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Everything posted by Moonbo
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Fan Mission: Full Moon Fever by Spoonman (14/05/2016)
Moonbo replied to level's topic in Fan Missions
you can frob the loot through the sarcophagus walls, a bit cheap but it works. -
Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
Moonbo replied to Goldwell's topic in Fan Missions
I originally posted this in the TDM beta testing thread, but wanted to post my thoughts in public too: WOW! What a great mission! I think it just topped "Patently Dangerous" to be my favorite Dark Mod FM ever. The sheer level of creativity, the scale, the variety, the attention to detail, and all the little touches and quirks really remind me of something that would have come out at the start of the Thief modding community, when the possibilities seemed endless and everyone's imaginations were running wild. Just full marks all the way around. -
Fan Mission: Full Moon Fever by Spoonman (14/05/2016)
Moonbo replied to level's topic in Fan Missions
What a great mission! I can definitely see the similarities to Transitions into Chaos, which is a very good thing. Great atmosphere, tough but fair difficulty, interesting plot, and very well done level design. This one's onto my top five TDM missions :-). -
Looks great, but the Builder altar cloth really should have its own texture. Right now it looks like someone draped a carpet over it.
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Wow!Looks great!
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Not sure if these are needed, but saw this on reddit today: https://www.reddit.com/r/gamedev/comments/4ege5t/i_have_made_some_free_public_domain_audio_of/
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It's personal preference at the end of the day, but I agree with Melan. In my maps I used a very slightly blue ambient and it seemed to work well.
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Ah cool .
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Just an FYI that there is a limit to the number of characters that can be on a single page with Obsttorte's script. I think it was under 200, so I ended up having to swap out pre written journals via a script (which I could do since the player got the updates in a fixed order).
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A big way to simplify this is to make your walls thick enough that you can run caulk brushes through their interior such that they don't poke out even if the walls curve. You'll need to chop up your meshes strategically too.
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In general Doom 3's physics just arent as complete or integrated into gameplay as something like Half Life 2. There are sadly a lot of things that just don't work outside of the most basic simulations :/.
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Why not just use a func_bobbing or func_mover?
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Looks great Goldwell!
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Trigger once linked to the trigger hurt.
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Just a video I saw from a youtuber I follow who went through the XBOX 360 version of Dark Souls 2 and pointed out places with poor artwork. It's a little repetitive after a while, but it's a good pointer on things not to do while working with textures (and makes me think "wow, even the pros make mistakes!"):
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Level design lessons from Thief: the Dark Project
Moonbo replied to Melan's topic in TDM Editors Guild
In looking at the Thief games (and TDP in particular), it’s amazing to me how much world building they were able to do with relatively few assets and low-rez textures. I think they pulled it off due to: Information Rich Assets - while most textures/assets in Thief are functional (brick, carpet,etc). There exists a category of asset (statues, paintings, glass windows, banners, carvings, tombs) which are information rich. They’re not generic, but specific and match to the lore and setting of that part of world (such as the paintings showing the Trickster being banished by the Master Builder, or the images on Hammer tombs). The statues for example had a lot of info carved into them, whether it's hammer iconography or the presence of keys in the keeper statues. Just by looking at these you could tell a lot about the people who lived or had lived in these places. It’s honestly something that's missing from The Dark Mod (though understandable so as not to pigeon-hole mappers). Narrative consistency - the art assets blended with the readables, dialogue, AI skins, and other world building devices. The AI would use and talk about the things represented in the art assets which lent them authenticity. Location variety - As Melan mentioned, things switched up as you moved through geographic space. Even in the City environments you had stony/dark exteriors, and rich colorful interiors. Also the texture/information "set" changed with physical locations. So the Lost City was very different from the Haunted Cathedral, which was very different from the City. This variety not only helped keep the player’s interest, but it also created a much larger world in the player’s mind which stretched far beyond the rooms they were walking through. A small aside, but AAA games tend do the above quite poorly because it takes so long to build modern high quality assets that the focus is on a consistent art direction (which makes pretty stuff that looks well together) rather than on art design that supports the narrative. Anyways, just my two cents :-). -
Different ambient sound when reading a book etc
Moonbo replied to Bikerdude's topic in TDM Editors Guild
Yep, setkeyval, that's the one. -
Different ambient sound when reading a book etc
Moonbo replied to Bikerdude's topic in TDM Editors Guild
There is an entity you can use to set spawnargs, I forget the name but it's what I used in my FMs to change location music. -
Different ambient sound when reading a book etc
Moonbo replied to Bikerdude's topic in TDM Editors Guild
No, you can change ambient sounds in real time but you need to change locations before the sound change starts playing. So in my FMs I changed the ambient, teleported the player to another location, then teleported them back to the original location. Outside of that I don't think it's possible. -
1) Deus Ex 2) System Shock 2 3) Half Life 4) Quake 5) Monkey Island Honorable mentions: Stalker, Mission Critical.