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Melan

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Posts posted by Melan

  1. And atm the most resource heavy mission's I can think of atm are Penny Dreadfull 2 and Behind closed doors. If a laptop/Dekstop can run them then they are good to go for any future TDM missions.

    Always the optimist!

     

    Now let's see what I can come up with... :ph34r:

  2. 1. Where do you draw your inspiration from? How do you tend to come up with a mission idea?

    Typically from a visual idea that emerges in my head, or the fragment of a story, some vague idea. I often do architectural concept sketches. For example, Penny Dreadful 2 came from this sketch:

     

     

    post-2023-0-14787800-1460015412_thumb.png

     

    My first Thief mission was made to plan, and only changed slightly. The second and third were almost completely improvised. The last was built around sketched architectural elements, but the goals and structure of the mission changed significantly. And I have a bunch of sketches and maps for missions that haven't been realised (yet).

     

    There are similar patterns in TDM: PD1 and Return to the City were fully improvised, PD2 and PD3 built around concepts, while Fauchard Street and The Rats Triumphant were speed builds with precise objectives and relatively little organic development due to time constraints.

     

     

    2. What building techniques do you utilize? Free building? Planning everything on paper first? Bare-bones architecture first? Modular? Creating major areas, then linking them all up later? Something else?

    I have tried multiple building styles, including prefab-heavy missions and others. They have their respective draws and problems. For PD3, I am shying away from too many prefab elements, since I want it to have a very handcrafted, non-repetitive look that's mostly BSP-based.

     

    In most missions, I build scene by scene (although I often return to older scenes), and don't really enjoy the stepwise approach of doing a level task by task. I like to exploit opportunities that crop up during the building process, and use them to build new areas. If there is a place that looks like a fun location to climb up, why not make it possible?

     

     

    3. What do you do to keep morale up / keep progress going, particularly when you've been working on the same mission for a long time?

    I procrastinate a whole lot, or set a project aside for a long time. Not a great solution, but that's it. There is also a time when I start to lose interest in a project, which is a sign telling me to wrap it up and release it. This is also why I'm reluctant to do mission updates.

     

     

    4. What are some of the most important things to keep in mind when creating a mission?

    Gameplay trumps realism, story, and really every other concern. Mood is also very important. Light and sound contribute much to mood.

     

     

    5. Are there any particular mapping practices you'd argue for/against?

    I'm all for testing the mission as much as possible, with a lot of different approaches - stealthy, ghosting, violent, no equipment use or lot of equipment use, and so on. It makes the mission smoother, and it is a good source of new ideas.

     

    I am against obscure secret switches, since they can really break the flow of a mission. Generally, core objectives should not be too hard or too obscure - but they are fun to leave as extras.

     

    Learn to avoid invisible walls, excessive linearity, and other restrictive trappings of modern gaming. Enable, and don't constrain the player. Think in terms of alternate solutions to gameplay challenges. Allow yourself to be surprised.

     

     

    6. What are some of the most common issues you run into when creating a mission, and what are some ways you can overcome these issues?

    Performance-related problems, due to being over-ambitious. Fortunately, Bikerdude has helped me overcome most of them.

     

     

    7. Would something like a GDD for missions be useful? What about something like a cognitive model of TDM players?

    Maybe. Not as holy writ, but as design tips, sure.

    • Like 4
  3. Looks fantastic! Is this PD3 or a whole other project all together?

    Different project, although PD3 is also coming along now with Bikerdude's help.

     

    Shadowhide's map is excellent, a really impressive city mission. It has mostly been Bikerdude and Baal working on it, but I have also made contributions (and will make more when we wrap up PD3).

    • Like 2
  4. This was an enjoyable mission, with a generous amount of content for the two weeks of work spent on it (although I assume a lot of extra effort went into actually making the modules you ended up using).

     

    The construction would be just a little bit "samey", which is an inherent consequence of modular building, but this is neatly counterbalanced by the imaginative and varied way the rooms are stocked, and how they are linked to the main story. It all comes together well. The only place where modularity becomes an issue is in the corridors (granted, the inn theme makes it challenging to introduce variety). There is also a room right at the start that doesn't have a proper exit - spooky!

     

    The gameplay is surprisingly straightforward after getting used to the more demanding puzzles in Quinn Co. I expected the hidden room to be something genuinely devilishly well hidden behind layers of security and mechanical shenanigans, and, well, it isn't. Not a fault, just odd in comparison.

     

    But really, two weeks? A lot of good content for that kind of building time.

  5. They also want to unload a bunch of unskippable ads on their users. They see the money in social media, and want a piece of that pie.

     

    It is an economic bubble that makes formerly (mostly) honest manufacturers go crazy, and abandon the goal of making good products in lieu of engaging in dodgy financial schemes, ultimately damaging their core competencies. It is shaping up to be a new dotcom collapse, except bigger and nastier.

     

    As for the customers, this cartoon sums it up:

     

    SocMedSelling.jpg

     

    (Okay, pretty ironic posting it on the TDM forums. :laugh: )

  6. Monitors differ, so you should rely more on the monitor calibration room in the Training Mission than any specific value.

     

    Personally, I believe people build their levels a bit brighter than optimal. My missions use an ambient of 0.06 (PD2, PD3), or even 0.05 (Fauchard Street, PD1 - the lower crypt level has 0.02!). Only Return to the City used 0.08.

    • Like 1
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