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Ymir

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Everything posted by Ymir

  1. I believe he was talking to Cambridge spy. Only the first line was addressed to you.
  2. Alright, thanks for the response. It's a pretty minor issue so I'm sure it won't bother me too much.
  3. I figured I'd put this in "Off-Topic" since it's not technically Dark Mod related. I'm playing Thief Gold for the first time, and while I'm loving the experience overall, I'm finding some of the options a bit clunky. Specifically, the auto-equip option is something I like to have so that when I get an item out of a chest, or pickpocket someone I can't see very well, I can very clearly see what it is I got. On the other hand, it's a little bit annoying when I automatically equip an arrow type when I pick it up, especially with fire arrows since they give away my position. I have Tfix and it does not address this. Is there a mod out there that lets me turn this option on for items but not for weapons? I doubt it, but there's no reason not to ask.
  4. Oh, that's hard. Here's my list, in no particular order: 1) Half life 2 2) Bastion 3) Dishonored 4) Ori and the Blind Forest 5) Team Fortress 2 All of these games are incredible and I would recommend them to anyone, but specifically Dishonored. Its stealth mechanics aren't quite as good as Thief's in my opinion, but the mechanics are still very strong and the worldbuilding is exceptional.
  5. I just had an idea. Maybe you guys can tell me what you think of it. I've been wanting a game based in a certain world for a long time now, but all of the ones that came out were received poorly and (if multiplayer) lost server support after a short time. So I already had a fair amount of ideas of what sort of game I would want before ever coming across TDM, and consequentially it's been pretty easy for me to come up with storyline/mission ideas. I've got a word document with pages of ideas and details that I wrote down for when I eventually get around to the campaign itself. The thing I just thought of is this: why not use the mission ideas I ultimately want in my campaign as inspiration for my first few maps I make as practice? I can simply do smaller, less complex versions of the maps I want as the final product (of course omitting all extra textures and models, etc.) in order to get the hang of DarkRadiant and map design in general. For example, a couple of missions that ought to be early in the campaign are an underground "tomb raiding" style mission, a mission set in a mine (this will be somewhat similar to TDP's Cragscleft Prison, only you start at the surface and work your way down into the mines), and a fortress infiltration. It seems like this would be a good idea because I wouldn't be overwhelmed with complexity right at the start, yet I would be making products that would eventually be useful to me as starting points when I begin the campaign in earnest.
  6. I'm no expert with this sort of thing, but I just wanted to remark that the phrasing of the objective could be improved. Maybe say "People have hard enough lives as it is..." or "People have a hard enough life as it is..." rather than the current phrasing. I think the first one sounds best. It's probably too late, but if you haven't published this mission then I would recommend altering that line.
  7. Thanks, guys. Over winter break I can do some small maps as practice and familiarize myself with the tools. Next semester I'll be taking a class in C++, so I'll be much more useful in terms of coding then. I appreciate the warm welcome and the advice, everyone.
  8. Thanks for your advice and resources! I'll be sure to hold back on trying to jump right into the campaign. Once my exams are done and I have some free time to kill, I can really start teaching myself how to work with all of this stuff. I'm looking forward to it!
  9. I just registered here, and only recently found out about the Dark Mod a couple of days ago, so this post serves a dual purpose: an introduction and a request. I'm pretty excited about it and I'm interested in eventually making a full campaign. I had ideas about this already, but never had the tools to go through with it. TDM seems very promising in that regard. I realize that a full campaign will require a lot of time and energy, as well as quite a few skills that I don't currently have. This is compounded by the fact that the world/story of my desired campaign is quite different from that of Thief or TDM, so I'll have to do a lot of custom textures, models, animations, and sounds. Though I have some limited programming experience, I know how to do almost none of these things. So my question is, what are the best resources for learning the skills I'll need, and how can I best practice them over time, eventually building up to making the campaign I want? I've done a bit of reading on the Dark Mod wiki and it seems like there's a lot of useful info, but I'm curious about any specific tips you guys may have for me. Thanks in advance for any advice you have to offer.
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