Jump to content
The Dark Mod Forums

Theothesnopp

Member
  • Posts

    367
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Theothesnopp

  1. Im going to stop bitching about it now.

     

    About the the ai, really think you should keep improving this, especially speech and animation.

    I know it would be tough to get high quality voice acting, especially when this is a no money project, but if the oppurtiny shows up i'd say go for it.

  2. Well, you're dealing with a set of assets that have been added by multiple people of different skill levels over a period of seven years. So some of them are obviously going to be better than others. There are certainly some textures and models added in the early years that are a little rough around the edges.

     

    However, a concrete example would help.

     

    Looking at the media section.

     

    Here's is an example

     

    http://www.thedarkmo.../rttc_2_six.png

     

    The layout, and design of this mission is clearly fantastic, but still something is flawed.

    it looks like brushes piled onto brushes, instead of buildings with kickass detail.

     

    http://www.thedarkmo...ts/fiasco_2.jpg

     

    Same with this one, great brushwork and layout, but still, once ingame its to bright, looks blocky and it gets messy.

    when looking in the editor the normals look good, but ingame they make shit look intensly bright or flat.

     

    other things that contribute to the "plastic" are Ai behavior, speech, animation and overall sound, but im guessing this is still very WIP

  3. Ok, enough about the damn engine, im not blaming anything just shitting out words and ideas.

     

    About the plastic feeling, its hard to explain.

    Everything is uneven, there is no visual/functional balance, one thing can look, act, behave etc realistic and the object next to it would be the opposite.

    Everything just becomes very messy imo ie. texture, ai behaviour, animations, lightning, sounds, models, layout (sometimes) etc.

    Its either shit or great, hence the lack of balance and the "plastic" feeling.

     

    how WIP is TDM at this stage?

  4. The problem is that what you believe just doesn't make any sense. Claiming that the quality of Doom 3 as a game somehow affects the capabilities of the engine is like saying you don't ever want to drive a Nissan because your mate had one and it stank of cigarette smoke.

     

    It was merely a theory, and i dont know jack shit about the engine, but my guess is that it contributes to the plastic feeling that the majority of fms suffer from.

  5.  

    Really, what has that got to do with Doom3 at all? I don't see any resemblance in ANY of the FM's to Doom3 at all. Maybe I don't feel like 'Garrett', but honestly I never did, I just liked the gameplay.

    How is the gameplay of TDM REALLY any different than T2? OK, the bow might arc a little different, you have different controls (ie ~ is a console key and we can't use it to put weaps away like in T2), there are dynamic shadows you can hide in...

    Sure maybe timing and stuff is off by milliseconds or whatever, but REALLY how is it any different than thief gameplay.

     

    I honestly think you just have a mental block against liking TDM gameplay as much as T2. It might not be 100% the same but it's not different enough to just be a completely different experience.

     

    We're talking strictly gameplay here. That IS TDM.

     

    Perhaps, i just feel it is not complete, i sometimes have a hard time enjoying playing alot of the tdm fms, but that might just be me.

    I think D3 can contribute to this yes, D3 is a horrible game, and it would be really hard to create a perfect engine out of it.

     

    It has nothing to do with the controls, everything is really perfect, i dont really know what it is that i feel is missing.

    I don't see the fm architecture as houses, castles, cathedrals and towns etc, i see brushes with textures placed in a certain way.

    Perhaps i suffer from the mappers syndrome.

  6. i'd agree with you if i were actual troll

    i had reason to create such thread

    Around year ago i was recommending TDM to IRL friend of mine.He is not the big fan of Thief series,but he agreed to get Doom3 and play TDM.

    On the next day he said me something like that : "what the hell i were playing ?"

    I was confused and asked him what he disliked,than he said : "it even looks worse than T2 fms,small and boring".He were playing Knighton Manor.Than i personally took screenshots from a good missions and beg him to give TDM another try saying how beautiful is it

    here the screenshots i showed him :

    http://img222.images...10602553909.jpg

    http://img705.images...10603032371.jpg

    http://img714.images...10603053042.jpg

    http://img146.images...10504145168.jpg

    http://img404.images...10504150984.jpg

    http://img16.imagesh...10504463971.jpg

    He said that maybe he will play TDM again,but months passed and it didn't happen.He was frustrated because of BAD TDM FAN MISSION.

    You guys may like it,but you don't know how pathetic is it if you compare it to T2

    Thats why I created this thread

     

    You may call me a troll or ignore my posts or rise up my warn status or whatever,but here is my point.Its not trolling

     

    I think you have a valid point.

     

    Hands down to the TDM team, but i do think that it still feels very lacking.

    I dont think the Fms are to blame, but the fact that its made out of D3.

     

    Its really hard for me to feel immersed into the missions, when i play i don't feel like, i am a thief stealing from a rich nobles mansion.

    I feel like a dude sitting at my computer, pressing buttons.

     

    Perhaps the fact, that i have been mapping more than i have been playing fms, ruin gameplay for me a bit.

     

    ONT

     

    I will not contribute to this thread, i really don't want anyone to feel self concious.

  7. I dunno, I actually kinda like the monotony of the 1 music track, I find after a while it starts to dull my senses a little, making it easier for me to slip up and be spotted.... it's like a soft psychological trick to increase difficulty, instead of a coded and probably artificial increase like more aware guards or more overlapping patrols.

     

    That's kind of interesting, allthough i have been thinking about changing the indoor music to something less "complex", like a looping bass sound or something.

  8. This is a really good first mission Theo. There's just two things I want to point out. Firstly for a castle of this size it felt very bare. More banners on the walls and a small table in the corner of rooms with a vase or a small statuette on them would have made a huge difference. Secondly the doors having no handles was odd. I know that putting handles on doors is dull and very much a chore, but little touches like that make a difference. On the whole this was a solid mission. well done!

     

    I'll keep this in mind when i get to work, thanks for the feedback :)

  9. The only mission I can think of with a steambot is Siege shop.... I'll take another look around for the exit, and yes it was a nice shade of light blue, laughing like the sky itself, up above and out of sight. I'd say it was special ;)

     

    As i suspected then :)

     

    If you're still looking for things that need to be fixed for a follow up release, I can go through and take screenshots for you? A kind of post-release beta test, if you will.

     

    That would be swell, doesnt have to be errors either, i would also like to know what you think should be improved, gameplay and atmosphere wise, i.e a room thats to cluttered etc.

  10. This level was amazing. I don't think I've had an experience like this since Heart of Lone Salvation came out, and I think this tops it. Good lighting, good patrols, nice texturing, the only issues I had were

     

    Doors had no handles

    Some of the lights (2 or 3, 4 max) went through walls

    Can't find the exit zone.

    Music was very loud, made footsteps hard to hear and lockpicking more difficult. Good tense music though.

     

    After not being able to find the exit, I took a look around with noclip, and I had a good lol to myself. Overall, VERY impressive!

     

    Are the doorhandles missing for anyone else? Played on 1.06, could anyone else find the exit? No download cap for 1.07 yet :(

     

    Out of curiousity, was it something special you "lol"ed at, or was it about the exit zone? ;)

    door handles are not yet added, will update this mission at some time, will add handles then.

     

    Im glad you liked my FM

     

     

    edit:

    The exit is by the window you climb up at start.

     

×
×
  • Create New...