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#40 Delahunt

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Posted 24 April 2017 - 04:56 PM

Hi Springheel,

 

Just wanted to say that I think these videos are brilliant. Having played the game for a good while it's quite a thrill to be able to run around a map that I made (erm, slavishly copied) myself. I'm very tempted to come up with something of my own.

 

Thanks also to Sotha. His more step by step videos combined with these are a great introduction.


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#41 NeonsStyle

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Posted 25 April 2017 - 03:02 AM

Thank you so much Springheel. This last video added a lot of nuances to my map that I might not have discovered if it weren't 

for your brilliant series. Thank you so much. :D


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I have a small YouTube channel making videos on a variety of games. Come and have look here:
 
https://www.youtube.com/c/NeonsStyleHD

 

Briarwood Manor - available here or in game

http://forums.thedar...2017-update-16/

 

 

 


#42 Springheel

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Posted 25 April 2017 - 08:39 AM

Hi Springheel,

 

Just wanted to say that I think these videos are brilliant. Having played the game for a good while it's quite a thrill to be able to run around a map that I made (erm, slavishly copied) myself. I'm very tempted to come up with something of my own.

 

 

I remember how excited I was the first time I followed Fidcal's A to Z guide on the wiki and stood in my own bare room with a light. :)

 

If this series can pass that excitement along to someone else, then I feel it was well worth the effort.


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#43 Bikerdude

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Posted 25 April 2017 - 01:47 PM

I remember how excited I was when stood in my own bare room with a light.

:D



#44 Springheel

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Posted 28 April 2017 - 03:27 PM

*
POPULAR

The mission is finally complete and ready to play! 

 

This final video is a let's play of the completed mission, along with commentary about the changes that were made during the testing process.  I hope people found the series useful, and thanks for watching!

 


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#45 grayman

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Posted 29 April 2017 - 11:41 AM

Thanks for this, Spring. Your words of wisdom at the end of the vid are very true. So easy to get lost in the process w/o ever getting close to completion.


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#46 teh_saccade

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Posted 30 April 2017 - 09:21 AM

Awesome!

As soon as those tools were in my mitts, I'd've been using them!

You have a lot more patience than me, creeping and crouching and not climbing or running and jumping, distracting everyone out the room and then blocking the door from opening with crates so the AI get stuck going, "huh" while it's looted (perks of having a door open inwards to a room containing moveables, mind - it works when they try to open it and they themselves block the door when the box hits them too...) :P

Some really useful tips - especially about breaking up massive areas of repeating texture with grime decals, etc...
That will definitely come in useful in future.

I think that It's difficult sometimes to think of playing the level from another's perspective... when you said, "I was gonna put something in the corner of the room so that players had a reason to go in further" - I wouldn't have known there was nothing there, so I would investigate... I'd be up on all ledges, looking under beds, looking on top of cupboards and wardrobes, inspecting everywhere.

When testing - I used to get a kid to tell me what to do next and what to investigate, , so as to be able to see it through someone else's mind but also to retain the player skill to keep it fun and interesting :)
Then let him have a go, which would often result in a lot of KO's and deaths and language that he must've learned at school (cos it definitely wasn't me saying fk this fkn piece of sht mthrfkr gdamit...).

It was a fun way to test any game or double-check QC - get a 7 year old to do it too.

Pretty sure my/our stealth score would not have been so low as 5, heh...

Great series with many useful tips - thanks for taking the time to make all the videos:)




 



#47 Springheel

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Posted 30 April 2017 - 12:56 PM

I think that It's difficult sometimes to think of playing the level from another's perspective... when you said, "I was gonna put something in the corner of the room so that players had a reason to go in further" - I wouldn't have known there was nothing there, so I would investigate... I'd be up on all ledges, looking under beds, looking on top of cupboards and wardrobes, inspecting everywhere.
 

 

That's a good point...I was using meta-knowledge there without realizing it.

 

Btw, don't know if you're aware, but that font appears as very difficult-to-read cursive when viewed on my phone.  It's not the same as the forum.


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#48 teh_saccade

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Posted 02 May 2017 - 06:36 AM

 

That's a good point...I was using meta-knowledge there without realizing it.

 

Btw, don't know if you're aware, but that font appears as very difficult-to-read cursive when viewed on my phone.  It's not the same as the forum.

Comic-sans is frankly one of the worst fonts in existence and has no place in the modern world - I'm simply irritating until someone points out that it's very annoying and removes it so I can't use it any longer...

Objective achieved, maybe ;)


Is "Dark11" better..?
After being spoon-fed Jan Tischold's Neues Tipografik for so many years at the clone factories, I'm a proponent of legibility in type and format and foundry.

Also have distaste for TNR.
But any sans-serif, neatly-kerned unicode always has a special place in my heart.

Drives me crazy... ro ro ro ro <--- this kind of thing where it overlaps, since it then requires tracking every single letter.

"Meta-knowledge" is a good term - I will steal that one, cheers.

 


Edited by teh_saccade, 02 May 2017 - 06:36 AM.


#49 Springheel

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Posted 02 May 2017 - 08:36 AM

I don't know if this is up to date, but:  http://wiki.thedarkm...nts_Screenshots


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#50 Springheel

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Posted 03 May 2017 - 07:25 AM

Get a room your own thread, font people.

 

:P


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