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Melan

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Posts posted by Melan

  1. A joint contest is a good idea particularly since I feel like there isn't near enough cross talk among the communities like there could be, more like only individuals in both, but in fairness there's not much crosscutting fodder to talk about and this is a good chance for that.

    The real tragedy is that anyone would perceive it as two separate communities, and unfortunately, many do.

    • Like 1
  2. As I wrote, something like this has already happened on the server side. Someone renamed one mission "Talbot 1: Fiasco at Fauchard Street" and another "Talbot 2: Return to the City". What is the third mission you mentioned? "Sir Talbot's Collateral" exists, but is probably something different.

    Actually, Talbot 1 is Prowler of the Dark (Thief 1), 2 is Return to the City, 3 is Fauchard Street, 4 is Bad Debts (Thief 2) and 5 is Disorientation. 6 and 7 were planned but never built.

    • Like 1
    1. Goldwell
    2. Melan
    3. Bikerdude
    4. Springheel
    5. Bikerdude/Team
    6. Melan
    7. Melan/Bikerdude
    8. Comes with the mod, so no need.
    9. Bikerdude
    10. Not an official or listed mission
    11. Buikerdude/Team.
    12. Comes with the mod, so no need.
    13. Sotha
    14. SirTaffsAlot
    15. SirTaffsAlot

    5. is Goldchocobo, Mortem Desino & Bikerdude

    11. is Fidcal

     

    I don't mind if my missions are renamed to be part of a series, although it is kinda confusing/self-defeating in the case of the "Talbot" missions, which span three games, are only loosely connected, and have been left unfinished.

  3. I would be up for a contest - actually, I am planning a small map that's using 2.05 assets, although that doesn't necessarily mean the modules - but it'd have to be 2 weeks minimum, like the 2015 Halloween mini-contest. You can build, polish up and release a mission under 2 weeks without cutting corners or delivering an untested mess.

    • Like 2
  4. Browsing the Mapcore community boards, a major online hub for level designers, there seems to be a lot of game-independent portfolio-building out there - at least that's the impression I got. After that, lots of TF2, lots of Hammer work, some Unreal and some modern military FPS stuff I am not familiar with. What makes that board curious is that single player is almost completely underrepresented, and Thief / TDM seem to be completely missing (skacky used to be a member, but hasn't been active for years). There is practically no cross-pollination between them and the TTLG-centred design community.

     

    Judith: I remember that Hourences quote. It was already written from hindsight, since the mid-2000s were the time level design tasks massively grew in complexity. Hourences himself started in the UT design community, and was part of the Operation: Na Pali team. ONP had over 40 large to massive SP levels (the original Unreal had 38). This would be inconceivable in modern commercial projects, let alone fanmade mods. Now it is eight years later, and the same trends have mostly continued. (I say mostly because Minecraft building is apparently a huge thing.)

    • Like 2
  5. Our standards are generally for 512*512 or 1024*1024 textures, but I am starting to wonder if that's still an absolute yardstick. The guidelines were written with 2009 PCs in mind, and there has been an increase in computing power since then. I have used 2024*1024 and 2024*2024 textures in a few areas without apparent ill effects on performance. I suppose as long as you don't use several of them, you ought to be fine. (JohnP's Thief 3 texture upgrade was already using 2024x2024 textures a few years ago.)

    • Like 1
  6. You can have dozens of path corners in any single patrol route (a fairly common case for long, branching patrols with RITs). I generally fine-tune mine to the small details, e.g. my latest mission has 440 path corners and about 85 other path entities. The only limit is the general entity limit, but it's probably not path entities which will make you hit that. All in all, go wild.

    • Like 1
  7. I don't think I agree about this piece being applicable. The broadly understood Thief level design community isn't exactly taking off as an exploitable sensation; it is a shrinking community. At this stage, it has produced a lot of content, including high-effort, high-skill projects like TDM, the full Thief campaigns, the codebase fixes and various enhancements. It is an ecosystem of creators and fans (people who just enjoy playing the results and being part of the community). It is sufficiently densely networked that anyone who is part of the community can benefit from it: you have access to a steady stream of new missions, and if you want to create something, there is a supportive and knowledgeable community to walk through through the creation process and to appreciate your work.

     

    However, it is a mature system that has been shrinking for some years - there are occasional upticks, but the influx of new people hasn't been great. There are fewer highly polished missions instead of several newbie efforts. The "What are you working on right now" threads on TTLG and these forums are both moving more slowly than they used to. Now at this stage, things are still good. It is a late golden age. But if we continue losing people, we will enter a territory where fans will no longer have access to a steady flow of content - they only need to check a few times each year. With less buzz, some creators give up or refocus on different hobbies. With less creators, it is harder to enter the community (while entry barriers become higher as newbies are afraid of presenting their early work in a world of sophisticated missions by experienced authors) and the networks start to disintegrate.

     

    Eventually, message boards grow empty, databases stop being regularly maintained, and Internet decay slowly eats away what remains. At first, someone fixes things when something goes wrong, but eventually, they cease to care. At this point, the network has little value for either consumption or creation: "nobody" creates because there are "no fans", and "nobody" is a fan because "nothing" is being created. You can see this on the example of formerly vibrant design communities which are no longer active, and haven't been revived in a meaningful sense (as Quake and Doom have been).

     

    The more realistic threat is not dilution via excessive popularity but its opposite - slow drying up and eventual disappearance.

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