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  1. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  2. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  3. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  4. Hi, I'm new and with limited spare time on my hand (which I prefer to play all those fantastic missions out there! Thanks a lot to all of you!!), but I would like to help out with a little bit of my creativity as well. So what could I do? I thought I start this thread as a source for small and big plot-ideas to be picked up by FM creating teams and authors. I'll but them all in as "spoilers" so that people not interested in looking into it don't accidently stumble into it. If such a thead already exits, excuse me for not fining it an just merge..
  5. Too many ideas for FMs and not enough time to make them. Still, I suppose it's better than having no ideas for FMs.

    1. Show previous comments  4 more
    2. Sotha

      Sotha

      I use inkscape. You can draw crude maps, annotate them and add reference pictures. Easy to zoom in to plan details and zoom out to see the big picture. I've used it for complex problem solving in work too. Love it!

    3. Sir Taffsalot

      Sir Taffsalot

      Lol! i just use a pen and paper for my map notes and stick them in my drawer at work. I'm old school.

    4. Obsttorte

      Obsttorte

      I normally don't write anything down or plan much in advance. I just start.

  6. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  7. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  8. To my great dismay I have not the time (and therefore ability) to start mapping myself - I hope it will change in a couple of years when I retire or at least can reduce workload somewhat. But often do I ponder the thought of what kind of mission I would like to craft, had I opportunity and skill. So, I came up with some ideas, I'd like to humbly share; maybe they inspire others. The heist ist done;the mission is all about escape - with your beloved filled loot sack. The rich ruler of the city (now with considerable less net worth) alarms the police force that swarmed out and is searching the city in force all over town, blocking traffic/chokepoints, you witnessing searchings and arrests of suspect citizens, police breaking doors, much chaos; you navigate the city/parks/sewers/rooftops escaping to the countryside, or leaving by ship, or by boat down the river; it's all about escaping, favorably unrecognized and unnoticed. Complications one encounters may be scripted events like a house on fire, multiple guards/city watch zeroing on your suspected position, hiding in a crate on a carriage (and watching city scenes through a hole while escaping some distance with the moving carriage), police lighting "search lights" (fireplaces/big torches in town for nightly situational awareness). Gentlman thief in high society. Drug the wine/food of a high society party/ball by sneaking into the kitchen and adding sedatives to food; later, when all are sleeping, get the jewelry off the guests, hide it outside or in a delivery packet and join the sleeping to act unsuspicious. Ghosting probably. Gentlemen thief; high society wears jewelry, but it is usually hidden cleverly at home, not only locked. So, a thief has a hard time finding the most valuable stuff; this particular educated and experimenting, innovating thief, however, uses city watch forensic technology for his purpose: By inconspicuously applying a transparent/invisible fluorescence-paint/powder during a party to the valuables of the nobles, he marks them; later at night, when they have hidden their valuables at home, he sneaks into their dwellings and, by assistance of a blacklight/UV-lamp from the inventors guild he scans the rooms for rubbed off UV-paint, indicating the hiding spaces of the hidden treasure. Distraction can be a thiefs most valuable tool: The security of a rich bank is broken by causing an undead outbreak; while the guards are distracted/away/battling/scared/not patroling/hiding, the thief has a chance to enter and empty the main vault. Distraction II: Rich Lords wedding/birthday etc.: Big fireworks - at night, nobles, neatly sitting on benches or something like that as an audience, watching the show. Intense light on darkness adapted eyes causes temporal blindness - and the thief knows not only that, he also knows/arranged it so, that he knows the background orchestra music plan, which is linked in action to thefireworks, in effect making him knowing in advance when the individual bright fireworks are fired: By using this effect, directly after a fireworks firing, he can navigate almost freely and unseen for some seconds in the darkness, helping himself to the jewelry/valuables of the guests (he closes his eyes just before fireworks goes off because he knows the timing from the orchestra plan). (Later, escaping riding a "warhead"-less fireworks rocket - just kidding, but maybe a prepared zipline?) By day a guard, at night a thief: During day, your wander around as a guard, inconspicuously preparing for your nightly action: Hide tools, open/weaken locks, windows; placing thin climbing rope on an outside wall, copying/manipulating guard orders/patroling plans, adding absolute alcohol to the night guards wine (perception impaired), mapping the grounds, placing crates to climb later on, placing crates/other stuff in such a way that security cameras/guard posts etc. have a slightly blocked way of view, allowing specific undetected movement later at night; photographing/sketching loot items, to produce dummy copies/replacement items, so the nightly theft will not be noticed soon; sabotaging infrastructure (water, electric, heating,food stocks, privy,...), so repairs are needed, weakening security/ allowing distraction/allowing entry. Uncommon scenario: The map will almost be empty of NPCs, maybe only containing one single NPC, but this is an assassine: You have to escape/navigate the map, knowing there is only one adversary, hiding in a dark spot,waiting for you, listening and watching for you ... maybe with a bow, maybe with a sword, maybe on a rooftop, maybe he has set traps (mines..watch your step) ... he uses the shadow as you do, and he wants you dead. Could be a scenario of escape from a heist from a king, making his bodyguard/assassine hunt you. Replay value low due to known hiding spot, but 1st playthrough could be very tense and atmospheric. Ransom/Hostage: Stealing a living (sleeping) person can be more tricky and interesting than stealing dead stuff. You have to be carefull with the hostages health, and are hindered in mobility/climbing prowess/visibility/speed. Hide the body, clear the way, preceed; repeat. In effect, you have to scout ahead, and find ssafe hiding spots for you - and the hostage. Assassination plots: Bringing yourself in position for a good shot with the bow; setting an explosive under a bed, bringing poison, stab a sleeping noble - and escaping - possible clearing your planned escpape path beforehand. Could be combined with a distraction like fireworks (bomb), setting fire to another building, realeasing something (undead, spiders, wolves,...). Could be made more intersting by making the assassination itself difficult: Target wears armor/helmet and uses weapons and is located in a brightly-lit open space, maybe a throne room, guards... Using blade or bow may be difficult, so setting traps (mines) beforehand and bait/lure the target to move towards them (sound arrows?) to kill him. Escape route/entering route of alarmed guards/barracksentrances could be mined beforehand for better escape, too. Rescuing someone from a prison, a hostage, your fence, family member ... Basically like getting out an body, but this time a conscious one; making the NPC following you, and by frobbing making him standing still or follwoing you again, effectively navigating him to safety. For added complexity he could carry big loot that you "aquire" during your escape, or emitting tips or funny comments, mabye giving "fire support" with a bow in specific locations.
  9. It's weird that I'm starting this topic, given I do not make maps. But I'm thinking here, I know you mappers need a lot of time to finish a mission, months at least, but I propose making a contest that lasts one week. "Impossible" I hear you say, but it isn't! what is impossible is to make a polished mission in a week, but you can do the polishing after the contest. I say this because I've participated in a couple of game jams, game development competitions that lasts one week, and if you can make a game in a week you can definitely make a map in the same time. Just focus on gameplay and functionality. I think it's a great exercise and it's a much more fun and interesting experience. Just compare with this latest contest, I didn't even know it was still running and it only has 3 entries. Boring! no matter how great the missions are. It's also a less daunting task, as counter intuitive as it may sound, because if you have months to conclude a mission you konw you'll be competing against potential master pieces. Anyway, just an idea share yours.
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  10. This has been kicking around in my head for a while now. As I've posted elsewhere, I'd be very interested in creating a low budget, pay-by-mission/campaign commercial game based on the Dark Mod. To go commercial, I began thinking of ideas away from the traditional TTLG style Thief world. One of the first ideas I had was that someone in the Inventor's Guild made a device that responded to temporal anomalies or mirrors, allowing the player to timeshift in a manner similar to Metroid Prime 2. Got the idea while watching Doctor Who where there was a temporal crack in Amy Pond's wall that only she could see. With this stolen device the player would be able to see and interact with shimmering cracks that would allow them to slip into heavily guarded places by navigating a 4D maze. But the device has it's risks (which is why it was only a prototype deemed too dangerous for use) as the world on the other side of the crack is similar to Silent Hill or Stephen King's The Langoliers. A nightmare reality full of gibbering ghouls where the use of broadhead arrows and your sword is much more necessary. Another idea came from a book I read called "The Wolf's Hour" by Robert McCammon. It's about a spy in WW2 Germany who also happens to be a werewolf. I had been playing Return to Castle Wolfenstien at the time and I envisioned a game where the player can slip into a heavily guarded place as a wolf, with superior hearing and the ability to see scents in the air similar to Zelda: Twilight Princess. The catch is that you have to leave your clothes and weapons behind when you transform, so you must scout in wolf form to learn the guard patrols and create diversions (like destroying a generator) that will allow you to infiltrate in human form while the guards are distracted/unable to see properly. The same idea would work pretty good in a steampunk world. Then one day I was with my buddy watching a series called "Burn Notice", about a spy who gets disavowed by the government and told he can't leave his homecity of Miami. Without any assets he uses his spy skills to help people who have problems. In one episode he had to rescue a girl who was suckered in by a fake modeling agency and was about to be sent to Russia as human traffic. In another he had to go after a drug cartel who put a hit out on someone for being an accidental witness. WIth the help of a team of friends, he uses stealth and trickery to plant bugs, steal documents, and get bad people arrested/killing each other all while trying to figure out who had him burned over the course of a season. Things don't always go as planned and he sometimes has to shoot his way out of trouble or set up traps beforehand. A good mix of stealth followed by small bursts of action/chase sequences. The episode format meshes pretty well with my idea of pay $3 to $5 per mission, and when a season-like story arc is completed after around 12 missions, the whole season can be released for a discounted price like a commercial game. I would also add some more fantastical elements found within the steampunk genre to the game. Airships that collect electricity (like Stardust) and high buildings connected by skybridges are the first things that come to mind, along with primative magic-based communication technology and equipment. I actually experimented creating a high-rise perspective using the skybox and lots of 1/16 scale models placed below the entity, and setting the floor around the base of the building to skybox_portal. Combined with a portal entity that moves relative to the player, the illusion is quite striking. I could very easily see an airship mission be created by having the skybox entity move on it's own over a skybox city. The only real problem I had with the idea is resizing the models so that the player could see people moving around on the distant buildings.
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  11. Hi this last years i have playing with diferent editors and engines, id tech engines with all radiants , iw radiant, cryengine... I working now with this editor "DarkRadiant" look like best than real doom 3 editor, but in id tech radiants, i dont see a utility for terrain or blend tool and this tool is very useful, now i post how works this tools if like put in the DarkRadiant and other ideas. The Basic Terrain/Patch tool like IW Radiant, for move massive vertices in the patch using the 3d camera window in the editor. (Only for patchs) (For fast change the height of terrains with (Height / Flatten /Smooth...) (3D basic brush in 3d camera window of editor) *In the photo the green is the patch editor window with the options, and the 3d brush in the 3d window The Blend tool, only for patch this use the same tool for change height with different config, using the brush 3d for change the opacity from 100% to 0% with vertices reference. (for decals of terrain and walls decals...) Here info of cod5 http://wiki.modsrepo..._Alpha_Blending (not by me) Other ideas: Add more options of divisions in patch terrain for 2 to 30 all numbers (no 3 to 15 with some numbers). Add grid 512 option. BSP menu like doom 3 editor with the options for compile... 2 Buttons for auto drop the entities (1 for drop the select entitie to floor (brush or patch) in Z axis and the 2 button = but change the angle). *In the photo the blue circle. Textures like clip... option to make semi transparent in the editor 3d view Option for 2d view at move in this view the display names hide and some entities hide for no lag at move the 2d camera For DarkRadiant and mod: Option of basic collision particles (like quake 4 ?) collision with ground, for sparks for example. Thanks.
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