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Posts posted by Baal
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He means a projection texture for the light entity, not the lamp model.
Looks good, by the way. It could use some height variation and the streets could be narrower, to make evading guards more interesting.
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What he said.
I also have to mention Dishonored as a great source of inspiration. It has fantastic open and vertical map design and I took a lot from it (as you have probably guessed when you were hiding in the rafters).
And thanks, Dragofer, great to hear people enjoy the mission. We took a lot of time and effort to get it right.
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Had a couple of items that I picked up thinking they were loot and dropped them they then went through the shelf ?
I'm not sure what's the best way to fix that. Maybe the moveables in question are too close to the surface they clip through when you frob them and the physics become active.
Where is the key to the chest in the "attic" above the library? I tried all the keys I had and the lock-picks, but could not open it.
Slight hint:
It's part of a secrete objective. There is a readable somewhere that gives some hints on that.
More:
The readable is somewhere in the captains quarters.
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Good to hear. Thank you.
On a different note, who ever voted for tolerable on gameplay needs their head examined...
Hey, I just wrote that we can take criticism. But I'd like to hear what it was, that he/she didn't enjoy, too. Don't be shy.
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Thanks again to everyone giving criticism, positive or negative. We can take it.
@Obsttorte
Always complaining, that's typisch deutsch. But don't worry, we don't mind. I agree with some of your points. I am not entirely happy with the readables myself and the evidence pieces are indeed somewhat randomly (from the players point of view) placed. The mission requires the player to be observant, and not just for the side objectives. That's an important part of the gameplay that most people, not everybody, seem to like.
I don't agree to or understand your problems with the lighting. That's an aspect into which I put a lot of thought and effort. The harsh transitions between light and dark are fully intentional. I tried to make hiding spots clearly disinguishable and believable. You should always be able to judge visibility by the surrounding walls and floor. I thought we achieved this readability of the environment well enough.
@Diego
I like backtracking. But you are right in that an area can get tedious if you have to repeat it too often. But the map is pretty open and you have more than one way of proceeding most of the time.
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@Obsttorte
Thanks for taking the time to write all that. I'm going to reply later when I have more time.
But I get the impression that it could be a language problem. Did you read everything carefully? Everything is hinted at in the readables.
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You can also declare and use a script variable for that, instead of the "ison" spawnarg.
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Thanks, everybody.
This mission is not part of Melan's Talbot series. When I chose the name, I wasn't (consciously) aware that the name was already used. Two different persons.
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I hope we will get to use the rope arrows in there.
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That's not the only thing broken in 2.0.x. The objective editor didn't work for me either. I had to switch back to 1.8.x.
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Yes, I have. The patrol works fine normally. The problem also doens't occur directly at the node in question. According to our beta testers he circles somewhere else and only after an alert. I have never seen it at all.
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A question about path nodes and AI pathfinding for someone who knows the technical details about that:
I'm having a problem with AI that "circle around" after they have been alerted and gone back to their patrol (they seem to only do that in alerted_idle but I'm not a hundred percent sure on that). I suspect the problem to be the "idle_only" spawnargs on a path node. There is a node on the route, that has two successors (a branch that joins back later). Only one of them has the "idle_only" spawnarg. Could that be the problem? I thought that should work since the other node is still reachable in alerted_idle.
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Two points I would add to that:
- Try to build spaces that aren't immediately assessable (I didn't find a better word for this). Meaning that you can't see the entire room from any point of view. This makes exploring much more interesting. When you enter a room there should always be something around a corner or in some nook etc. that you have to investigate closer. You can achieve this with square rooms but more irregulare shapes help.
- Utilise the 3rd dimension. Our thief is very agile and he can climb (even without a rope arrow), so you should give him lots of opportunities to do that. Raise the ceiling of your rooms (where it makes sense) and build rafters up there, for example.
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@Moonbo
If you are concerned about the difficulty, use the Normal/Hard/Expert levels to provide an easier setting for people who prefer it. Because if you make it too easy, others (like me) will complain too.
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The directors cut is buggy in my experience too. I had all the
rabid civilians
in the last mission chasing me but never actually attacking me once.
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I hope it will not be as yellow as Human Revolution.
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Thanks, I already went with Moonbo's suggestion. Can someone else put this name on a bust and build a mission around it?
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Rage is very underappreciated.
You can upgrade the cars and enhance their handling, among other things, by the way.
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You are comparing games of different genres. My point was, Batman (never played that) and Human Revolution are not first person shooters.
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Rage and Crysis are better shooters than Batman and Human Revolution, if you want to look at it that way.
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Is the download a problem for you Tr00per? The next version will be available soon, so you will have to download again. The mission ca 50 MB in size.
You can both test if you want to. The others already know the missin inside out. A fresh perspective is welcome.
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You get used to the driving parts. They can be fun and are not really difficult. Just stick to it til the actual missions. They are fantastic, if only for level design alone.
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predictable Ai
The AI is different for every type of enemy. They get much more interesting later in the game.
The other points are all true but not really important in my opinion. Rage's single redeeming feature is the gunplay and it does that perfectly. Keep going.
Edit: I don't get why everybody complains about the texture quality. It is true that it's very blurry up close, but if you actually play the game, you will never notice that. The game looks absolutely beautiful otherwise. The maps are full of detail and you wont find a repeating texture anywhere.
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Is that a yes? Have you found the respective thread with the download link?
So, what are you working on right now?
in TDM Editors Guild
Posted · Edited by Baal
@Goldwell
Put a few guards in there, set up patrol routes and playtest it yourself. That's the best way to make sure that what you're building is actually fun to play. Do it now! At once! I'm serious!
Edit:
What I would do is this: increase the light volumes and try to create hiding spots in the sharp shadows of objects and architecture. It is much more interesting when moving from cover to cover exposes you, instead of just walking along the edges of a light without danger. It can be tricky to set up correctly but it is worth it in my opinion.