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Posts
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Joined
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Days Won
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Posts posted by Taquito
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I think I played this mission more than 10 times already. Not ashamed to say it.
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The pics above show that you don't really need that much object placing or architecture to make a room or corridor pop up. With some good light concepts you can really elevate the Art Direction and make a simple room stand out and compensate for everything else.
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Lighting Concepts: Dungeons and more.
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Wow. Best mission in terms of object placement. One of the best in Art Direction, Lighting and Architecture. I'm savoring this one.
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I like this inspiration made by Marcelo Viana. Cause the eyes aren't looking back and seems to have a weak point.
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Yes a Beholder. To serve as some sort of Mythical Security Camera or mechanical:
Eye:
Another interesting concept would be having some sort of Knight/Golem/Statue that activates with an eye camera in the wall. If the eye camera catches you the statue starts moving. The knight could have a gem or stone or something on it's back to deactivate. As well as the camera by hitting the eye or something.
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Creature concept based in the movie Big Trouble in Little China: The Guardian:
For those who never watched the movie, The creature basically floated through the corridors and alerted guards of intruders.
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I personally hate anything that limits gameplay or forces a particular style. I rather have loot as the main challenge at least in my opinion.
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Since the Prison concept was a hit, here are some more concepts just in case someone tries to create a Prison Escape.
Kleyos:
Shunding:
ntora
wanbao:
bpsola
Exterior concepts:
RichardDorran
Talros
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Prison by Klaus Pillon
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Pirate Ship by Miggs69 http://miggs69.deviantart.com/art/Pirate-Ship-61048877
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We need a plague in TDM.
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Try check marking the first two options in the advanced section of the installer. Allso check the target folder. I had the same issue and this fixed it.
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Finally we get an inventory! Hopefully this opens new possibilities in the future like craft/combine. Specially for puzzle elements.
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You could start with Volta and the Stone, A reputation to uphold or Tears of St Lucia.
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I was having the same issue a few days ago with the spoiler tags not working manually. You can select the third icon in the reply box, Special BB Code and then select Spoiler. It worked for me this way.
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Gameplay & Story:
-Goldwell
-Moonbo
-Melan
-Pranqster
-Lowenz
Lighting & Atmosphere: (ima extremely picky on this one)
-kingsal
-Springheel
-Spooks
Architecture & Level Design:
-Bikerdude
-Springheel
-Kingsal
-Melan
-Grayman
-Spoonman
Presentation & Art Direction:
-Goldwell
-Moonbo
-Kingsal
-Spooks
Originality:
-Lowenz
-Airship Ballet
-Pranqster
-RPGista
-Goldwell
I'm still to play more than half of the missions out there so the list is mostly incomplete. All Level designers have strong points and weak points. But all very talented.
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Is it still impossible to run this game on windowed mode?
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I didn't experience any fps hiccups and my hardware is pretty much crap. Everything ran smoothly considering the map seems pretty big and elaborated. In regards to lighting the good thing about this mission is that it provides all sort of visual lighting effects, some direct very bright lights, some washed out by the fog and some areas with just hints of indirect light. All in all, everything well balanced between light and dark areas, compared with other missions which seems to have an obtuse concept of dark (too bright). This is the reason I think this deserves a 10 out of 10 in terms of lighting.
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Alright it worked now with nbohr1more suggestion. Thanks!
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Don't forget the closing tag on the spoiler, Taquito.
See
I know. I've already tried like 10 times in the other thread but for some reason doesn't seem to work. I'm not sure what I'm doing wrong. I already knew how to do the spoiler thing. Maybe a mod can help? I also tried to hide it in sections but it didn't work either.
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Nice post but please encapsulate it in a spoiler Taquito:
Doesn't seem to work. I moved it to the Reviews topic.
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TAQUITO'S REVIEW: VOLTA AND THE STONE!
ARCHITECTURE: 10/10
The balconies, the Halls, The Streets with the canals, The atrium, the library. This is perfection! Loved the scale of the buildings which were big enough yet never felt gargantuan or exaggeratedly gigantic. Excellent scale! Oh the geometry of the map with the angular hallways, a delight! There are so many things to discover, so many places to climb, so many routes and paths to take and nothing felt out of place, everything perfectly balanced between the big and small spaces. The whole map had a sense of reality in scale. One great detail to mention is the whole map had areas which perfectly highlighted the Tower which was pretty much the center of attention in the layout of the map.
ART DIRECTION & MUSIC: 10/10
From the very beginning of the mission, you feel like you're about to experience something special. The intro video artistically design with a specific palette of colors, the reverse twisted music which surprisingly feels quite fitting to the aesthetic of TDM. The little plaques describing each room was a really nice touch. The fog effects were nicely placed giving great atmosphere in certain areas. The music is also perfectly presented adding to the feeling of tension in the right areas. The object placement was great as well with rooms perfectly decorated with the right amounts of objects.
GAMEPLAY & STORY: 10/10
Another perfect ten here. The AI was perfectly placed, with great pace. There were instances where I had to stop and think my approach. The Mission is filled with so many great little details like the auto save, the interactive cues by the player's character. The textual cues in the center of the screen during certain events which I think could be a great addition when objectives are completed. The challenges were perfectly balanced and the story was interesting, engaging and fitted quite well with the setting. I personally liked the cruelty presented in some texts and how well it set the whole feel of the story. The game play elements were well executed with nice challenges that never felt out of place. All in all a well balanced game play.
LIGHTING: 10/10
Another perfect score in the lighting department. ALTHOUGH, I think the beta version of this mission the one with the entire concept by Kingsal was slightly superior to the one now. I felt the lighting was dumbed down for no particular reason and it lost a bit of atmosphere here and there. I still don't get why people want dark areas to be visible in the game, this is the DARK Mod. For the Grace of God there is a brightness option in the menu! Is way easier to brighten the map with the menu option than trying to get the game to look naturally dark. The beta version felt pretty much like playing a T2 Mission with better graphics. I do think the original textures also had to do with this. Either way the lighting still great with good balance between darkness and light and Oh, the highlighting was amazing!
FINAL THOUGHTS:
All in all a Great Mission that could be considered The best so far. I had so many feels with this one, from feeling nostalgic with T2 memories, to feeling Paranoid hearing things and getting scared in the dark isolated rooms when I cleared most of the map from the AI. If there's a Mission that should be packaged with the new version of Dark Mod I think this would be a great candidate and I wholeheartedly recommend this mission to everyone. Excellence across the board! Hope to see much more from Kingsal. You are a great addition to the line up of already great Creators here. Congrats!
Darkmod: Inspiration thread
in TDM Editors Guild
Posted
LOL. I was thinking about you when I made this comment. You dominate all elements of Art Direction. While I was playing your latest mission I was thinking of the amount of work that must have been. The final result was outstanding and don't get me wrong, keep doing what you do. I was trying to say that if someone is not the best in Architecture or Object placement, a lot things can be done with lighting so you can exploit this to the maximum and sort of compensate for other stuff. I think the higher the elements of lighting, fog and shadow effect aesthetic, the best for this type of game in particular. So you're probably the last person who needs this advise!