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kyyrma

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Posts posted by kyyrma

  1. Once more people have cleared the level, there is something I'd be interested in hearing your opinions on.

     

    When I was building the level, my inspiration was actually more Deus Ex (which I had recently been replaying) than Thief. Whereas Thief usually gives you most if not all tools right at the start of the level, and allows you to be creative with them, I wanted to take the tools away. This way finding an item is like a key, it allows you to do new things and try new routes. I guess it should also make it feel more rewarding.

     

    I wonder, does it show to the player?

     

     

  2. Anyway, the mission: its architecture was on the simpler side, but it did what it had to do. I mean that as a compliment, since the areas and situations were effective at the mood they wanted to convey - some moments of genuine dread, which is not easy to create in a game, and some moments where you genuinely feel like a master thief outwitting a complex security scheme. I liked the sort of experimentation the mission went into; together with its style, it reminds me of some of the 2000-2001 era Thief 1 FMs. And I like those missions.

     

    That's a really nice way of putting it. I agree that architecture is my weakmpoint Walking around the map during testing I often thought to myself "Damn, I know tons of T2 missions that look better than this." It could have been even more basic, if Airship and RJFerret hadn't been whipping me to add more detail until the very end. I'm really glad they did.

     

    But I'm happy to hear the gameplay and atmosphere held up. I like to think that those are what I'm strong at, so it's good it comes through :P

     

    Regarding the loot limit: it is too high. I balanced it so that on the highest difficulty you either have to find ALL loot, or miss a few items and open the safe. Looking back at it, that might be a bit annoying if you don't figure out the safe combination.

     

    Diego: Yes please, if its not too much hassle! Thanks for the consideration.

  3. Thanks a ton for all of those Diego! If you have the access for it, you could also add those in the Gone in Smoke thread (that was the working name for this FM) on the beta forums. It pretty often happens that FM threads become a long list of bugs and glitches, which might give other players a bit negative impression :D

     

    Oh and that last image made me do a reality check! I'm pretty sure its not from my FM.

  4. Pretty decent small/medium sized mission. I liked that a lot of the things are well hinted at such as the safe combination, all except for one: I couldn't finish the mission legitimately because...

     

     

    I couldn't find the key to the locked gate in the sewers to find the body of the dead captain. The readable journal in the bar hints that the beggar took the key, but the only place where I'd think the beggar would hang out (in the weird straw bed type thing with the candles on the barrels) turned up nothing. I noclipped around and also found the area with the beggar that has the badge talked about in another readable and a "spider fetish," but also couldn't find a way into that area either.

     

     

    Unfortunate! You were right on the money with where it is hidden.

    It's on top of the two pipes next to the straw bed. There is a glowing mushroom in a bottle right beside it.

     

     

    I'm adding this in the OP post for future reference, because my testers also found this to be a bit too difficult.

  5. Thanks guys!

     

    Correct me if I'm wrong but...

    This is the first mission for TDM where we have breakable glass! I know Doom 3 had breakable glass, but up until now all display cases and the like were shatter-proof in TDM.

     

     

    At least I can't quickly think of many other FMs where it is used. I think the risk vs. reward element in deciding whether to cause a commotion or finding another way around is great, so hopefully this inspires more mappers to use it.

  6. I can answer your first question in short:

     

    Have your brushwork or model for the frobable drawer selected, right click and select Create entity... from the drop-down menu.

     

    Select Movers > atdm:mover_door

     

    To fine tune how the frobable object moves, add / change the following spawnargs in the left hand pane:

     

    (Left is the name of the spawnarg, right is the format it takes values in)

     

    rotate x y z

    translate x y z

    move_time (in seconds)

    frobable 1/0

    frob_distance (in doomunits)

    Interruptable 1/0

     

    There are tons more, but those should get you on the track for basic frob behavior. I really recommend reading through the A-Z mapping guide available in the wiki, and going through the whole excercise. It teaches you pretty much all the basics so you don't have to ask everything individually on the forums.

     

  7. Now don't be a sore loser Merry, I'll make sure to send you a signed hard-copy so you can hang it on your wall ;)

     

    And once more congrats on the release RJ! I'm glad I could help test this mission despite being a bit unreliable due to work. Funny thing, I was playing the review copy of Thiaf at the time. Every time I found the time to do some testing on your map, I was reminded by how much more I enjoy the Thief/TDM flair of stealth.

     

    It's a great FM with an original twist to it. Highly recommended!

    • Like 2
  8. No. Procedurally generated based on the shade values for the original tiles. It's a bit inefficent at the moment since I don't merge continous areas of light together as one but everything you see is automatically generated. I can barely use a map editor to save my life. My approach to the tool is that it will eventually it will do all the work of extracting assets, building material files, sound shaders, gui files etc so I won't be put in a position where I'm distributing copyrighted material apart from maybe a dmapped .map file and stuff that I can say is original work.

     

    That is absolutely fantastic. It's only been a week, but any new developments since? :P

  9. That's not encouraging. Though it's hard to know how much of my distaste is coming from visual glitches. I can't remember my settings off-hand, so I'll have to look them up when I get home.

     

    Relentless stuttering and visual glitches seem to be a pretty common complaint. I also had poor performance until I switched to the 32-bit executable. Not sure why it helped, but it steadied my framerate a lot.

     

    If you have an AMD GPU, they just released new beta drivers specifically for Thief. I haven't had the chance to try them out, but a lot of users have said they drastically improve performance.

  10. At least the shroud thingy pulls back enough that it isn't tag teaming with the hands to blot out a huge section of the screen.

     

    While I had my doubts about the shroud, it would actually be just fine if it weren't animated. Now every time you turn your head, the shroud sort of rotates counter-clockwise. It's really distracting.

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