Jump to content
The Dark Mod Forums

Paralytik

Member
  • Posts

    152
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Paralytik

  1. My mum linked some nice ambient stuff made by Alvin Lucier.



     

     

    In his own words (1992): "Music on a Long Thin Wire is constructed as follows: the wire is extended across a large room, clamped to tables at both ends. The ends of the wire are connected to the loudspeaker terminals of a power amplifier placed under one of the tables. A sine wave oscillator is connected to the amplifier. A magnet straddles the wire at one end. Wooden bridges are inserted under the wire at both ends to which contact microphones are imbedded, routed to the stereo sound system. The microphones pick up the vibrations that the wire imparts to the bridges and are sent through the playback system. By varying the frequency and loudness of the oscillator, a rich variety of slides, frequency shifts, audible beats and other sonic phenomena may be produced."

    However, Lucier admits a long thin wire is only used to impress, a short thin wire would have worked as well if not better, and he discovered that the best way to produce variation in the sonic phenomena was to pick a setting and leave the setup alone. He praised David Rosenboom for his ability to pick interesting settings. -Wikipedia
  2. Being an audio nerd, I really enjoy the things discussed in this thread and how they are discussed. If you ask me, anything that can improve how audio is handled ingame is a big step forward for the project. In my head, this whole genre is very dependent on audio and how it is processed by the engine and presented to the player.

     

    I understand your concern about the risk of breaking old maps, but if you make changes that makes them easier, I'd say that's better than making them unplayable. Of course it is unfortunate if that ruins some maps in terms of difficulty, but they would still be playable in the sense that your progress is not halted by over-attentive AI.

    And about the fear of mappers not using newer audio functions, I don't see how that could be a big concern. Mappers might choose or not choose to use any of the features, always. It's up to the mappers. Though if you make the audio handling more interesting and add proper documentation and perhaps a few tutorial examples, my guess is that more mappers will feel invited to use the new tools provided.

    I'm mostly lurking these forums and read a lot, so these are just thoughts and some addition to the discussion. I look forward to follow the future progress of this. :)

    • Like 1
  3. Why is anything else than a single bird with an idle animation necessary, as a first step? I think we're limiting ourselves when we set the goal so high. That said, I can't model or animate anything at all, so it's just me venting some opinions here.

  4. A subject relevant to this was, ironically, recently ventilated in Swedish media. It was about how many words an average Swede needs to know to accurately take in information from newspapers and other sources and to be able to make use of that information. So, lacking knowledge in basic reading and writing has the direct consequence of making people more easily fooled by clickbait headlines. It's all pretty obvious if one spends more than 2 minutes pondering the issue, which, unfortunately, not many people "have time for" since they're already caught in the never-ending loop of new updates and links and needless info AdRev sites they think their lives depend on.

  5. Great mission, didn't find it very difficult to knock out the guards. Some parts were a bit annoying, still haven't completed the hidden compartment/finding evidence-objective (had to check in here for hints so I know where the hidden switch is now, you bastard ;P ).
    I really liked the layout and rooms, but as others mentioned it feels a bit cramped.

    Overall quite enjoyable with great attention to detail. Looking forward to playing the next map, downloaded the campaign version.

    • Like 1
  6. Spiders curl up when they die because they only have muscles that contract the legs inwards, not outwards. That's done by the circulatory system.
    So, when they die, the muscles contract when they dry, making the legs "crumple up".

    Also, got some good chuckles from Airship Ballet's reaction. :D What did you expect? :laugh:

  7. I like the doors but they're too modern for my taste in map design.

     

    The cog at the bottom though... very clever. I'll definitely find a use for that in some mechanism next time I have a messing-with-DR day :)

    You should look up some more mechanics and cogs designs, there are loads of insanely smart examples like that. :)

  8. Very nice thread, good idea to start it. :)

    I've made some notes on this subject, specifically, I've tried to make some simple templates for story/plot/level designs that directly links gameplay elements and game mechanics with the story-telling. To do this, I first started to narrow down what I imagine a common mission would consist of, in terms of gameplay, which for me is the most important part. If a mission is not fun to play, it doesn't matter how well-written a plot might be.

    So, let's say you are a thief, which is quite common in TDM missions. What do thieves do? They steal things from others! :D In the TDM universe, this usually involves entering/breaking into locations where valuables are kept, like big mansions, religious buildings, warehouses, and such.
    A natural start for a mission would then be to present the player with a location they are supposed to break into. A fairly straight-forward start of a story idea right there if you ask me. So what to pick? Castles, mansions, churches, temples, workshops, taverns, inns, forts, towers, warehouses, mines, sewers... all of these would fit quite well into TDM and its medieval steampunky, grimy setting.

    So here comes the actual organization of gameplay elements I've done so far, namely methods and routes that can be used to enter a location.
    I've divided these possible routes into three easily definable larger categories, which I have called the following:

    Street Level, Roof Level and Underground Level.

    By doing this, we can begin asking ourselves questions about the location we have chosen, and by doing so, expand on different plot ideas we might consider, but might be unsure of how to develop further. Here's some examples of routes that falls into the different categories.

    Street Level

    • Through doors, gates, windows.
    • Through/over crumbled or collapsed walls, construction sites.
    • Through abandoned, adjacent buildings/structures.
    • Secret doors, hidden passages.

     

    Roof Level

    • Jumping from adjacent buildings.
    • Natural formations; hills, cliffs, trees.
    • Climbing on facades, balconies, higher set windows.
    • Ladders, vines, ropes, chains, pipes.
    • Ventilation systems.
    • Skylights, holes in roof.

     

    Underground Level

    • Tunnels.
    • Sewers.
    • Pipes.
    • Catacombs.
    • Caves.
    • Mines.

     

    It might seem obvious and not very helpful, but when doing this and making a few choices in planning a mission from a gameplay perspective, I think it will be easier to come up with a consistent story and plot that fits seamlessly into the level design, and also make it easier to plan out different features of a level. Of course, these categories are just suggestions and quite broad in definition. Most of them can be divided up into smaller segments and combined in various ways, or to offer ideas for alternative, optional routes into, or out of, the same location.

    I hope some of you might find this interesting and/or helpful in some way. This way of thinking and dividing down things into concrete bits of gameplay can also be used when considering loot placement, audio queues, AI patrols, progression tempo, etc. :)

    • Like 3
    • Thanks 1
  9. Grew up in a small town (12K inhabitants) in the midwest of Sweden, but I'm living in Oslo, Norway since a couple of years back.

    I spend my days unemployed, fighting depression, but I work freelance as a club photographer. I also rent a space outside of town where I make music.

    EDIT there's a beautiful old cathedral in Skara, where I come from, here are some photos. Lots of nice architectural details that would fit perfectly in a TDM map.

    P1040600.JPG

    Skara_Domkyrka_2.JPG

×
×
  • Create New...