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Darkness_Falls

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Everything posted by Darkness_Falls

  1. Hey Pak - I like the body collapse sounds also. The beginning of them sounds a little hard hitting to me, rhough... like books being closed. Perhaps some additional variations could be created where the sound more subtly and softly rolls in? Being a thief, I think sounds he deliberately creates during the course of his work should be subtle. For example, the sounds of arrows launching in T3 seemed awfully loud to me; and realized how much I missed the more subtle sounds of T2. How your location wasn't revealed to guards by launching arrows is beyond me. Launching a water arrow should feel stealthy. After all, you're creating darkness to supplement your stealthiness. How we make the sounds for our thief's items could be critical. Even the noisemaker arrow 'firecracker' sounds of T3 seemed a bit unprofessional (for Garrett) and bit out-of-place for something he'd use, imo.
  2. Good job, LB! You must have a microphone/recorder set-up of some sort. That's cool I'm not sure if these are tests, or finals... but if I may?, some constructive feedback real quick... * The popping sound at the beginning of 'thief gulp test' (which I assume is a cork being popped off a flask?) sounds kind've cartoony. I like the sipping sound. The gulping sound at the end doesn't sound realistic. * The more prevalent cicada (or whatever) sound on top of all the other sounds in the 'grasshopper' clip has a pretty repetitive frequency. If we were to use this in-game, I think it would be cool to just have the grasshoppers in the background be the general atmosphere, and then randomly add a few cicada clickson top... and then remove them for a while, and then add them back in for a short duration, etc., in a random fashion. But then again, maybe that's not how nature works. But then again, also, a game player would pick up on the repetition of it and hear that it's a loop eventually. The better you can hide the fact that it's a loop, the better. * The running horse could be usable, but depending on how it's used or what the horse is running on, could benefit by having some underlying bass tone stomps added for each step, thus making the horse seem like it has more mass. * The 'door open' sound is pretty creepy. I like it This creepy one should probably be used sparingly if we're ever going to make a campaign. I don't think I'd want to hear that loud of a sound every time a door opens; well, especially since we're a sneaky thief. We should make a few door sounds to choose from, some more subtle sounding. I'm sure you already had thought of most/all this stuff. Just wanted to mention. Thanks for your hard work so far!! I really like the 'Factory' sounds too! Good job.
  3. I'd like access to these templates to work from. Hook a brother up! I don't think there would be any copyright issues with taking a model of a human being and tweaking it to our specifications. Last time I checked, the human shape wasn't copyrighted?? hehe As for the Ogre like creature... even if these resources were created by someone else, we're going to be tweaking them. If I use a Storm Trooper as a template, but proceed to change the outfit color, give them a different mask, give them different armour, etc... and in the end doesn't look anything like a storm trooper... does it really matter that the original inspiration was a storm trooper? After all the tweaks, it's my own creation at that point.
  4. I just wanted to have some fun with this thing. If it wasn't late and if I wasn't sleepy, I would've colorized the whole thing just for the hella it :
  5. Yes, aren't you the 80s robot dude?? LOL ...I like your avatar from that site.
  6. Good lord, oDDity! WTF???? I know you don't want to get too inflated of an ego, but that, umm, ROCKS!
  7. I agree. T3 actually had some nice atmospheres 'sound-wise' but yes, all the aural delights went away during quick saves/loads and the such. Was really sad. I like the early titles' sounds too, like you.
  8. I tried the DivXPlayer and I just see about 2 seconds of arrow being pulled back and *static* sounds. How do you get new codecs into WMPlayer?
  9. I agree for the most part. The mansion level of T3, though, used some moody music which seemed more like music than white noise -- and I felt it was pretty effective. Felt lonely, atmospheric. The orchestra hit I used in my first track that you commented on earlier is actually very similar to (if not the same as) what that mansion level used in it's track. Venture through that level again and you'll know what I'm talking about. But I must say a track like that should be more of the exception than the rule. I'll be focusing more on ambience than actual 'songs' like that one in T3.
  10. Yeah, doesen't play at all for me. Says I need the DX50 codec. Why can't media players (WMP, QT, Real, etc.) ever just figure out their codec situation and install the ones they need. Lame.
  11. I like Springheel's idea of a picture on the left, the menu on the right. This would allow individual modders to make their own artwork to put on the left-hand side to give a 'teaser pic' regarding their mod, right? Might be a good selling point to other modders. "Stop, Thief!" and "The Man That Took Stuff" don't seem to really do it for me. Thief, as we know it, has a serious, dark and foreboding mood. I'd want to play on that feeling rather than something that seems lighthearted or comedic as I feel when I read these. They're definitely crafty, but not my personal preference. I immediately thought of the 1980s electronic boardgame titled "Stop, Thief!" when I read that one. (I used to LOVE that game!) Here are some ideas: * The Mod Squad * Thief: The Modding Age * Thief: The Immaculate Collection Haha, I'm only kidding
  12. RIGHT ON!! I don't exactly know what this will do for you guys, but you all sound so excited, so I'm excited too!!!!! SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK SDK
  13. Aww, I wanted to try and do some character voices too
  14. Yeah, I really like that, too! It's a great compromise and like it better than the first one. It'll be cool to have the elite guard like this because you'll be able to distinguish them from the regular guards from a distance. The elite's will have the jagged thigh plates and the red stripe down the middle of their breast plate; the regular ones won't. We might strive for a distinguishing visual stripe or mark on the back plate also?
  15. If possible, would you be able to load smaller images of the drawings and link to them with the tags in this thread rather than a listing of links? That'll make it easier to see the drawings. Springheel made this comment for some of my drawings a while back and I think it makes sense It helps to view them and compare them. For drawings that contain extreme detail, keep the smaller images, but link to the larger versions with http:// links. Just a thought. I'm on 56K dial-up and it takes a while for those images to load And yes, I like the drawings also, but I agree a joint might be missing in the hind legs. I haven't studied animals a lot so I usually mess up the structure of the hind legs myself because I haven't commited their joint and muscle structure to memory yet. But I have a book on drawing animals, and if we're to take the common structure of animal legs, then another joint should be drawn. There seem to be 4 main joints in each hind leg (starting at the hip, working down) for animals. (This might be easier to see in rams, deer, bulls, horses, etc.) It looks like your creature has 3 joints and would thus have some mobility stiffness to it. Not a bad thing, just a visual 'non sequitur' (does not follow) thing that I think people are picking up on.
  16. I also like the hammer, but think it should have a larger head giving it the appearance of more mass and a more "dayammm, I would NOT want to be hit by that!" feeling. Perhaps the elite guards would have that hammer type, whereas the standard hammerites would have the typical hammer we're accustomed to? Maybe elite guards should be able to flip that hammer around at their discretion and attack our thief with the sharper side of the hammer to inflict greater damage? Say, one of every 5 hits would be with the pointier side? Having them occasionally turning their hammer around would also create a small pause in their swinging, allowing our thief to take a health potion, switch weapons, or have a better chance at getting away without being hit again. Good work, especially if it's historical. At first, I thought it maybe looked a little too futuristic, but if it's legit then that's cool! Maybe its the coloring that makes it look futuristic. Is the coloring authentic, too?
  17. Coolio!! It's strange they didn't take advantage of this fact more in T3 then I also like BlackThief's PhotoChop
  18. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  19. I agree that some of our artwork could and should be used (you have some nice pics there). But I'd mostly like to have a bunch of tweaked masterpieces, if we're legally able to do that. We could easily make some pretty trippy, ominous and foreboding stuff like what was used in T2.
  20. Probably about 70 or 80... HAHAHA, j/k. I dunno, I guess as many as we can within reason considering logic, time, energy and team/system capabilities. I don't know how many are typically used in games... do you? Different body shapes should also be considered; that's why I created a sketch for a heaftier guard. Doom 3 already has a couple different body types, so that'll probably help us. I like the goatee look on your character there, though. Helps make him look menacing.
  21. I don't think that all Builders should have goatees. I appreciate variety in characters and facial features when playing video games. Not everyone can grow thick, dark facial hair anyways
  22. I'm sure we could use just about anything for a 'concept,' but I think the question is ultimately, 'How much truly original artwork do we need to create for DarkMod paintings?' I, personally, don't have the time to make 10 pieces of artwork from scratch that are comparable to Rembrandt paintings for DarkMod. On the other hand -- if we're able to take Thief 1/2 paintings, or original paintings from 100+ years ago, and then tweak them... then that'd be a lot easier for us. Or, if some paintings are perfect for our use, as is, then are we able to use them? Is anyone here a lawyer? LOL
  23. You'd be surprised. I believe I've heard of 150-year copyrights on some things...
  24. I think our thief should have a little scruff... some 'five o'clock' shadow, if you will. After all, we're talking about a dingy, oily, etc. environment and I don't think it's as realistic to have a squeaky-clean, clean-shaven thief. He's just getting by on odd jobs anyways and probably doesn't care too much for personal hygiene. Even though his nose and mouth will likely be covered by cloth eventually, texturing underneath with some scruff might still be a good idea. I liked in T2 when the guards would sometimes mumble something like, "Oof, good lord, what's the smell?" when you got near them. I'd like us to look into doing this for DarkMod. It added another element to the AI -- they were subtly reacting to you being nearby -- but they never knew what it was or that it was Garrett. Just a polishing touch that I appreciated and was sorry to see not present in T3. Thus, another vote for why 'scruff' would be good to have.
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