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Status Updates posted by Ansome
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I'm back! Happy new years, TDM folks!
I brought with me a quick update for my first FM that fixes up a lot of small issues that didn't get caught in beta testing. I didn't exactly expect it to take me nearly 9 months to release a patch, but it's been a wild year to say the least. Teaching, finishing up my Master's of Education, and all manner of other events forced me to drop out of the anniversary FM contest and ate up all my time, but I'm back again in a comfortable position to start catching up on all the new FMs. I may even start work on another spooky project of greater length and difficulty in the coming year.
Thanks again for the warm welcome to the community and have a happy new year!
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Taking a break to alleviate burnout. In retrospect, I probably shouldn't have jumped into a map-making contest so quickly after just finishing another project and especially with my busy schedule, but I do believe I have something that the community will enjoy. No clue if I'll be able to finish it on time for the competition if I factor in a break, but I'd rather take my time and deliver something of quality rather than engage in development crunch or lose part of the map's soul to burnout.
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Yeah, I absolutely agree about the last part, to quote a good movie: "You can't rush art"
If you want some time for yourself, and even if it takes 1 month, I say...To hell with it, go and take it! It's always nice to relax and then comeback feeling fresh and ready to continue your own hardship into creativity.
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I sleep well at night knowing the player will never see the absolute nightmare that is my sealing brushwork outside the playable area. Only the pointfile can judge me now.
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It can be a defense mechanism against noclip/DR peekers.
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As I recall, the engine just optimizes away the non-sealing parts of the caulk brushwork anyway. The place to be more careful is monsterclip
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Quote
You should see mine
You mean: LOL
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Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
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Bonehoard is my favorite from Thief Gold too. It's such a cool, alien environment to explore: a world built not for the living but for the dead! That said, I do not find the zombies in Bonehoard especially scary, which is not how I feel about most of their other appearances in Thief 1. It comes back to the approach Bonehoard's level design and equipment incentivize against the undead threat.
The generous amount of darkness, mostly clear sight lines, open space, and verticality in Bonehoard all encourage ghosting and evasion. Meanwhile the scarcity of good weapons against the undead and the seemingly endless nature of the threat-filled catacombs encourages hoarding the ammo you do get. That paradoxically means you always have the security blanket of your arsenal to fall back on, and never have to face the true dread of your resources running out. (At least that's been how I've always felt.) TDM's perennial favorite, Requiem, also works out that way, IMO (unlike its sequel).
That said, I do find Bonehoard a very scary level, but it's not because of the undead. Rather it's because the labyrinth is so confusing to navigate and the exits are so far away, making it very claustrophobic to me. It feels like a place one could get trapped in forever--maliciously so even, and that's chilling. In contrast its undead encounters actually feel to me like power fantasies, and that might be intentional, if you consider that Bonehoard is like a rehearsal for the more taxing survival horror of the cathedral missions.
Hope this is helpful to you Ansome. I was delighted by your adaptation of The Terrible Old Man and I'm excited to see what you do next.
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Bonehoard is definitely a "survival" type of mission. My point is that it gives you enough option do deal with the undead. The zombies I couldn't kill with holy water arrows (I definitely try to save those as well, as you can never know what awaits you), I lured into the fireball traps. Or, I destroyed several of them with a fire arrow.
The unkillable guys like the fire shadow are a different matter, of course. You're best to do your job, and then get the hell out of the area they patrol. But, for the rest of the enemies, the game gave you enough options, which is all I'm asking for as a player, because I like to clear areas I want to explore. It's a lot of fun to explore levels like the Bonehoard, that's why I like to explore them fully, and, that's just not possible with unkillable or hard to kill A.I. everywhere, and no options to defeat them.
The "supreme" ghosters, and other "supreme" people can play the way they want anyway.
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Goodness, I just realized how many replies this status update got. I thought I'd get only only or two responses so I didn't make this a proper post, but I ought to next time as I severely underestimated how helpful the TDM community can be!
QuoteI'd like to add that, this is fine, in my opinion, IF we do not know the threat itself.
Like my first FM, the undead element is indeed a surprise curve ball in my current project, so factoring that into the resources given to the player has always been a consideration. Although "Hazard Pay" was set in a rather specific scenario, it did make it clearer to me how I could give the player resources while still keeping them from being too powerful under such circumstances. The trick will just be implementing that into the smaller scale I usually operate on, but I'm feeling more confident on the matter.
QuoteHope this is helpful to you Ansome. I was delighted by your adaptation of The Terrible Old Man and I'm excited to see what you do next.
Thank you so much, ChronA, I appreciate it! It's the positive feedback and kind words I received regarding The Terrible Old Man that make burning the midnight oil for this project feel worth it.
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Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
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Damn, 7 Sisters, wasn't that one made by the late Lady Rowena? I have to play it, I remember playing it right after she died and I didn't even notice, those news disturbed me enough not to play 7 Sisters for the time being.
Very sad that she died, she made one of the very best FMs out there. My very first FM was one of hers even, Lady Rowena's Curse.
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Yeah I still remember her too and the Seven Sisters FM...
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Now I remember what the other FM was. I wanted to have part of mine set in a hospital, and T2X, which came out right afterwards too, had a level set in a hospital. After that experience I thought for most ideas you have, someone is going to have thought along similar lines. But the thing is people can have their own takes with the same idea too. So I think it's okay to have the same idea played out, if you give it your own spin.
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Finally got my PC back from the shop after my SSD got corrupted a week ago and damaged my motherboard. Scary stuff, but thank goodness it happened right after two months of FM development instead of wiping all my work before I could release it. New SSD, repaired Motherboard and BIOS, and we're ready to start working on my second FM with some added version control in the cloud just to be safe!
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Wait, how can a SSD corrupt and damage a motherboard? I gotta know so I can avoid it.
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@The Black ArrowWish I could tell ya, but unless I decide to ship it off to a data recovery company to interrogate it further, I'm not going to be able to figure out how it got corrupted or why it was as catastrophic as it was for the rest of the system. All I know is that even when I removed my old SSD to boot from my backup HDD, parts of my bios, partitions, and even some parts of the built-in recovery options weren't functional. It wouldn't even let me boot from my trusty USB repair media! I don't think it was a virus or anything, the repair shop I went to has apparently seen something similar four times in the last two years with Samsung's 970 series, but whether that's a genuine issue or a coincidence is anyone's guess.
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Okay, that's very scary now...I really hope it was a coincidence because I also have one Samsung 970 and I don't ever want anything bad to happen to it, I think I've had it since 3 years now as well.
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Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.
I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!
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That's the most compelling argument for using Linux that I've heard in a long time... might be time to go hunting for a good distro again.
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The negative though is that the toolbar icons haven't been made for them and although this has been improved, some icons are still more difficult to see. The other issue is that the keyboard-shortcuts in the menu are not shown.
So these (do work, but) are not shown in DR in Linux.
So it's best to test this before investing time.
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This info might also help you:
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