Jump to content
The Dark Mod Forums

Baal

Member
  • Posts

    1180
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Baal

  1. I like the idea of not knowing for sure if a door can be opened. But you have to limit the space of a mission and I don't think you can always find a logical reason why a path possible in the real world would be blocked in the game. In a big, poor part of the town, for example, there would be a lot of doors. None of these would be a serious obstacle for a masterthief so you just have to arbitrarily block most of them.
  2. Then keep it small and close the place of with a couple of facades. You could then, for example, build a small sewer section through which you enter the cellar of one of these houses (and so on). Just a few rooms to keep it manageable. That's not very ambitious but still fun to play.
  3. These arches look great (and the rest too ). Drop me a message when you need testers.
  4. These look good, especially the first one. What happened to the city you showed in the "what are you working on" thread?
  5. And are the results really that bad? Or are you just to critical? In my experience, often small changes can make something look good (choice, alignment, scale of textures, lighting etc.).
  6. Do a Google image search for "tudor architecture", for example, and try to replicate something from that. Don't start with a whole city but a single street or backalley. They're basically just corridors with a skyportal ceiling.
  7. You managed to release a mission. There are not that many who have done that. So don't give up. And don't compare your first map with something like "Return to the city". That was NOT a mission done by beginners. Melan and Bikerude have built a lot before that. Which is what you need to gain experience with the engine and editor. I think "Winter harvest" was just a little to ambitious.
  8. Shadowhide, are you planning on fixing the issues and releasing a new version? We are not overly critical because you were so in the past. The problems should really be addressed because they can ruin an otherwise good first mission.
  9. I somehow missed that mission when it was released. Very nice map. Short and simple, but fun. It looks good and the layout and ai placement are well done. You should do another one.
  10. You should really betatest your map before releasing it.
  11. I haven't finished it yet as I'm stuck and walking through the forest got a little tedious. I like the atmosphere so far. The forest is nice (apart from the repeating wind sound) but is a little to big. The compass might be helpful here (it's missing from the inventory). The talking villagers are cool but it's not clear that they are friendly. Some hints about visportals: 1. You don't need to shape portals exactly into the holes they cover. I've seen some triangular portals. That's not necessary; rectangluar portals are fine (and better for sound propagation, I think). 2. The big portals are not set up in a useful way. As far as I know, a portal should lead from one separate area into another. They don't really work when intersecting each other. But without look ing at the map file I can't give any advice on how to set them up.
  12. Bringing a map from nothing to a releasable state can take years. Not hearing from people for month doesn't mean their work is abandoned. Sometimes one just needs a time-off from mapping. I, for example, just noticed that I've shown my first screenshots a year ago. But it's still coming (slowly).
  13. The Mints with version numbers are based on Ubuntu and should be very similar (I never tried any of them or Ubuntu). The Debian edition doesn't have a fixed version (rolling release) and is based on the debian Testing repository. It's in development and might have some issues but I like it.
  14. I think ffmpeg can do everything that's needed for the conversion. I wouldn't mind trying it if you send me the source video. But I can't promise anything.
  15. Nicely detailed. Don't forget to test the map for performance on weaker machines when it reaches beta. I'm volunteering.
  16. Speaking as a player, I absolutely don't want Garrett or anything straight out of Thief in the mod. The Dark Mods world might be very similar to Thiefs but it shouldn't be a blatant copy. That's never very interessting.
  17. I don't have a highend machine (Radeon 4650, 2.8 Ghz Core2Duo) and I never noticed the framerate falling beneath 30. We would all benefit much more if you built a totally new map. The spoiler was a question addressed to you, Bikerdude.
  18. I really enjoyed the mission, considering that I've seen a lot of it closely in the editor. And what do you mean by rebuilding the streets? I think they are great as they are. Wouldn't it be best to build something new?
  19. There are also people, like me, who can't enjoy the Thief games at all anymore because they played them for years and need to play something new. I can only speak for myself but I think many feel the same way. And, in the end, it's not the players but the people who build the missions that decide which game "dies" or doesn't.
  20. Come to think of it, I only dislike the second picture. The first one is fine. And, although the voice actors intonation sounds forced, I like the voice.
  21. There's room for improvement. The english isn't perfect (as far as I know) and the accent might not fit the setting (depending on who the player character is supposed to be). What I absolutely don't like are the fotos. Ordinary people in costumes just look silly and destroy the mood. Is this style just for the pre-trailer or do you plan to do the briefing and cutscenes the same way?
  22. You can also use height variation to make things more interessting. Build parts of the sewers on different levels and let the player climb.
  23. Difficult question. I think the handleless doors look unfinished when they're otherwise the same as the useable ones. A different handle or maybe a different shape or texture consistently used throughout the map could work.
  24. Nice. That video demonstrates perfectly how great Thiefs sound and music was and still is.
×
×
  • Create New...