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  1. I could use some bits and pieces from that floorplan, but I've already got Goldfish doing some concept art and plans for my mansion mission. I envision it as being a bit more humble than what BT had shown, but still nice and atmospheric...the best example comes from the Marsden Archive (where I've based quite a few of my recent ideas): I like the style, it fits perfectly with what I had in mind from the beginning. A fairly wealthy nobleman of some standing who's family is currently slipping into ruin. They're on their last leg and have definately seen better days, but they still hold enough power at the moment to be somewhat of an influence in the city.
  2. Cool, that might even be big enough to stage the whole mansion mission on, if we added a large cellar full of crypts and scary things, and maybe a few out buildings.
  3. We will definately try to provide as many materials as possible for FM authors to produce a wide variety of locations. I would love to see a mission that takes place in the woods.
  4. Yup, house still standing. Ok, here we go: The revised underground ambient is good. It could possibly be made into a loop since I believe the engine is capable of doing fadeouts anyway. (Right?) The revised musicbox is great (could perhaps be a little longer). Exactly what I meant. I also moved the dotP task from ambients to soundeffects, and named it "frob_instrument_musicbox" and marked it as 95% finished (in case you want to change something). It's now uploaded to CVS as well. (You can always make new revisions of sounds uploaded to CVS once you get it set up.) The waterdrips: I think it would be better to make a longer loop with several drips instead of doing it like that. My guess is that a mission designer would just like to slap on a background loop with a few drips here and there. The actual sounds sound good though. The loot pickup: You're on to something there. I do think we agreed early on that we wanted the loot pickup to sound to be very much like the original. So keep experimenting! Pickup sound: Great! Love it! It's on CVS as well, named "tool_pickup" under sound/sfx/tools. The task on dotP is marked 100% as well. Victrola: Also great. Also now on CVS, named "frob_instrument_victrola". The task is marked 95% finished in case you want to change it, but personally, I think it's great as it is. You could always make a few more tunes and we can then let the level designer choose from a few different victrolas.
  5. Domarius

    Audio Format

    All the Thief games use dynamic ambience that blends from one area to another. You have a church with a choir ambience, you walk into a hallway that leads to the crypt and you get a mix of choir and scarey ambience, and when you enter the crypt, you get scarey ambience. I think the mix is done specifically, with an intermediate zone that says "play this AND this as well". But of course, you can hear the ambience from one zone playing over the current one, if you are close enough to it. I think this freedom of re-usability should be maintained. If someone wants to use your ambience where there is NO background hum around, well, I don't think it's so good. Why not make the hum and the music seperate files, and let the author play them both in the level? WILL there be a noticible difference when jumping from 96 to 160? Maybe if you're an audio technician. I used to fiddle with sounds a bit and I don't think I'd notice the difference even if they were overlayed, as long as they both sounded "good" quality. (Whereas I noticed that in older games, I would get used to the 11khz sound quality and think it sounded "good" and then hear something else, like a CD play, and THEN I'd notice the difference when it was overlayed) I'd be keeping the sounds seperate at any cost, just so people can re-use your media. FM authors coming up with interesting uses for the existing T2 media, including ambience, always surprised me. One particular ambience, that I thought suited a deep forest, became freaky and scarey in another mission (cause of the associated visuals of course). (Sorry, usually I edit down my ramblings...)
  6. I also thought that they look like made of bone. At least some of them I can imagine to fit in a hammerite office when they are textured with a metallic silvery look. But I guess some of them should be made to look less organic. Maybe we should take the name Bonehoard literally and make a mission out of it. Something with arcane mages and such. These chairs would perfectly fit such a scenario.
  7. Conduit Box, not sure if it's too modern for the mod, but i think it would be nifty if in a mission, you could turn off lights to certain parts of a house from the basement or first floor conduit box.
  8. We won't be supporting multiplayer as it is currently the focus of the Night Blade Mod, another Thief style game. I'm sure fan mission authors could mod our tools once released and modify it to be balanced as a multiplayer though. As it stands now though, we are balancing the editing tools for classic single player missions.
  9. Proplem is that it will disrupt the gameflow. We would need a daycycle, and how should we code the AI for that? And it wouldn't be good for slower players probably forcing a certain pace. This would also affect mission creation and many other things. We could do something like that for our campaing, but not as a standard feature.
  10. That would be cool, if you hung around till monring and light came flooding in through the windows and lot's of AI showed up going about their daily business. I'd love a mission like that.
  11. I don't see why the clocks couldn't keep accurate time...what's the longest mission you ever played inside a single building? Five hours? Six? Plenty of time for it to still be night.
  12. Very nice clock Atti) THe clocks and real time did work in T2, there was an easter egg involving the clocks in the bank mission, I think when the clock hit a certain time the bank vault opened or something.
  13. i think the clock-face should not move...the time should be fixed on it..just imagine how ridiculois would it be to start a night mission at 4am play some hours but in-game its still night.. about the pendulum..separated or not i dont know which would be better
  14. That doesn't really help you, once you lost oritentation. I don't know why everybody is so opposed to a rotating compass. It's not as if this would change ther entire game, and there ar people (like me) who wants it. No. The aim is to go through the caves and reach your objectives. It's not really fun to get lost and having to reload to return to a known spot and walking the entire way. That's one reason why I didn't really like the bonehoard mission in T1. The gem can be prerendered and it would look really good. And the compass would be enough if it has a good texture. I know.
  15. I'm glad so many of you mostly agree with my idea. While I NEVER used mines on humans, they really helped even the odds against those dangerous type creatures. But SneaksieDave thought of something I didn't - you could POSSIBLY trap AI guards in a hallway by putting a mine at each end. However, that's expensive, and I've yet to see the Theif mission (original or fan) where I had more than 3 mines. So it might not be a problem at all. If it is a problem, then we should look into some way for Guards to disarm them. And take them for themselves. Heh. That'd make you think twice about placing them Maybe if they've seen them, they're quite free to pick them up, and you never see them again. (edit) The destroying idea is good, but requires they have projectiles. And then they'd have to think about who else is around so they didn't kill their friends. I think my idea above is simpler.
  16. we're creating a tool-set for FM designers and we want to provide everything for a thief-like mission. and thief (especially T2 for example partytime) has a lot of outdoor-areas. the D3 engine is powerfull - powerfull in small corridors like on the station on mars. I don't want to stress the engine just for a simple object like a barrel. and if I can make a model, with almost half polys, that looks almost the same, so why keep the otherone ? I also don't like it, when things are done twice, but be serious - how long did the barrel take ? mine took me about 10 minutes and I'm not a experienced modeller.
  17. ahh, good work milord. I'd get them converted myself, but I got to finish Imperium mission 1 soon.
  18. One thing that bothered me somewhat is that in Thief is that you would be searched for in odd circumstances. In Cragscleft, I released the prisoners, but made a racket in the process. The prisoners who should be running for their lives try looking for me, and when they find me they run to a hammer who kills them. Allow for some room for AI so that not every mission has to be about breaking and entering. There could be downtime missions where you are just exploring the City streets in mid-day with a throng of other citizens. These would help make storytelling more flexable. I must say I'm very impressed! Please keep up the diligent work
  19. oDDity

    Memories

    Yes, but you have to understand, I'm on a mission to nerf the blackjack, or at least balance it, give it a few cons, the only current one being that you have to be right beside the AI to use it (which, let's face it, isn't that hard) So, an AI becomes unBJable the instant he hears or sees anyting suspicious - no 'what was that?' line first. This means that yur sneak up on an AI will have to be absolutely perfect for a knockout to work. AI with helmets cannot be knocked out - that makes no sense whatsoever. If you take out more than two AI on a level, all the AI on that level are constanty expecting trouble and are very wary, their sight and hearing are far more acute so they can no longer be BJed. I don't think a player should be able to taff through a level knocking out all the AI with no inconveniece to himself.
  20. dear oDDity and Sparhawk actually i was checking the almost every arrow image in the google search..There are hundreds of arrows with different structure.especially old days ...I can make it bigger. I was trying to make something in the middle bu sure i can make them bigger and i made that bow yes little bit eastern style. Yes you can call it horsebow but i have seen in many ancient paintings that they were also using this kind of bow too in some tribes in europe...But not that much common.. But im not saying we should use them as a weapon in the game. I was even thinking to put this bow in somekind of merchant's house.. as a prop....Or a guard's room as a war memory item..you know.. Because in the game we should use more gothic bow for our animated characters. But i think i ll be modelling little bit more detail on that one.... And i think we should model different arrows for each fraction what do you think? Cuz as far as i learned archers are totally insane with the style of their bows and arrows.. So i think it would be nice to see all kinds of different bows around.. and the type of arrows. The spikey one for cutting strings ropes. In many sea wars and other circumstances archers were using it to cut strings ropes.. We can even use it i n the game..think about this level .our Thief should rescue someone from execution. I mean he has to make a perfect shot with this arrow in order to cut the rope...So that arrow is in some merchant's house.so this can be a side mission.....i mean im just giving an idea..dont turn red! instantly! You see firearrow below.. And normal arrow for lightshields. And the last one (the bottom) is especially for horses and very heavy armour. I was checking the size of the body structure somehow all of them was same. Just the tops are different. Probably in battle they were using different ones for different section of enemy armies.. best...
  21. Hey guys, I have to admit I have never played a Thief fan mission. By the time I discovered the community, I was already playing T3, and I've never gone back to installing the earlier games. I've decide it's worth doing, however, so I was curious what people would recommend as a 'must have' download.
  22. I've been hoping and praying for years that EA would make a new M.U.L.E. game (still the best and most fun economics simulator ever made) but it was made back when EA was just a bunch of guys who loved making games, before it went corporate, so that wish is very unlikely EDIT: I dunno why my copy was bugged, but i could never get the last puzzle peice in impossible mission, i know others had the same problem. "Stay awhile, stay FOREVER! Ha Ha Ha".... sigh.
  23. Pfft! Try getting through impossible mission only to find out theres a bug that makes it so you CAN'T finish the game. That, and level 99 on jumpman jr.
  24. Just curious about people's favourite missions from T1/2. I think you can tell a lot about what somone's vision of Thief is by their favourite moments from those games. Personally, I loved the Bonehoard and the first Underground citadel maps. I liked the idea of exploring ancient ruins, with old traps and zombies running around. I loved the Ramirez mission where you had to follow the assassins through the city. Stalking someone through the shadows was a great feeling. And I loved the Thieves' Highway in T2. The idea of being able to go where other people couldn't was very appealing. I also loved the idea of the quarrantined section of town (can't think of the name). That was a beautiful concept, and I hope we can work something similar into our own campaign. I generally did NOT like the mechanist stuff from T2, particularly the grenade launchers and surveillance cameras. Too high-tech for my taste. The boiler bots were not quite as bad, but still far from my favourite.
  25. Bascially I loved all those mission where you wre running around in mansions. Favourite one is Life of the party. The view of anglewatch, when I first saw it, was really absolutely astounding. Never cared much for the Zombie or underground levels, except Return To Cathedral. But I'm a little torn there because the Zombie maps are all very exciting.
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