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New Horizon

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Everything posted by New Horizon

  1. Essentially, they're far more political than the keepers. I see what Renz is describing as being quite subtle. They're just doing business...in their own intellecual mobster kind of way.
  2. I'm going to break this down into a brief description and hand the info over to Macsen. He only has access to the public forum right now.
  3. :lol: Excellent! Yes, I'm a HUGE fan of Dark City myself...as Renz knows from our discussions early on. I think a group like this would be perfect for our Keepers...and I quite like "The Order". Much more powerful sounding than "Keepers", if you ask me. Oooh, we're the keepers...we keep the balance. Yeah yeah, step aside...we keep "ORDER" bitches!!! Just need to stylize them up a bit and they'll be perfect.
  4. Nice. That sounds excellent.
  5. These guys fight with holy blessed hammers. Booyah. They don't need armor...the builder protects them.
  6. Sweet! If I didn't know better I would think that was definatley a next generation Dark Engine shot. Great job BT.
  7. Sorry about the confusion. There are greater things at work in the background, you are correct there, but we don't want it to be a "save the world" type of premise. Much like real life, there are things going on in the background that affect our day to day business. I would suspect that our characters motivations would be based on the fact that his life is being disturbed. Not by his good will. Anyway, short answer...yes, there are larger threads in the background...but they should not be immediately aware to the player or our main character. These things can be hinted at through disruptions in our characters life. Perhaps what seems to be disturbing his life on the surface is later revealed to be a part of something larger. Sorry to be so vague, but I don't want to push you in any specific direction or taint your line of thinking.
  8. Yeah, someone else will likely have to do the German equivalents to what I'm doing. Unless I can get hold of some of the German students at our University.
  9. I'm doing all the voices inhouse with actors who live in my city. The majority of them are professional, while some are simply gifted. Having the voices submitted from numerous sources wouldn't yield the cohesive quality I want.
  10. Ryan, sent you an email.
  11. Thanks for dropping in. Essentially what we're doing is making a total conversion of the Doom 3 editor. When we are finished it will provide FM authors with the tools they need to construct missions. It's likely going to be another year before we see the toolset released, but hang in there.
  12. The artwork is really nice. The clothing would be a bit too modern looking as you suspected. Check with Springheel, I'm sure he has some great sources for the type of clothing we need.
  13. A multiplayer Thief inspired mod is already being produced over at Black Cat Games. It's called Nightblade. We've chosen to focus only on single player as they are sure to produce an amazing product.
  14. Updated the file on the FTP Renz. That should get rid of your error.
  15. New Horizon

    *sigh*

    Yeah, Sledge was saying the very same thing about the big Doom 3 mods last week. They're all pulling out. I don't know if they feel it's just too much work or what. At any rate, I'm not going anywhere.
  16. We have discussed having no more than 6 levels. Short and sweet.
  17. Absolutely fantastic oDDity. That honestly looks really great! Can't wait to see the finished product.
  18. We will have to fill you in on all the particulars. There is a group called "The Builders" in our Universe.
  19. I hacked the old shields in by swapping out the hudhealthgem with the hudhealthgemcrack version in the ini's and then replacing the actual texture with the shield. As long as the hudhealthgemcrack texture isn't shared like the red version of the gem, I should be able to keep the shields in for version 1.3. Thought I would share my little find with everyone.
  20. I think we might be making a mistake in actually showing the arrow and the bow on screen in the players hands. It creates more business than is necessary in my opinion. I see the logic behind it and respect the principle, but I don't think it's the best way to do it. If there are players willing to do away with the onscreen icons and memorize their key bindings then they probably would appreciate not seeing the tip of the arrow poking up on the screen. The arrow tip would be more distracting since it's moving around. It also doesn't strike me as a good idea in the sense that the character is running around holding the arrow like that. It's not going to be as easy to knock the arrow. The player would have to position the tip into his fingers before firing. Normally, the player reaches back and pulls an arrow out of the quiver from the appropriate orientation in one smooth movement. I think this is one of those situations where we don't need to provide the visual. If a player is hardcore enough to turn off the weapon/ item icons...they likely don't want or need the visual representation. It would defeat what they're trying to achieve and needlessly clutter the screen for those who do want the icons. Keep it simple.
  21. Hi Macsen, this is our private applicants forum. Only you and the team are able to see this. We like to keep the application discussions out of the public eye. Oh, to any other applicants. Please do not post in any applicant threads but your own. This is for the team and the named applicant.
  22. Hey there Macsen, drop me a line at darkmod_apply@hotmail.com. I'll give you the particulars.
  23. Good idea Spar, that should make things easier.
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