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bob_arctor

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Posts posted by bob_arctor

  1. If you read about Palladianism you will see how "ideal" ratios drove architecture in the 18th Century in England.

     

    I find certain ratios do tend to work in TDM, but it's worth remembering in games that level design doesn't match reality, for instance you need more width to move around in in games, because you aren't as thin and mobile as a real person, you are in a fact a box!

  2. Perhaps finding some way to have more colourful Thief Gold style textures would be a start?

     

    I can't decide though whether it would be possible or not, because TG got away with a lot that you couldn't do with a newer engine, for example not lining up textures properly, or using very crude unconvincing texturing and geometry in places (Wizard's towers come to mind) which often worked (E.g. Baffords, Songs of the Caverns) because of the gloominess of the engine.

  3. If it could be added to a shared pack that would be useful, as these uploads will likely expire.

     

    Just done an OTT classical style doorway and another townhouse using it. Glad I can be of help filling out the missions. I know making filler buildings can be pretty dull!

     

    townhouse2.jpg

  4. Hello all,

    I did beta test mapping back before the release, but due to not having a PC that could do it, and my medical degree, I've not done anything for ages.

     

    Anyway, so I've got bit of break at the moment, and a nice new desktop, been playing some of the missions on the new release, it's awesome!

     

    Think I'm going to map some Georgian architecture, upload as prefabs perhaps, and to show that we can do some different stuff with TDM.

     

    venetian_window.jpg: thumb_30710.jpg

  5. Ah well, we have many many stone block assets, in various states of disrepair and grime.

     

    I would say the difference is that our assets are more brown than blue. More delapidated like in Thief I than TDS.

     

    But yeah, a fair few resourses for that.

     

    The only thing is that a lot of TDM resources aren't Victorian, and the Shalebridge Cradle seemed to be from late 1800s, the most modern building in the whole of TDM's city which always annoyed me.

  6. I like the idea of auto-end, with one of the options open to mappers being "Leave the area" after the other ones are done.

     

    Pressing Escape when the objectives are done as Oddity wants is completely unintuitive for gamers, not immersive at all, just bizzare really. Not very Thiefy to just stop in the middle of a street either, be better to either be done when the objectives are done, or to go home/find the exit.

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