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Posts posted by kyyrma
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Thank you! So happy to hear the missions were appreciated.
Me and Airship Ballet might just have something cooking in the same vein, so hopefully you'll get to try it out in the coming months... -
Very athmospheric. It may be worthwhile adding a bit more variety to the floor texture. In addition, you may place ladders or similar. Something the people working there would use to get to the higher parts of the shelves.
Ha! You just gave me a fantastic idea with the ladders.
Ever wanted to develop your own thiefy stronghold between missions with your hard-earned cash moneys? Merry's Miraculous Mapping Co. has got you covered!
The floating symbols remind me of Scarface the video game
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Some very early work on a mission. Not much in terms of details yet, just setting up the room layout.
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Lucky you! It's a good game despite feeling pretty aged now.
The sequel Dark Forces: Jedi Knight is even better, and JK2 and Jedi Academy are not half bad either.
Edit: Oh, also had this very same experience just a few weeks back. Played through Strife for the first time now that it's on Steam. Crazy how ahead of its time that game is!
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Was a ton of fun to test, and the offices are marvelous to look at. Some of the best interiors I've seen in TDM. Great improvement from your last map which was already a fantastic FM debut
I'd consider adding a link to just the individual map without the previous part attached to it, because there isn't a simple way of skipping a level in TDM is there? I'd wager some would like to just try out the new map without having to play La Banque a second time.
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Heh, glad that brought some joy to your day.
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Wonderful! I've been playing Thief 4, and not hating really, but this mission was very nice to come back to. A great "haunted cathedral" style mission reminded me of TDP much more than anything I played in the new Thief.
Thank you! This is high praise considering TDP style Haunt was exactly the feel we were going for!
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Here's the Dark Mod version...
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Here is a commercial using the very same lockpicking sound as Thief:
So what's the story? Was it actually recorded by Looking Glass or did they just use a canned sound from some sound resource CD like a lot of games back then? -
Nice! Would be cool if a model and the entity setup were added to TDM by default, perhaps as a prop. In either case this is very helpful... I'm considering this for my own maps, and it's good to know there's an example
It might need to be cleaned up a little bit for that. Right now they are a bit... 'hacky' I would say.
Feel free to shoot any questions my way if you end up implementing something similar, I'll be happy to help you out. You can also just open the .map file and take a look at how I built them
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Thanks for the comments, glad you guys enjoyed the mission!
The second are those cameras, or scanners if that's a better word. Finally another modern factor, which brings me closer to the things I loved about the stealth games I tried in the past (such as DeusEx). Are the camera entities part of TDM by default, or did the mission have to model and script them separately?Those are custom, but they were built completely in the DarkRadiant editor and are actually really simple. The camera you see in the game world is nothing but a prop built from simple brushwork. The actual trigger that fires the alarm is a huge invisible pillar that moves along the ground in sync with the camera prop waiting for the player to touch it.
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If you're responding to my question, I have a panel-laptop hybrid, so there's already a keyboard and mouse to play it normally.
What I'd like to know is how to play it in panel mode using only controls on the screen, as in this video.
Is there some app that I download that does the screen controls?
(I don't like the term app by the way, and it sounds even dumber applied to a windows machine. It makes me feel like programs are not independent files sitting in folders that I can toy with anymore.)
Edit: Well to answer my own question, Google is coming up with this: https://gameplay.gestureworks.com/
I guess there's not a free version?
There was this in the video description, not sure if it was added just recently: http://palmtime.net/virtualgamepad/
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Metal Gear Solid games have also done this for as long as I remember.
Would not really enjoy this feature in TDM, as I'm the kind of guy who usually conks out every guard, stacks the bodies and then enjoys poking around at a leisurely pace -
To date one of the scariest games I have played was System Shock 2. It took multiple playthroughs until I had become so familiar with it that I would not be spooked anymore.
I credit this all to how random the AI in the game is. Hybrids are spawned around the hallways at random, and they also patrol on random. Basically every door in the game is a potential jump scare, even in areas where you have previously killed all the enemies. Just like Xerxes Sotha said - it's scary because you don't understand the logic behind it.
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I think your voicework still needs a good deal of practice. Right now your clips don't sound like you are playing a character, they sound like someone reading the lines from a script.
This doesn't have anything to do with the lines or your recording devices. What is missing here is the acting. There is no change in your voice, patterns of speech or intonation. This is especially true in your female voice (?) which sounds exactly like your regular, very much male voice. It doesn't sound anything like Liz Shaw, I'm afraid.
If voice acting is a passion for you, I suggest you keep on practicing it. Start out with trying to nail a single type of voice. Look into tutorials about imitation, read books about voice acting, and most importantly - go for drama lessons! Pretty much every city in the world has one or more hobbyist theatres that welcome new members, and those are great places to learn about acting.
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Get a load of this, that I found on here
At least some of those photos are from London waterworks, right? There was an episode on their creation in BBC's 7 Wonders of Industrial World.
Absolutely brilliant series by the way, with a lot of striking imagery.
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Yay, second place!
Congrats Buck, well deserved.
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Thanks for the feedback!
The creature has two spots where it can appear, either upstairs or down by the main doors, depending on where you head once you have the chalice. The upstairs spawn is slightly bugged however: the creature is supposed to make a mad dash down the stairs, but most of the time he instead decides to walk into the bell tower and wait there. This is why some players who escape through the window never actually see him!
I agree regarding the amount of vibration. I'm also thinking the screen shake must be more disorienting on lower resolutions, so only testing it on 1920X1080 was a bad idea in hindsight. I believe we were the first to use the effect this way, so hopefully future mappers willl learn from our attempt
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@OrbWeaver
I'll eventually add a bit more of this on the tutorial itself. I usually omit looping / global from my own soundshaders, because I always tweak them in DR anyway, but I see your point there.
@ERH+
... those are the Arx Fatalis spell sounds. right?
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There is the little Halloween number by me and Airship Ballet here.
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Getting there, although to my ears those are perhaps slightly too tinny. They remind me more of spitting out the mouthwash at the dentist's than walking through a puddle.
Here are some test recordings I made in my bathroom. Unfortunately there is way too much background noise to make these usable, but these are in my opinion close to what we should be looking for.
They are quite close to the ones I posted above, but I do see what you mean... I'll keep on working on this.
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I think he wants much lighter water based footsteps...
I see
Way for me to misunderstand the point...
So, what are you working on right now?
in TDM Editors Guild
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Just recently had my first go at making custom textures for a new map. Made 9 varieties of more high-res book rows, will share later.
http://pasteboard.co/FN9wYFK.jpg