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  1. I downloaded it from thief-universe with a download manager and it worked really fine. always around 128kb/s which is my max. downloadspeed. I'm now at the 3rd mission. ghosting everything on difficulty hard and it's quite fun however I hope the missions will get more difficult later - it's quite uncommon that I can find about 90% of the total loot when ghosting, when you consider that I even had to leave some stuff, because I didn't want to break any windows....
  2. Just visiting the great outdoors! :lol: BTW-did anybody notice in the mission pack the dead marine outside that had bare arms instead of pressure suit sleeves? All that attention to detail and they miss out on one simple thing!
  3. You know you want a mission involving a wagon trail or builder train or something... That'd add another element of challenge - actually getting onto a moving vehicle! Perhaps from a horse or something... I think perhaps my imagination's running away.
  4. Ah, I loved the first mission. I never knew if the sequel was available yet or not. Thanks for the heads up (Not that I will get time to play it anytime soon)
  5. There should be no invisible potions on the grounds that only a total idiot would build a seciton into a mission that required the use of them. Invisible potions are the antithesis of this game. LGS had some bad ideas as well you know.
  6. Don't be an idiot, any normal person could hold his breath for at least a minute underwater, and that can be increased with training. A minute gives plenty of scope for traveling, and frantically trying to find somewhere to come up and breath towards the end of that minute is much more stressful that swigging your stupid fucking magic potion. Unlress some auther is thinking of setting his entire fucking mission at the bottom of the ocean, there's no need for breath potions in a game like this, they're just another pathetic hangover from Thief, which wouldn't have been though of otherwise.
  7. Really i dont have much experiance... but i have been meesing around with doomedit here and there and have been a long time dromed maper without any reall story line and without any clear idea of what do make a mission about i have been using the editors just to create when i am bord. you know just have nothin i think that i could do better if only i could get good theme going... mostly i have done lots of nothing... i have been messing around with this but never have a clear vision.. just maybe i try this or that and see what it looks like then format (computer gets messed up) my hard drive and loose all my work and then start all over... so i guess i have some experiance but i never really finished anything... want to with this project how do i send a sample map
  8. If you want to create a mission, blocking out the map geometry is a good approach anyway, because this will certainly changed the least. One thing that we hope for is, that beta mappers will at least finish a fully functional map. The idea is not only to get some feedback (which is of course an important part of it), but also to already have some playable maps available as soon as we can release TDM to the public. Also keep in mind that you will not be part of the dev team, because we want to keep that seperated. The idea of the beta mapper is to have somebody who is using the tools just like users will use them once they are released. Therfore a beta mapper is not directly a team member (technically) because we want to prevent "mind pollution". If you are a dev you may approach something differently because you already know about something. Of course we are in close contact with the beta mappers so this is more a technical detail. TDM should be a black box to you and you don't need to have sepcific internal knowledge about the inner workings just to be able to use it (similar to Dromed).
  9. Well, there can be other scenarios. A pagan territory in a run down section of the city. A mission where some secret transaction is about to take place in a ruined mansion and the player must prevent it. The place is sealed of with guards even though this place is assumed to be long abandoned. That's just two scenarios that come to my mind when I don't really think even about particular settings.
  10. There wasn't a single mission in any of the three Thief games with paper walls or tents, so I wouldn't recommend spending any time at all on this. We can't create *everything* a FM author could conceivably want to include. Cutting banners down like T2 I'm all for, though a canned animation is fine there as you said.
  11. sah

    A Suggestion..

    Well... An ideal situation would be to include different types of bows, and you could then choose which one you'd like to use before a mission. I don't know how much work this is, but it surely won't hurt the gameplay.
  12. ...and yet (continuing on from my last post) I'm still openminded to these things, and Fingernail made it sound fun. But once it gets used, everyone will use it, and it won't be a surprise anymore. We'd just have to trust FM authors to use it very sparingly. No doubt we'd develop another "I don't play X" missions group of players, where they won't touch a mission that has guns in it, much like some dont like undead missions.
  13. The oDD comment: "What? Unpassable? HA! I only made all doors unpickable, and the whole map was in the day and the loot requirement was only 1999435942624363460979879347 and you did'nt need those health potions, arrows, or even clothes. Sword? HA! why? It would be used for killing. Come on, my mission is easy..."
  14. This creature has turned up in a few of my nighmares. He floats along slowly a few feet above the floor, wearing that crazy Inca mask. I don't know what is behind the mask, and I don't want to either! I thought he might turn up in the pagan mission somehow. I call him 'The Carrot Man'.
  15. So basically no squad tactics whatsoever anymore... that sucks The only way I could personally do well in many of the situations in GR (without restarting the mission all the time ) was to use one team as a fire element and the other team as a manuever element and do the whole "bounding overwatch" thing. Guess I would have hated GR2 then if it took all that away.
  16. Dram

    A.i. Q & A

    That's true oDD. But as an example, my mod for Thievery has the option of failing the mission if you get seen (a thing all iron men love) and let me tell you that i have a pass rate of 1 pass to 20 fails and i'm not exactly a newbie either. I've played T1,2,3 and Thievery, etc. I know how to sneak but sometimes you just make a mistake (like accidentally press jump instead of crouch...). I do too search out very hard games and enjoy a good challenge, but sometimes i do feel like a little bit of an easier ride.
  17. I'd just like to point out that in T1-T2, there were MANY ways to accomplish a mission. So it's been done before, it can be done again. It does not require more work or planning, it just requires good FM design and mapping skills. It takes more work to make maps with rooms that are not all cubes too.
  18. Macsen is working on the plot of the campaign, which is actually far, far off. We won't be doing anything more than the introductory mission until the toolset is complete, which is at least a year away. We have an internal milestone coming up at the end of the month that we're well on our way towards meeting.
  19. We can use plants in a mansion mission as well, but IMO most of the stuff you requested will not fit in with the milestone. Since our modelers are already quite busy this should be postponed.
  20. Of course they make sense as a general rule on hardest - they give the game the ultimate difficulty. What's the point having a hardset setting which isn't the hardest because you're free to take as long as you want to complete the mission?
  21. The Revenants are the skeletons in Doom that fire homing missiles. That looks great oDDity. I'm working of the St Attica mission now so thanks for the shot of inspiration. I'll work in the idea about the Haunts being drowned in chains. Remember to have red mist spewing from their mouths when they spot you... aiie!
  22. Dom, you often make the argument that we shouldn't make design decisions based on what bad FM authors might do. So why is it okay to make design decisions based on what bad *players* might do? Of the two, a poor FM author's decisions *might* impact us (if we play his mission). A poor player's decisions have no impact on us whatsoever.
  23. Yes, the AI will never calm down for the rest of the mission once you've done something that atrocious.
  24. This would all be behaviour which only makes sense in the context of a mission and can not be implemented as a generic one.
  25. That is not really a problem anyway, because it is a setting on the map itself. We should support both scnearious, because you can easily create a map like one FM I remember where you went into a Thief stronghold and as long as you didn't steal anything the AI was ignoring you. On the other hand there could be a mission where you have to sneak back to your lair (like the one in T2) and the guards were searching for you, so they even attacked you in the street. Both are valid scenarios, so we have to support each of them.
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