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Melan

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Everything posted by Melan

  1. You really nailed the garden - lit up just enough to feel mysterious and foreboding. Cool!
  2. Not something I would personally use, but it would not be a bad option to include, and it seems to work nicely. So why not?
  3. Yeah, there is a gap in the southeast corner of the statue room. You can trace it back with the pointfile generated during dmap. Another typical form of leak to look for is an entity with its origin in the void. (Your map doesn't have it, just keep in mind it can happen.)
  4. You can find the mission discussion thread here.
  5. That's amazing! Wow, that will come in handy.
  6. Epifire: wow! It looks wonderful in-game. (I assume the dials are separate objects? They should be!)
  7. I think I'd like to use it.
  8. Fixed n bugs, created 2n bugs, day well spent.

    1. Goldwell

      Goldwell

      I spent the day building my first church! Btw thanks for your prefabs, makes it a lot easier building church and gothic designed things ;)

    2. Melan

      Melan

      Good to read that!

    3. Bikerdude

      Bikerdude

      Been there done that.

  9. Airship Ballet: Excellent water, and it's good to see those new lights in action! Epifire: That tower looks even better in life than as a basic model. Definitely has that evil scientist flair. I can't really find any fault with it.
  10. Oh, there are a zillion ways you can break BCD. Trust me on this.
  11. Well worth the wait. It looked quite good, but in the end, it was the subtly creepy story and the interesting twist on the standard gameplay which made it particularly cool.
  12. The two main DLCs, which follow Daud's story, are a self-contained game and worth every brouzouf you spend on them. Think Opposing Force for Half-Life. They are better polished than the original Dishonored, and they have very enjoyable missions. Highly recommended.
  13. Melan

    Crowbar?

    I am a man of badly guarded secrets.
  14. Has anyone designed a workable crowbar for TDM? It is one of the classic, versatile thief's tools. I imagine it would work something like this: unlocks assigned doors and chests like a key, but can't properly relock them;(may even "ruin" the locks it is used on);while in use, it sends out a loud sound stim to alert nearby AI;(may double as a melee weapon).This would make it a tool that doesn't replace lockpicks (especially if given limited access), but become useful in the TDM arsenal. I wonder if someone has made a functional version, or if someone would be interested in creating one. It probably wouldn't be a large, modern version; rather, something shorter and more compact, and maybe a bit old-timey.
  15. As fan missions have become their own thing somewhere around 2003-2004, they started to develop their own design standards, many of them subtly different from the original games. This is fine, but sometimes, you have to go back to the roots and see how they did things. Here are a few impressions about the original, pre-Gold Thief based on my recent end-of-the-year replay, which I have found insightful as a fan mission author: Loot placement: Loot amounts are fairly conservative. The 2-3000 you can find is usually all over a huge, sprawling mission, often hidden in challenging locations, some very obscure (I have found loot on this playthrough I never discovered before). There is little "trash loot", like random little coin stacks you have to sweep up from five cupboards and chests. The pieces you find are usually impressive on their own. Hidden loot involves interesting gameplay, from climbing to spotting things against a busy background texture to the proverbial nooks and crannies - but almost always, placed intelligently to form mini-puzzles.Focused readables: very few readables are longer than three or four pages. Most are one or two, and communicate their ideas efficiently, although also with great flavour. No audiolog syndrome is present.Formal variety: architecture, although extremely low-detail by modern standards, is full of interesting experiments. Realism takes a backseat to things like the Bonehoard's multi-leveled 3d maze, Escape's crisscrossing tunnels, or the mind-melting Sara Verrilli levels (The Sword, Strange Bedfellows, The Maw of Chaos). But even a comparatively mundane mission like Bafford is full of intriguing non-cubical places, or cubes broken up into smaller discrete areas. As a result, there is little repetition, and mission areas are distinct and identifiable, with bold shapes to compensate for the lack of detail. The environments are often suggestive or even symbolic instead of descriptive. In The Haunted Cathedral (the sealed quarter), most houses are just odd shapes that suggest crumbling architecture without going into the details.Heavy guard: some areas are guarded so heavily that getting through is simply not a sane option. Bafford's front door is not only lit up like a Christmas tree and guarded by a guards/archer combo, it then opens into a murder gallery that'll alert the whole house if you manage to get in somehow.Varied thievery: the game tries to offer objectives going beyond stealing and hiding in the shadows. You break people out of a prison, leave coins on a grave out of superstition, have to hightail it to your home turf to avoid getting caught, and infiltrate the Hammerite church in the clothes of a novice. At one time, you have to manufacture stuff in a foundry. The missions play differently not just because of their environments, but because they encompass a much broader range of thievy activities than we tend to get from fan missions.Fantasy: there are bold detours from gritty steampunk "realism" into Lewis Carrol-on-acid fantasy landscapes. But even the less fantastic missions have an element of whimsy. Ramirez has a burrick pen under his house. The Hammerite prison is built atop haunted mines and a factory. There are a lot of interesting, odd beasts in the missions!Garrett is not yet a master thief. He is an aspiring thief who starts to gain a reputation through the game, attracting increasingly more dangerous enemies and clients, but he is not yet a legendary figure. There is an element of uncertainty, and you are constantly made aware that only player skill can compensate for Garrett's vulnerabilities. Your victories are hard-won, and feel earned. There is a constant element of exploiting loopholes, not just sneaking in and getting out.
  16. This handy chart was posted on TTLG, courtesy of of Ricebug:
  17. Given the large area, it is actually a fairly respectable framerate.
  18. Might be an elementary issue, but something has gone wrong with DR, it seems. When I create a new brush, its faces are rendered with a single shade instead of the selected texture. The other brushes are unaffected. If I restart DR, the problem persists. If I open another map, or create a new one, it persists as well. What's up? [edit]Accidentally set the default texture scale to 0. Well.
  19. Very Flash Gordon! I like it. (I would separate it into two models - the coil itself and the surrounding frame.)
  20. I think we do need an industrial thermometer, perhaps a plain one, one with fancy hammery designs, and maybe one that's oldish. I had a simple concept here: A demijohn would be pretty cool. Here are some, along with a round stove that also looks pretty neat.
  21. Epifire: That thing looks awe-inspiring. Wow!
  22. Actually, I just pulled down a fresh install through my work connection.
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