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Posts
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Posts posted by kyyrma
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Thank you flood! It's fantastic when someone takes the time to write such an detailed review, much appreciated
I agree on all points, and I'm glad you could appreciate my less-than-stellar geometry. I'm currently working on an FM where I'm trying to practice my architecture skills.
If you are interested, you can see an early screenshot here.
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Worldspawn has its origin in the middle when converted to an entity.
Select the entity in Dark Radiant, press V and then V again, and now you can move the origin from the center of the entity to where the hinge should be.
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Airship was invaluable during the testing of of my latest FM, especially because she was willing to record her first blind playthrough which gave me more information than any detailed forum post ever could.
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This was really interesting, thanks.
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Here's one for the inner child:
"Panna" is both put (on) and have sexual intercourse in Finnish.
We screw on the lights. Yeah. Let that sink in for a minute.
Also, Finnish people never waste words.
"I am considering going to the store." in Finnish would be "Menisinköhän kauppaan."
This is because we modify and inflect words based on their use in the sentence. This does cause one very awkward problem, especially for foreigners trying to learn our language. To give an example, let's take a look at all the different modifications of the word "dog", shall we?
Koira, koiran, koiraa, koirassa, koirasta, koiraan, koiralla, koiralta, koiralle, koirana, koiraksi, koiratta, koirineen, koirin, koirasi, koirani, koiransa, koiramme, koiranne, koiraani, koiraasi, koiraansa, koiraamme, koiraanne, koirassani, koirassasi, koirassansa, koirassamme, koirassanne, koirastani, koirastasi, koirastansa, koirastamme, koirastanne, koirallani, koirallasi, koirallansa, koirallamme, koirallanne, koiranani, koiranasi, koiranansa, koiranamme, koirananne, koirakseni, koiraksesi, koiraksensa, koiraksemme, koiraksenne, koirattani, koirattasi, koirattansa, koirattamme, koirattanne, koirineni, koirinesi, koirinensa, koirinemme, koirinenne, koirakaan, koirankaan, koiraakaan, koirassakaan, koirastakaan, koiraankaan, koirallakaan, koiraltakaan, koirallekaan, koiranakaan, koiraksikaan, koirattakaan, koirineenkaan, koirinkaan, koirako, koiranko, koiraako, koirassako, koirastako, koiraanko, koirallako, koiraltako, koiralleko, koiranako, koiraksiko, koirattako, koirineenko, koirinko, koirasikaan, koiranikaan, koiransakaan, koirammekaan, koirannekaan, koiraanikaan, koiraasikaan, koiraansakaan, koiraammekaan, koiraannekaan, koirassanikaan, koirassasikaan, koirassansakaan, koirassammekaan, koirassannekaan, koirastanikaan, koirastasikaan, koirastansakaan, koirastammekaan, koirastannekaan, koirallanikaan, koirallasikaan, koirallansakaan, koirallammekaan, koirallannekaan, koirananikaan, koiranasikaan, koiranansakaan, koiranammekaan, koiranannekaan, koiraksenikaan, koiraksesikaan, koiraksensakaan, koiraksemmekaan, koiraksennekaan, koirattanikaan, koirattasikaan, koirattansakaan, koirattammekaan, koirattannekaan, koirinenikaan, koirinesikaan, koirinensakaan, koirinemmekaan, koirinennekaan, koirasiko, koiraniko, koiransako, koirammeko, koiranneko, koiraaniko, koiraasiko, koiraansako, koiraammeko, koiraanneko, koirassaniko, koirassasiko, koirassansako, koirassammeko, koirassanneko, koirastaniko, koirastasiko, koirastansako, koirastammeko, koirastanneko, koirallaniko, koirallasiko, koirallansako, koirallammeko, koirallanneko, koirananiko, koiranasiko, koiranansako, koiranammeko, koirananneko, koirakseniko, koiraksesiko, koiraksensako, koiraksemmeko, koiraksenneko, koirattaniko, koirattasiko, koirattansako, koirattammeko, koirattanneko, koirineniko, koirinesiko, koirinensako, koirinemmeko, koirinenneko, koirasikaanko, koiranikaanko, koiransakaanko, koirammekaanko, koirannekaanko, koiraanikaanko, koiraasikaanko, koiraansakaanko, koiraammekaanko, koiraannekaanko, koirassanikaanko, koirassasikaanko, koirassansakaanko, koirassammekaanko, koirassannekaanko, koirastanikaanko, koirastasikaanko, koirastansakaanko, koirastammekaanko, koirastannekaanko, koirallanikaanko, koirallasikaanko, koirallansakaanko, koirallammekaanko, koirallannekaanko, koirananikaanko, koiranasikaanko, koiranansakaanko, koiranammekaanko, koiranannekaanko, koiraksenikaanko, koiraksesikaanko, koiraksensakaanko, koiraksemmekaanko, koiraksennekaanko, koirattanikaanko, koirattasikaanko, koirattansakaanko, koirattammekaanko, koirattannekaanko, koirinenikaanko, koirinesikaanko, koirinensakaanko, koirinemmekaanko, koirinennekaanko, koirasikokaan, koiranikokaan, koiransakokaan, koirammekokaan, koirannekokaan, koiraanikokaan, koiraasikokaan, koiraansakokaan, koiraammekokaan, koiraannekokaan, koirassanikokaan, koirassasikokaan, koirassansakokaan, koirassammekokaan, koirassannekokaan, koirastanikokaan, koirastasikokaan, koirastansakokaan, koirastammekokaan, koirastannekokaan, koirallanikokaan, koirallasikokaan, koirallansakokaan, koirallammekokaan, koirallannekokaan, koirananikokaan, koiranasikokaan, koiranansakokaan, koiranammekokaan, koiranannekokaan, koiraksenikokaan, koiraksesikokaan, koiraksensakokaan, koiraksemmekokaan, koiraksennekokaan, koirattanikokaan, koirattasikokaan, koirattansakokaan, koirattammekokaan, koirattannekokaan, koirinenikokaan, koirinesikokaan, koirinensakokaan, koirinemmekokaan, koirinennekokaan.
Oh and those are just for a singular dog. There are different words for plural form as well....
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I'm enjoying the mission so far but I'm missing something... probably is to easy to find and I'm not seeing. Where do I find the evidence?
You can find a clue for it in the smaller bedroom, under the bed.
This is related to the spoiler in the OP post (Under the Help! I'm stuck! header) later on, so refer to that if you are still stuck.
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Thanks, both of ya'!
I'm planning on rolling out a sneaky update at some point, but I'll wait some more so I can catch all possible issues with one patch.
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Thanks for the kind comments! It's the best thank you a mapper can get to hear that others are having fun with the level
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MasterOfConspiracy is Shadowhide.
I guess he's who I'll get in touch with then, if I need help with that
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Keep in mind that passenger trains are anachronistic in the official TDM setting. Not that that should stop you--people seem to love train missions for some reason.
Have you seen the YouTube video of a TDM train?
I just googled it and found this
Is the map / MasterOfConspiracy still around? This could be really useful to look into
And yeah, there is just something about old trains. I guess its the class, craftmanship and engineering of the Victorian era all coming together, which naturally makes it unsuitable for the offical TDM setting which is more medieval. But maybe its set somewhere further down the timeline!
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Heh, welcome to the club...car. ;-)
Really? We should compare notes!
Have you already started thinking on how to solve the moving scenery outside?
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Trying out Sotha's modular building technique and I'm really enjoying it so far.
Oh, and my next FM takes place in a train. That is all.
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No problem.
Oh, and if you didn't solve the safe combination yet, you can find a series of hints posted here. It's a bit tricky, but once you get it you'll probably be surprised at how obvious it was
The glass I like myself as well, especially because it gives the player the option to either break the glass and cause a commotion or find a sneaky but more complicated way to get those goodies. That sort of choice is what I enjoy most in this type of games.
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Just listened to your demo reels, cool stuff. I enjoyed your chiptune reel the most, and I mean that as a compliment. You can really hear you have a lot of love for those bleeps and bloops!
When it comes to audio, I'd recommend working together with FM makers, providing new ambient tracks, sound effects, etc. suited to their needs. Maybe create a track or two and offer them for free use in FMs?
I believe the team is not looking to add any more audio to the core files (with the exception of some missing stuff, like a Pagan voice set IIRC). This is to avoid bloating the filesize further. But I'm sure someone like Sprinheel will stop by soon and clarify.
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Heh, thanks again
Unfortunately the poll can only have three questions (forum limitation) so these are the three generally used to evaluate FMs. In this case you have to think of AI as a part of the gameplay category.
The way alertness works in TDM is basically there is a number that represents how agitated a guard is. Seeing suspicious things raises this number (depending on the severity) and once certain thresholds are passed the AI behaviour changes (from relaxed to suspicous, searching, pursuing etc.) The initial stage after relaxed is actually much like you said: the guard goes Huh? And ponders a moment, as if second guessing what he saw.
Now the problem is, the ramping up from that point to full on search / pursue happens very quickly, so it might feel there is no time to react. This is preferred by most TDM players, especially because the crowd is mostly made out of old Thief veterans who yearn for a bit of a challenge,
There are no differences between the visual and aural acuity of guards between difficulty settings by default. This however is something a mapper could change if he so wished, for example by making guards on easy much slower to react to suspicious activity. So again you are pretty much at the mercy of the mapper. In fact some levels might already implement exactly the kind of guard behaviour you are describing!
I know it might be a bit annoying that there are no set rules to even things like difficulty settings, but the moment you start limiting mapppers is the moment you lose the creativity that has given us all these amazing FMs. You have to accept both the good and the bad.
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Finally had the time to play this. Congrats on your first mission Goldwell, and what a sweet little mission it is.
Now I know you had Biker giving you hand, but still massive kudos on the visuals. The design of the sewers, streets and the house are fantastic, and the placement of lights, fog and particle effects are impeccable. Makes for a very immersive and visually pleasing experience. I wish I had half the talent that has gone into building this.
The level flowed well up until
the hidden safe, which I struggled with for a while. The mechanism was not quite where I expected it to be, so I wasted some time looking for it near the painting.
Before that everything was very logical and well hinted at.
The scripted sequence in the beginning in addition to the custom voice acting was really cool. All in all the whole map felt very professional. Some slight uglies though, like some of the custom brush-built objects (the magnifying glass upstairs come to mind).
I never had any trouble with the guards, unlike some others had reported, and getting in the house was tense but not too demanding. Finished with 4 coins missing, although I think I know where they were left.
Wiil we be going on a Zeppelin next time around? There is no going back once you tease something like that
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Thanks for the detailed comments
It is a bit difficult to compare it with Deus Ex since in DX you would still be able to find weapons by taking out a guard, but it did felt like you were trying to do something different and I think it worked. My only complaints would be that I would have liked to start at the Pier for reference and the key in the sewers and the code were impossible for me to find ( I had to check the thread to finish the Mission).
During testing RJFerret suggested that I should have a second key available, or even make the shut off area lockpickable to avoid player frustration. In hindsight I should have taken his advice, but I didn't want to make that area too easy either. This is something I might address in a patch later on.
Nevertheless The map has a lot of features which keep me entertained and at the same time it made the Guards feel much more active and alive than usual. I was really scared during the sewers area and it shows how easily this game can escalate the fear factor. I think it has a lot to do with the fact that the structure from this game is closely related to Doom. BTW where the heck is the beggar? :/I'm really glad to hear that a lot of people liked the atmosphere in the sewers. I've never tried making that kind of thing before, so I'm surprised it has turned out to be effective. You are right about the common heritage with Doom 3 making it pretty easy to create scary places. Setting up creepy lighting and ambient sounds is surprisingly easy in the editor.
The reason why the guards might feel "more alive" is the way their paths have been built. IIRC I saw you asking about the robotic AI in the general "What could be improved" thread. As you can see, the mapper can influence how the AI appears quite a bit. In many early FMs AI was simply set to follow rigid paths, but the popular method these days is to create several smaller paths that the AI can then switch between on the fly. This causes the AI to appear much more random and realistic.
Regarding Mr. Beggar...
His "side-quest" is heavily scripted, so its possible to miss him if something fails to trigger. You should see him for the first time when getting the League Knife from Captain Muellers body (he should briefly appear on the other side of the large grating where you found the key and then walk away). If you then return to the area where you found the key, there is a new readable on top of one of the barrels. He should appear a second time behind your back, after which a new area in the sewers is opened for the player.
If you have trouble finding that area the entrance is right next to the gate from where you entered the locked part of the sewers. You should see a bottle floating on the other side of the grate with a glowing mushroom in it. If you look at the grate after you have had two run-ins with the Beggar, you should notice that two of the metal bars have been twisted to reveal a pathway to the other side (you have to crouch to get through).
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Thanks for voting! You can solve the main objectives in any order.
Regarding the issue with Terry being missing:
If everything works correctly, Terry should slip out after you open his cell door and leave the basement. Could it be possible that you have noclipped through an area? There are two triggers for Terry leaving the cell, one in the stairs leading up from the basement and one behind the door into the sewers. You can try running through those areas again if for some reason Terry has failed to appear at the pier.
Regarding the items you asked about:
The Spider Fetish is simply a trophy item, a prize for finishing the "side-quest" in the sewers. It's also a hint towards my next FM
The Radio Badge is explained in the readable next to where it is found, and in more detail in the book you can find in the crate at the back room of the shop. It makes you invisible to the cameras outside.
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Of course glowing crystals are just as hokey. Lava may be plausible, but hot/dangerous and often horribly designed in TDM as just a flat polygon. Mirrors require entities to have set them up, although not as recently as replacing torches every half hour, heh.
Has anyone actually used this in a FM? Mirrors I mean, that would be a really cool lighting setup for a ruin or something. If not, I might just consider stealing this idea!
Too bad not even mirrors cut it in real life. I think they tested it in Mythbusters to some lacklustre results.
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Thanks guys.
The loot limit on Expert is a bit too hard. I should have caught it during testing, but at the point it was introduced both me and my testers were already so well versed in the level that they naturally had little trouble completing it.
Oh and GUFF, tell me about it! Looking back at my first FM I think I've come a long way. Still a lot to learn to compare with the big boys though. Especially with architecture. I've been toying with the idea of remaking In a Time of Need and adding more of the city area into it, so that might be my next project. We'll see!
I just noticed I've made the poll public (everyone can see what you have voted). I thought public meant you can see the scores. I tried changing it but apparently I can't. Sorry about that everyone! Don't be afraid of leaving a harsh vote.
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Thank you, I'm glad you have enjoyed it!
In regards of loot...
There is a hidden mechanism in the tavern.
Hint 2
It is related to the boar head upstairs.
Hint 3
Look carefully in the bedroom behind the boar.
Reveal solution
There is a button on the frame of the painting.
Second one, a bit more straight forward...
There is a breath potion in the import shop... where could you use that?
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Because The Builder Church is the TDM version of the Catholic church, I'd say one natural way to approach this would be to look at the historical divide of power, influence and responsibility between state and church.
So, what are you working on right now?
in TDM Editors Guild
Posted · Edited by kyyrma
Good suggestion. I agree that currently the border where the wall and carpet meet looks unrealistic.
Architecture has so far been my greatest weakness, so I'm working hard to get better