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Posts
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Joined
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Days Won
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Everything posted by Taquito
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They did the same thing with HR just they did it in secret with the mod based in HR. They are trying to attract and consolidate old fans with the new ones. Either way this will cause uproar for disc and GOG players if indeed the mod is Steam exclusive.
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As expected. Square Enix made a Press Release announcing Revision: http://press.na.square-enix.com/releases/545/announcing-revision-for-the-original-deus-ex
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I'm looking for some of the old suggestions I made in the Old Revision Forums. They were pics of the areas with red markers indicating the changes suggested. It was a really easy way to get the idea for the new changes. Some ideas did tried to change the gameplay. I remember pushing the concept of adding windows to Osgood & Sons and snipe the hell out of it. But they never liked the concept which I agree now cause in reality doesn't make much sense for a warehouse. Some other ideas where to add more dramatic situations like the torch of the Liberty Statue encapsulated with glass panels in case there's a crossfire between the player and the NSF the bullets would break the glass and add more drama lol. There was also a bug which I particularly enjoyed that sometimes (Not usually) Gunther escapes on his own and breaks the door as he stormed out. I found the bug brilliant. Most of the ideas where to add ambiance and aesthetics like the sliding doors and the reception booth in the clinic as well as all the panels and computer screens with many cables in Jacobson's office to give the feel you're in a hacker's office.
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Yes Revision does change the location of many items and also places them in interesting locations. Also, feels more dramatic as well.
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Eyeshine. Revision does make a difference aesthetically. In terms of gameplay, it doesn't. Please don't expect Revision to reinvent the wheel in terms of gameplay. Revision had a Forum for many years and just a few cats where participating in it. It seemed that just a few people believed in the idea at first. Way before Revision got popular the mod already had some years already and Trahser (the main modder) was already exhausted of modding DX which was very complicated and frustrating. The initial idea was to mod Deus Ex and later continue with a System Shock 2 Revision. The last version of Revision was supposed to be the final one but me and a few other members bombarded Trasher with ideas and because of the commitment to those few cats in the Forum they continued on. That was more than 5 years ago. Now it seems more of a full time job for both Trasher and Bjorn and I can imagine the pressure they might have cause of the mod being more popular now. I don't visit their Moddb page cause it makes me depressed to see other criticizing the mod so harshly without knowing the real commitment this modders really have. BTW I really recommend you GMDX a mod made by CyberPig and its pretty much the best mod right now for DX. It's incompatible with Revision but is a nice thing to have before Revision comes out.
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I hope people have correct expectations about the mod. Too many people watching and waiting for this mod to completely reinvent the wheel makes me nervous.
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HR wasn't able to capture the formula of DX1, which was to make the game as realistic and current with a few years over to justify some concepts. HR went overboard with the futuristic approach, It looked more like a mix between Metal Gear and Final Fantasy. Obviously Square Enix injecting their exaggerated concepts and art direction. I enjoyed the game as a Metal Gear spin off. I don't like it as Deus Ex.
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Out of breath sound effect would be more suitable as sound element in TDM, also with movement sound effects when moving and turning side to side similar to Alien Isolation or Amnesia, which uses a sound effect of two fabrics rubbing each other combined with a sort of bag with coins sound whenever the Player moves or turns around. This adds a lot of immersion. In TDM could work well just as sound effect, making the character feel more human. As a gameplay effect would work if turning abruptly without walking could make a sound and alarm a guard very close by. It could make the game much more difficult tho.
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Amnesia plays a lot with phobias, specially claustrophobia, agoraphobia and vertigo among others I won't mention cause of possible spoilers. The concave style of the ceilings of an inverted ship, sounds of being inside a submarine etc. These people were really thoughtful with producing fear. I'm pretty sure we will be seeing more games with the same mechanics in the future. Alien Isolation is a good example.
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About the Review. I understand the reaction of the Reviewer. I felt exactly the same when I first played TDM.. The game does have a learning curve and when you finally got it, It becomes pretty easy. So he probably played for a few minutes and jumped into conclusions. don't think the problem lies in the line of sight or sound threshold more in the seconds given to each reaction. It was much slower in thief, as well as other old games like DX or Metal Gear Solid. It can lead to some undesirable situations for the player.
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I just downloaded Amnesia a few days ago for free on Steam. I just couldn't continue after around 5 to ten minutes. The game aesthetics and art direction have some similarities with TDM. I think the best thing is the sound it's just amazing you can tell exactly the direction a sound is coming from. That's something I think TMD should try to emulate. If you like games like Silent Hill, Alien Isolation and the kind that uses great atmosphere and tension with sound, Amnesia is for you.
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I haven't finished the mission yet but I had to comment of the excellence of this FM. From the gameplay elements like the shovel among other things as well as the fact that this feels more of a campaign than a single map mission takes TDM to a whole new level. Hopefully this encourages other mappers to get together make some nice campaigns or consolidate the finished multiple missions they have into one campaign. The architecture was excellent as well with many hidden corridors between rooms and intricate detailed decorations. Hope the second map gets optimized for better performance in the future.
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Fan Mission: Fiasco at Fauchard Street by Melan (2011/05/01)
Taquito replied to Melan's topic in Fan Missions
Thanks Melan. I will replay this one asap. -
Woooot? Thanks for letting me know!
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A few tabletop models: You can check more here for images of more details of the desings and pics of each side: http://www.tabletop-world.com/index.php
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I saw the same issue in that particular FM. I though it was an issue due to how cramped that room was so the AI was in sitting animation loop. I experienced a similar issue in another Mission but I forgot which one was:
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Some inspirational pics from a few Amnesia mods: Interior Lighting decoration and fog effects. Amadeus: Final Revelations Regression
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Should small static oil lamps be extinguishable up close?
Taquito replied to wesp5's topic in The Dark Mod
Don't you think it would be easier to just make a mod and let people play it , let others try it out and see for themselves if your concept works better for the game? Don't you think this would be a better way to persuade convince the others to consider your idea to be implemented in the game later on? -
Should small static oil lamps be extinguishable up close?
Taquito replied to wesp5's topic in The Dark Mod
If you already have the mod done and working why do you want to make new models if oil lamps can be extinguished by blowing at them or extinguishing them with your fingers? -
Should small static oil lamps be extinguishable up close?
Taquito replied to wesp5's topic in The Dark Mod
Then the only solution is to turn the option as a mod. After all, the NO to change oil lamps won. They all heard wesp5 point yet most decided to keep it as it is. As far as I've seen here none refused to the idea to turn this option into a mod for the game. And most cooperated to give wesp5 a hand to make it an option for his own use. You could also add other options as well. The only issue is the possibility of having to edit most of the maps in the game. Still is no difference with other mods for other games like Skyrim etc. -
Should small static oil lamps be extinguishable up close?
Taquito replied to wesp5's topic in The Dark Mod
If the oil lamp model can be modified and give it a glass top similar to the photo yo posted, that would be perfect to keep both sides happy by keeping the oil lamp non extinguishable but still a bit more logical to those who want them extinguishable. Modifying the model is easy in a program like Wings 3d. -
Bonus! Battery Park Music. This is the part where people are going to sit back and enjoy the atmosphere! For some reason the Revision music makes a huge difference in the game.
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That looks really nice the_deep. @ Deshtat: There is an indepented game in developement called Klepto with similar gameplay mechanics of Thief. I'm not sure which engine they're using.
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Whoa! I had no idea a scandal was brewing in Moddb. I suggested many times to Bjorn to release the mod at the end of the year to capitalize in MOTY since the owners of the site love anything Revision. I though that was the plan. But that was before they contacted Square Enix. I also had no idea they were pushing for a Steam release. It seems that's the uproar about. I wouldn't be surprised if SE is behind this. I remember that mod that came out of nowhere from an unknown modder just before HR came out. And he disappeared just as fast as he appeared. They might be using Revision to promote old fans for the new DX Release. Then I wouldn't doubt some people in Square Enix might also be giving Trasher a hand with some of the maps.
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Should small static oil lamps be extinguishable up close?
Taquito replied to wesp5's topic in The Dark Mod
Yes please! -I think recommendations should also expand a bit more. Electricity should only be available to the rich, government or military facilities, Industries banks, Manors and estates. It should be also recommended to have some sort of electric generator in those places where electricity available with the possibility of shutting down the electrical system. -Torches mostly castles, forts (interiors) and homes and buildings (exteriors). -Oil lamps and candles for churches and middle to poor residence interiors. From an art direction point of view, oil lamps in the game sort of neutralizes the whole concept of electricity.