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Posts posted by thebigh
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Got my floor plan laid out on paper, some scripts prepared, and a few new textures and sounds created. Time to open DarkRadiant and really get started. Is anyone else going to participate? I'd hate for it to just be me.
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I felt that way the first time I played it. The interior was a bit repetitive so it was hard to find my way around. The approach through the forest and the little mine shaft were nice though, and the map grew on me after a while.
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I'm in!
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Yeah... running even the tiniest TDM mission, such as The Bakery Job or Deadeye, is probably not feasible on a Spectrum ZX128.
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Oh, and welcome to the forum! I look forward to seeing your finished mission.
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This is more or less my approach too, but I also roughly decide beforehand what textures I'm going to use. For me it becomes difficult to do it later on.
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Reagrdless of how the vote goes, I hope we will have more regular contests in the future.
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3 hours ago, demagogue said:
You could do a three or five room contest and get a good number of entries that fast though.
Smaller missions can be very scary and atmospheric. If we get missions of the calibre of Langhorne Lodge or Spring Cleaning, we should be more than happy.
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39 minutes ago, Wellingtoncrab said:
“Banking Holiday Speed Build Contest”
"It's the perfect time to raid the vault. All the bankers are on vacation, and only the crappiest guards are willing to work on a City holiday. It's time to begin."
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I'd definitely be interested in a Halloween speed build.
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4 hours ago, Loginnerer said:
It's the loudest-to-softest I'm interested in, and will probably gain that "feel" by just playing the game.
You might also found the Sound Alert & Blackjack Training "mission" useful for this.
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Thanks for playing! I'm glad you had fun.
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I'm not sure people are being outright hostile; it's just hard to give context for why people would want to forbid quicksave without also talking about why people use it.
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31 minutes ago, JackFarmer said:
then there are people who play the first five minutes of a mission, then quit and give a lousy rating.
...or who get to a puzzle they can't solve and rage-downvote. You can tell who they are because their profiles on Thief Guild are private.
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That's your view; I'm just explaining how commentary like this reads to map creators.
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Nice work! DR just keeps getting more and more awesome.
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1 hour ago, Oktokolo said:
The wording isn't diplomatic - but the intent obviously isn't to deride anything or anyone. Just a player who wants to dive right into the best content available - and that is okay.
It boils down to "Neither I nor anybody else wants to play missions that aren't absolutely top-tier" and I think that's both discouraging to novice mappers (or those who specialise in small-to-medium maps), and not even true.
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27 minutes ago, Wellingtoncrab said:
I, just like every player has personal preferences and often wish mappers or designers would make different choices in missions/games.
I agree with that. I appreciate when mappers try something different in maps, even if I end up disliking the end result.
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Making a map, even a small and simple one, is a lot of work and I don't think it's fair to deride even less highly rated levels as "amateurish" or "mediocre". Mappers are creating something and giving it away for free, and that kind of talk seems disrespectful to me.
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Just now, ChronA said:
No guards with lanterns periodically visiting likely player hiding places just because.
They're guards. They're supposed to keep an eye out for intruders. From a practical standpoint you have to balance realistic guard behaviour with fairness to the player. It breaks immersion if guards never patrol the entrances to the mansion and never look in obvious thief hiding spots.
Just now, ChronA said:The game is built around the assumption that every normal player will abuse the hell out of save spam. The difficulty is calibrated to that assumption. People who want to roleplay a normal thief who doesn't depend on unlimited, magic-precognition/time-reversal abilities to survive either need god tier skillz or the patience/masochism of a saint.
I think a lot of missions are built on the assumption that players will observe guard patrol routes and plan accordingly. That's been my approach. But it's easy to pass by those guards by save-scumming instead of observing.
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I honestly can't think of any reason for restricting quicksaves other than someone deciding they know the Only Correct Way to play the game and imposing it on others for their own good.
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I more or less feel the same, but I care less about the visuals aging badly.
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I think the Guild site owner watches for new missions getting announced here.
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Just now, polygrove said:
most people don't have time to play every mission, let alone even 10
I think often it can be difficult to find missions you want to play, regardless. For example, I often don't have time to play long missions. Many of the maps considered masterpieces here are also huge and sprawling, and would take hours to complete.
Sometimes I just want a quick mansion heist that takes half an hour; these are often simple and even a bit boxy, and won't be as highly rated as the big maps, but they're still a heap of fun to play.
My top 5 list of small missions is:
* Deadeye
* The Parcel
* The Thieves
* Too Late
* The Golden Skull
DarkRadiant 3.4.0 released
in DarkRadiant Feedback and Development
Posted · Edited by thebigh
The layer hierarchy is very welcome!
edit: it doesn't seem to work when compiling from code on Linux...