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Everything posted by Schatten

  1. Oh boy, I haven't cringed and laughed so much since I last read a creationism vs science discussion. I was prepared to launch into a full-scale rant involving linguistic constructivism, objectivity, subjectivity and debate etiquette, but pretty much all has been said. To say TDM isn't a game in the context of this poll is a bit like saying "gravity in the context of falling on your face is more like a stumbling aid". Here, I'll offer an easy alternative of putting it without causing a 20 page lolocaust: "I don't enjoy games without continuous storyline as much, so I voted for xy". I was hoping for ZylonBane to make a really fun cameo, but his head probably aspolded after the first two pages and he lies somewhere incapacitated and in dire need for help.
  2. TB's (long) take on it. His pros: - Good options / customization (~12 min look at the options menu at the start) - Focus on stealth instead of combat - Graphics, lighting, effects, engine - Ambient converstions (mentions the bawdy humor bits as negative though) - Good PC port His cons: - Combat system (although not really important) - Lack of variety in opponents - Lack of exploration, level linearity - Overuse of cutscenes This was actually the first long vid I've been watching (mostly due to lack of interest). Graphics look pretty ok imo, though he's running a monster rig I couldn't dream to afford. The HUD is awful. Whoever thought that moving HUD elements would be a good idea? At least you can turn it off. I like TB's ranting, but in this case I think I'd like to have a sample of the game's audio without his chatter, can't comment on the quality of it. The combat looked painfully easy. Alerted guard? Poff him a few time with the BJ, done. Or one not particulary aimed arrow. Swoop just looks like straight cheating, but meh, no need to use it I guess? Same with focus. Well.. it doesn't look terrible. don't think I need to pick it up day one, but maybe sometime when the price has gone down a bit.
  3. http://www.destructoid.com/mod-db-shares-its-top-horror-missions-for-the-dark-mod-264626.phtml
  4. heehee, I guess contextual controls and QTEs really don't mix Press 'X' to jump here Press 'X' to duck and roll here Press 'X' to wall jump here Press 'X' to swoop here Press 'X' to jump again
  5. I was recruited April 8th, 2005 whilst being drunk on IRC. I guess that's kind of the traditional way you find yourself enlisted the next day?
  6. Grats on going standalone, guys! Impressive feat, I tip my hat to the whole team.
  7. I think I know where fraten's coming from. The problem with explicit violence in video games is, it's just not scary. It's pretty much the same as BOO! scares, it dulls after a while. The original Thief's design created tension with atmosphere, and left gory details mostly to the imagination of the player. Rule of the thumb is, your own imagination is almost always better equipped to scare you than something external. Compare the attic door of the Shalebridge Cradle with Doom 3's own monster closets, or how the puppets making the light flicker and weird movements makes them seem a lot more dangerous than they are. In fact, the Cradle is a good example. The whole level is set up as leaving the gory/horror stuff to your imagination, until you have made yourself so scared that when you finally encounter a real threat you do everything to avoid it. I agree that understated horror is usually the best. There'll always be exceptions of course, and well placed BOO! or cut off finger can work nicely when set up correctly. As for the FMs, from what I played I didn't notice much excessive violence- or maybe I'm so used to it from other games and movies, I just ignored it.
  8. Oh man, I drop by here every few months and each time I see a thread like this. You have no idea how much this strokes my ego, haha! Can't be healthy! It's strange how detached I feel from this after all these years, considering I now make a completely (and I mean polar opposite COMPLETELY) different kind of music. Anyways, I dug up a small treat from the past. I posted this theme in the internal forums as a joke, but it totally crashed because everybody took it seriously o_O Enjoy! http://www.mediafire.com/?hllzg5xmqi7zcgl PS: I still remember how it was described as 'a little too lively' or something like that lol
  9. Woah, thanks people. I'm amazed you can still listen to the track after all that time. Bit of trivia about it: When I wrote it, I pictured visiting and capturing the theme of the factions and their places. From top: House guards / Mansion (music box) City watch / Streets (piano) Pagans & Beasties / Forest (pipes) Builders & Undead / Factory-Church (organ & choir) Again, thanks. Surprise compliments like that make my day!
  10. внимание, внимание! говорит москва!

  11. I've pretty much settled on "Jorge", since he's a bit of a placeholder (there to be filled with character by the FM authors, not a placeholder in the actual sense). Plus I like the name, and the Name of the Rose character.
  12. What I said on TTLG. Still, it's a beta. Just a little too beta to use yet. I'll stick with Opera. I just wish they'd adopt FF's plugin system.
  13. That's ok, we usually keep environmental ambience (anything that could have a physical source, like crickets chirping) and musical ambience seperated anyways. You can of course use samples, as long as they are free for use. If you haven't already, you may want to check the Master Plan for technical and logistic information. It's a good idea to make musical ambients loopable, since the fade-in/fade-out can be done by the game engine.
  14. Hey there kshatriya, sorry for the late reply, I'm not around that often because I'm ..hm.. TDM is on hiatus for me until I can find the energy again to work for it. I don't use Reason, the interface doesn't agree with me*. Anyways, I've talked about the bass track in 'Defiled Church' here for a bit. Hope this helps. *) Best sentence ever
  15. When I made the directory reorg and sorted the shaders a bit, I did a lot of copy/paste type grunt work, so some sound or shader defs might have slipped through... this shader file looks like I have begun to sort through the definitions, but didn't finish it. :| The lever sounds being seperate shaders is probably due to having one sound for "on/off" each. As to what is currently in use, I can't help there, sorry. I had the same problem back then, some definitions looked outdated, but I didn't dare to delete them in fear of breaking something.
  16. http://freesound.iua.upf.edu/ Hey guys, just wanted to drop that link here. It's a sample DB with a tag system and a decent enough search function. If you want to use any of these, the license for each is linked on directly on the sound's page, so in general you should be cool if you make a small authors.txt with the URLs. Cheers.
  17. Thanks, rhp07. If I remember correctly, this track was one of the first few I submitted when applying here for ambient works. I use Jeskola Buzz for creating my stuff, which is a free, powerfull (if sometimes buggy) softsynth/sampler with a tracker based interface. The bassline itself is a simple square-wave->phaser->reverb setup: I've set two different square OSCs to a random variation in pulse width, volume and mix, which creates the rumbling distortion. The phaser gives it some stereo depth and body, the verb is used to smoothen the effect and create the spacey feel. Feel free to sample anything of my tracks. As long as you don't use it commercially, I don't have a problem with that. Link some of your tracks too, if you like.
  18. Buy better speakers! But seriously, maybe I should check my hearing. Scott's remasters still sound too tinny for me. Don't get me wrong, I like the stereo work and I can see improvements, only the upper frequencies seem very loud for me. I just resolved I shall not comment henceforth on his work, until I've checked with an aural doc. God, having a frequency gap in my perception range would seriously piss me off, it's like missing a limb. :panic:
  19. Ha-hum, you can not amplify non-existant bass, but you can always cut it back. Anyways, all of my tracks are property of the Mod, so if people like bass-timid versions more, I'm fine with that. It's a mod for the people, not for me. Yeah, the Prodigy or Fear Factory or the ROTTERDAM TERROR CORPS are fine to use those, but just imagine Chopin or Bach would have had a modern producer... brrr. Audiophiles? Bah! Philistines, then! But go ahead, tone it down. and break my little heart *teardrop*
  20. Hmm, I quite tried to keep it from overdriving by hitting the amplitude maximum, but I did distort it intentionally on occasion. Questionable taste? Maybe. I can't.. help it. I need bass. MORE BASS. I want to boil the listener's innards with infrasonic heat. I want it to creep up from the stomach and smother the brain. I want Brian Lustmord to roll up and cry. Stuff like underground_darkness_loop or hum_subtle_06 just wouldn't be the same without the body quaking bass. And I did keep it timid, too! This is how I sound like when I don't hold back with bass: (you'll need big speakers, obviously)
  21. Schatten

    New FS

    Well, as you may have noticed, I did not synch the sounds yet. I didn't even have time to give them a proper listen- I'm in the middle of moving house and was down a week with a stuck nerve or slipped disk in my spine. Sorry I didn't come round to do it yet, I promise I'll see to them as soon as possible.
  22. I'll admit a few bad things about my tracks: - I'm a bass addict - I master and mix with headphones - I sometimes skip polishing a track, because I lost interest in it - I despise übercompressed, pink noise templated tracks and may be biased to counter-mix to that So, I quite welcome a second look at my ambients. However -this is strictly subjective POV- I think you overdid the high band. The sound is crispier, but it's too offensive now. And the hiss is really bad on some tracks. That said, some of the examples really improved in "body", and I see where you are going. I generally like the subdued sound of our ambients, because it doesn't bother the frequency range of SFX and VO too much, and sits more in the background of the player's perception (which is what I think an ambient track is supposed to do). Btw, I can imagine how horribly hard it is to remaster a mixed down track, so if need be, I can provide the individual instrument tracks of my ambients.
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