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Dussander

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  1. My partner and I plan to do a college-themed mission. I hope fllood doesn't mind if we use his progress summary as it's really useful: Name: Work in progress Type: an indoor building, maybe with a small courtyard in the front. We plan to include several floors. Size: Small - 4-5 floors with between 2 and 7 rooms each. AI: 'Professor' style AI, mansion-like guards, non-combatants. Player Goals: depending on the main story going through, the laboratories within the school will hold technologically important information, as well as new theories which may be profitable to obtain. There may be a unique object to steal too. Basement laboratories Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% Ground floor - hall? Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% First First floor - classrooms Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% Second floor - classrooms/communal rooms Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% Third floor - staff rooms Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% Campaign Setup and Testing: 0% Ideas & Setting: The college educates students of high society in the sciences. It is a place of learning, but it is not a dormatory. Students would go to the college during the day, so the college is quiet at night. As the college is for the upper class, there is a lot of expensive items lying around, so the college have employed security. Also, the lecturers tend to stay at work until late, so a thief may bump into them. The idea is that the labs in the basement will hold the final objectives, so the idea would be that the labs would be the last place to go and would have the most security. In the lab there will be documents to read and items to steal. Perhaps some forms of magic? Access to the labs and secrets within is obtainable by visiting the staff/class rooms. fllood's useful map categories: Ideas and plans [25%] Design [0%] - Setting, Inhabitants, Player Aims, Layout Sketch Plan, Entry/Exit Points, Player and AI Pathways, etc. Geometry [0%] - Room Brushwork and Textures, Sky, Weather, architectonical Patchwork (Columns, Tunnels, Arches...), Beams, Grime, Doors, Climbables, Visportals, Location Entities Setup, etc. Interiors [0%] - Trims and optical Patches, optical Windows, Furniture and Outfit, Containers, Lighting, Location Sound, etc. Gameplay [0%] - AI, Monsterclip, Keys, Loot, Lockpick settings, Objectives, Events and Triggers, Equipment, Player Map, Shop, adjustments to Difficulty Levels, etc. Story [0%] - Briefing, Readables, visual story Scenes, Conversations, etc. Fine Tuning [1%] - Nature and Vegetation, Decals, Point Sound (Speakers), Decorations and minor Details, Secrets, Texture Touch Ups, Optional Objectives, Polishing, etc. Testing [5%] - Balancing, Performance, Campaign Adjustments, Fixes
  2. Cheers for that, I will definitely contact Melan. My vision was to create a small college of sciences (something close to my heart) for a handful of priviledged students. I am hoping DR has some suitable characters who look like scientists as I didn't really see anyone in the start map.
  3. I apologise for not being in contact, I was recently promoted and work has taken a lot of my time and energy, I've also been away the last two weekends. I do hope to start very soon. I've made a concept and planned the approximate design of my college. I also believe a college could accomodate the plot ideas that have been discussed.
  4. My partner and I have kind of decided to do an internal mission/building, most likely a small school or elite college, where we would try and find someone/some information/steal some artefact. I don't remember many missions in T2 which had a school, so I wouldn't mind making one where people would study, but not live (because I think that might be overambitious).
  5. I like the idea of having one master plot person, we could all have our inputs, but one person would focus it. I also liked jaxa's idea of having a mission building up to the wizard's mansion.
  6. Hey all, I am a late comer to the project. I've been playing Thief for a long time now, I started with Thief 1 then moved on to Thief 2, I finished Thief 1 afterwards. I also play Thief 3 and I do like it. I've only just installed the Dark Mod, so I'm getting used to the mechanics and the way the missions look. I run a forum to allow authors to beta test their missions before they're released, accessible here: http://shalebridgecradle.co.uk/testing/index.php. Around 100 missions and campaigns have been tested there, including a modest few for TDM. My building experience is very limited, I did a Dromed tutorial a long time ago and I made a very basic level for UT consisting of 2 rooms and a lot of spam weapons. But I've always felt like making a mission. I've not thought about a setting yet, but I'm not going to be overambitious and I'll go for a smaller mission to start off with. I am also from the UK, GMT+1
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