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Taquito

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Everything posted by Taquito

  1. I have no problem with oil lamps not extinguishable but I do remember when I first started to play TDM I was really frustrated about it so in a way I understand wesp point of view. I'm also interested to know how to modify those with the def file.
  2. I already beta tested some parts of the modified areas and it's pretty amazing! I'm glad to see other revision fans here too. I've collaborated with the mod creators for some years now. They are the nicest and more patient people in the modding community. I've made a few of those neon signs for Revision as well as the NY City background for New Vision. I think Thief could really benefit from a Revision project even more now that there is an HD Mod released. Some maps are just plain awful in thief.
  3. The use of water arrows rely mostly in the mission creator. Placing the light sources in hard to reach places and so. Or making it impossible to cross a room without using one.
  4. I know these are unrelated to architectural design but just couln't resist in case someone would like to make these models for the game:
  5. I think copper mixes well with the whole steampunk/Barroque style of DM
  6. Interesting. The idea of just slightly opening a door with the first click and then completely opening with two clicks is mostly for role playing purposes and as a tool for storyline in furure missions. As an automatic way to peeking in a room before getting inside. This could also lead to making the AI noticing if a door is being opened fully. It could then force the player to sligthly open the door first with one click, use the lean key to peek first to see if no ones there and then a second click to completely open the door. It could also be vice versa by adding the functionality of slightly opening a door enough to lean inside with two clicks. BTW Oil lamps are not as easy to extinguish as candles and extinguishing them with fingers is not recomended. You shouln't get your fingers close to the fire of an oil lamp.
  7. -Something that bothers me a lot and may improve gameplay is the ability to move and hide below tables. Most tables in the game are just slightly lower than the crouch camera position. Tables are a great way to hide since they produce shadow unless the room is well lit. Edit: It was already suggested and yes it can be done yet not implemented in most missions. -We also need more closets, lockers or wardrobes with openings or decorated glass doors for the player to hide and be able to see what's happening outside without getting noticed. This was already done in some missions with closed closets but I it seems some missions creators don't play much with it. Probably cause you can only hear and not see outside. I think both of these options could improve the gameplay a lot. -Another controversial suggestion is to just slightly open a door clicking the use button once and clicking the use button twice to open the door completely. This could be useful when peeking before moving between room or in case as I mentioned before in a closet, locker or cabinet.
  8. Excellent mission. I really felt like I was one with the shadows. Something that is sometimes lacking in other missions. Everything felt so natrual and fluid. Thanks to the attention to detail of the creators. The object placemente was perfect and for me this is really important for the I didn't had to step on chests to pick the items like in other missions. This enhanced the experience even more. I don't agree with some comments about the backtracking. It didnt felt that way for me. Specially since everything in the map is so adjacent and combined with the fact that there's so many shadows in all hallways makes it exiting and fun. The map is a bit overwhelming at first but the still fun due to it's design. The art direction was great too. The engine room, the winery, the bedrooms. They all had intricated and detailed decorations. 10 out of 10 from me.
  9. Wow. I just started playing this mission and I had to come here and congratulate the map creator for making such a beautiful, detailed city and smooth gameplay.
  10. Could someone please point me to a nice tutorial about properly cut a wall to place windows? I made this for practice and learning DR. If someone could also show me a nice tutorial to create terrain and test my map in DM I would really appreciate it. I tried several times but failed.
  11. Thanks for the links Melan. The whole editor can be a bit overwhelming to be honest if you have no idea what you're doing, like me lol. But the prefab thing is genius. At least I already learned to import those prefabs, make rooms and apply textures. I still got a loong way to go. But I have a very clear idea of the map I would like to make already. I'll probably bombard the Editor Forum with a thousand questions.
  12. Sounds a bit discouraging for people who would like to do missions but don't have the time or the knowledge to make one from scratch. Making rooms in Dark Radiant is pretty easy. I made one following Komags tutorial. The challenge lies in making all the architecture. It would be nice to have different pre made structures that you can mess with or different terrain structures pre made with grass, rivers or skybox already there, as well as house shapes or barn shapes that you just have to fill in and build around that. So that the mapper can concentrate more into the story and gameplay rather than creating the map itself.
  13. So for example. For someone like me, who would rather re-texture a whole map than to create a new one from zero with no talent to create nice architecture but good ideas for missions to take an abandoned thief fm from a house or a barn for example (something small). Could it be worth it?
  14. I know this thread is not a wish list but I would really like to play some classic Thief FMs in TDM. I was recently playing some FMs for the first time and I have to say I like some of them even more than some of the OMs. I would like to see Cosas Mission X for example. Apparently there's someone working a way on getting DroMed maps to be imported into Dark Mod. Hopefully more TF Mappers could be interested in re creating some of their missions in DM. BTW is Cosas the best Mission for T2? Are there any other mission that could be considered at the same level of quality? Let me know.
  15. i Saw one of those animations in A Reputation to Uphold. It looked really nice and added to the atmosphere perfectly.
  16. Taquito's Fan Mission Review: Reputation to Uphold. By Springheel. Visuals/ 9.90 One of the most beautiful and detailed maps I've seen in this game so far. The design and art direction is in the level of excellence. The elements of the environments make the city feel alive, even if the mission is pretty straightforward. Plus with this level of detail I did not encounter any fps drops, which is fantastic. This has definitely set the bar pretty high in terms of architecture and level of detail in a map. The map maker was clever enough to take architectural elements and implement them on his map flawlessly. This map definitely sets a standard and precedent of how maps can and should be presented to the fans. Gameplay/ 8.10 This is probably the weakest point of this mission. I personally believe core elements of the gameplay should not be touched. Why? Because it makes the players feel this game is a bit less of a game and more of a contraption for map makers. The core elements of the game play like how much the player is seen in the dark is something I believe should be uniform within all missions of this game, changing it depending on missions makes the core elements of this game feel a bit weak. Using traps or more guards is something I think map makers should consider more as elements of difficulty rather than core elements in this game. I also missed other gameplay elements like traps or puzzles that could had easily enriched the gameplay experience. Overall Experience/ 9.00 Overall I consider this mission at the level of excellence overall. It might not bring something new to the table in terms of game experience but it definitely excels in terms of architectural elements and attention to detail while maintaining a smooth level of fps. This mission also proofs that TDM can easily get away with lineal scripted gameplay and still be satisfying. That's because the solid structure of the game allows to create a more controlled experience without making the player feel handicapped. Unfortunately this game is conected storywise to another mission, as I think it could have been a great replacement for Tears of St. Lucia as a standard mission with the game with a few tweaks. Overall I loved the mission enough to make a review. Hope to see more missions with this level of beauty and intricate detailing in the future. Ps. English is not my first language so my apologies if there some misspelling errors.
  17. One of the most beautiful and detailed maps I've seen in this game so far. The design and art direction is in the level of excellence. The elements of the environments make the city feels alive, even if the mission is pretty straightforward. Plus with this level of detail I did not encounter any fps drops, which is fantastic. This has definitely set the bar pretty high in terms of architecture and level of detail in a map. I'm loving it everything about it!
  18. Interestingly enough I just finished A Score To Settle for the first time after so many failed attempts. I guess this one is next.
  19. Good to know. At least TDM got benefited because of this.
  20. I agree with most of your comments Lux. They are indeed a company, tho their customer service sucks. The only positive is that this will give a bit of attention to TDM. Still, I'm pretty sure they wanted to use TDM fan base but making sure none of the attention goes to TDM but themselves.
  21. Do not waste your time and effort with these individuals. Both Square Enix and EM only care about profit. They do not care at all about what fans think or the game structure is about. They just want to make secure profit by taking old franchises and use their fan base to keep money flowing. This is very similar to what I saw in DXHR. Both companies are mediocre. They WILL NEVER release a game that is true to the original concept because that will be putting the original creators in a pedestal and as consequence themselves down with little to no credit to take.
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