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refl3ks

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Everything posted by refl3ks

  1. Just a quick comparison screenshot. Currently working on the clock tower. Note: Fps should be 144 +- once I visportal properly. I'm running this on an Alienware i9 32gb w/2080, so mileage may vary..
  2. Im glad you are! The map is a hybrid of 'Life of The Party' and the Thief 2 Alpha Demo 'Unexpected Guest'. The Alpha Demo was my introduction to the Thief series. I was bummed out when Life of The Party changed some key areas I loved, especially the Bell Tower location.
  3. Thank you. The EFX is fairly set, the two videos will be re-uploaded as one. Video was rushed and I forgot I had ReShade enabled. Edit: Yes some tracks are customized. Most tracks and sfx are custom. Best workflow for someone that has a plethora of other interests I guess haha.
  4. It's been quite a while since I last posted. My work-flow is a bit sporadic. Map for 2 months straight Burn out Take a break for 6 months to a year Repeat Anyways, here is an updated video on some of my progress. I'm roughly 35% finished. I plan on pacing myself somewhat better this time around (I keep saying that and I keep on lying..). Short updated progress video below: The Unwelcome Guest - Work in Progress Vid Older video: The Unwelcome Guest - 2020
  5. Thats partly as to why I didn't release my first attempt. The original is incredibly difficult to visportal properly, there were way too many drastic frame drops in key areas. Going into it this time, I plan on adding more density and use a strong atmosphere to create a subconscious illusion of a bigger space. Some areas I already know will be very difficult. I'm also giving myself a bit of flexibility on how faithful I want to be to the original layout. This will give me leverage to work within my limits to optimize performance.
  6. I loved the atmosphere in Thief 4, but the gameplay was lackluster imo. This is my second time mapping out Life of the Party, my first attempt was more of a copy with minor visual upgrades to see if I can pull it off. This time around, I decided to build in sections, treating each area as though they were their own FM. Essentially, my goal with this project is to create a very atmospheric and nostalgic experience. Below is an image of my first time mapping Life of the Party quite a few years back. I was fairly new to Radiant coming from mapping in Hammer. This map wasn't as successful as I'd hoped, but it definitely helped me learn many valuable lessons.
  7. You sure will, I'm rebuilding the whole map with my own personal touches and missions. I'm not planning on rebuilding Angel Watch, maybe a rendition of it in the future, not 100% sure just yet.
  8. I've never got a portal_sky to work when applied to a floating surface. How did you get it to work? Definitely would open up new avenues for ideas.
  9. Portal_sky won't work unless the brush is linked to the edge of the map, it will pretty much work as a caulk.
  10. Video is updated and should be bright enough. All sfx is WIP. Background ambience will be changed.
  11. Here is a fun side-by-side comparison. Just a note: The story/plot and set pieces will have no ties with the Thief series. I am planning on including Easter Eggs for nostalgic reasons alone.
  12. When I opened the map with my office laptop, the map was very dark. I'm quite sure my monitor needs calibrated. These images are more more accurate as to what the ambience is supposed to look like (still wip and tweaking)
  13. The map has an ambient_world .. Seems like my monitor might need some calibration. If I had lost a year worth of work, I would have probably had a similar reaction.. I've lost a few of my maps before because of careless file management on my PC, I've just learned to embrace the empty canvas - It's a place of infinite creativity.
  14. Starting off with some bad news: my hard-drive fried and I lost around 60% of the map I was working on. That sent me on a downward spiral of not wanting to mess with Dark Radiant for months until recently. I've learned the hard way and now I have my files always uploaded to cloud. The good news is that I started on another personal project. I'm sure most of you will recognize this map. This project will have nothing to do with Thief 2 except for the familiar layout with my own personal touches and missions. Let me know what you guys think. Edit: Video is a bit dark, I'll reupload with a better version. https://youtu.be/pgexOlXv6V0
  15. I will give it a shot, removing the effect will definitely give it a more classic feel for sure.
  16. The mission starts with you climbing up and then descending back down. About a quarter of the way, you are presented with two options: Taking the Rooftops, or sticking to the ground - Both have a decent share of difficulties and stories to tell. At about halfway through the map, there will be a building that will link the rooftops and the streets, giving you a second chance to choose a different path. The final area of the mission will have a different outcome depending on the choice you made. Goal of the mission: Replayability, exploration and story-telling - I want the player to be fully immersed before making it to the final area. The difficulty of this mission is: balancing, pacing and definitely optimization (I fear that this mission will be taxing on PC hardware). I'm considering sticking to this style throughout all the cut scenes, I'm glad my work inspired you!
  17. Much appreciated. That was the direction I was trying to take it.
  18. Last image I will post of this shot. I just wanted to share my latest loading screen for the map. Let me know what you guys think!
  19. Ok apparently it just appears to be this skybox: tdm_moon_foggy.pfb That's somewhat unfortunate, that skybox was a good fit. Oh well, on to the second best! I'll eventually have to settle on making my own.
  20. If deleting the skybox fails to solve the issue, I'll check all my visportals and rebuild them to see if that fixes it. I'll update the post when I get the chance to do this.
  21. No luck. Yes, that's exactly what it looks like. It only happens if I move the camera up and down. I'm well within the play area. I'll try swapping out the skybox and see if that helps.
  22. Changing settings does not fix it. Would it by chance be a VisPortal?
  23. I believe I changed the Shadows Implementation to Stencil, I'll check after work and update the post if that fixes it. I've used the soft shadows option since they day I started working on my mission (few weeks back) and never noticed this issue.
  24. That's how I have it now, AI is using them with no issues
  25. Only happens when I get higher up in the map, I tilt my screen and the skybox gets brighter and darker depending on the angle. This issue just became prominent recently, I have no idea what's causing this. Any help would be appreciated.
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