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Thanks, but all efforts are unsuccessful up to this moment. Looks like I'll keep stuck to Thief's den settings when it comes to editing. It gives me everything I need so I can create a basic mission with guards. And it looks fine. I hope this won't meet objections
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That sounds familiar, I lost a lot of my dromed work over the years. But luckily I was able to find one unfinished mission to show the team when I was applying for betamapper. If you want you can upload what you got for the map so far so we can take a look at it.
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A Deus Ex INSPIRED MOD called GENETIC DISORDER!
Mortem Desino replied to ultimatemale420's topic in The Dark Mod
A good example might be a friend of mine who wanted to make a Thiefy HL2 mod. I told him to start slow: see if he can just make a lightgem that works in vanilla half-life 2, and demanded that he do it by himself before he even thinks of building a team. Heck: even SEEING the lightgem would add a really cool new gameplay value and attract attention to him. He quit after downloading and wading through the source sdk. Not what I want to see out of any mod project. EDIT: You know: if I wasn't busy with Dark Mod, college, orchestra, etc, I probably wouldn't have minded starting off with this by little projects; Make a little doom 3 mission/map in a DX-style, and get my english-major older brother to help with a story. See? Start simple. What I mentioned above can be done by 1 man, and its already something small, but neat; It's cool but can set up for tons of expansion. -
Hello, I'm out of the city so I currently can't take screenshots. I'll take them later. I have problems with the demo, not my mapping attempts. My hardware specs are - Celeron 1.5, 1 GB of Ram, 128 MB Video RAM, Intel 946 GZ integrated chipset. I don't have any problems with playing Thief 3, Doom 3 (native and patched to the required version). The first mission from The Dark Mod - Thief's Den also runs fine and there are only one or two objectives I haven't completed. I only have problems with Tears of St. Lucia. Initially I have trouble with visualizing the map, later I found it's related to the Bloom problem (described in one of the other threads). I downloaded the required file and now I can visualize the city. However, lights don't render properly in game. I changed render mode from "fast" to "standart", but it only partially fixed the problem. Now the flame of the torches look very dim, but at least it's visible. AIs in the game also look strangely transpared and I barely see them.
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Well believe it or not, im already %30 done this mission. Everything is coming along very quickly (im a old dromed monster). I had big-ish plans for it (including it in a campaign), though I have no qualms stripping the story out and integrating it into whatever you guys have going. So yes, I would love to map with you guys
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Lol ya the lanterns/colored lighting are a bit weird, but you know, its only stuff from Saint Lucia. Have yet to really figure out a color palette for lighting as well. Same for the crucifix/hammer, I'm having some custom textures made for the window (to make it a crucifix). Random cool fact - it's realistically mapped after a real cathedral . And yes, it is gonna be a "real" mission, part of a bigger campaign/story, but I think I would need beta mapper status Speaking of which, where can I apply for that? Thanks, GC
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Now that's how to do arches! Make nice prefabs. Good work both architecturally, texturing, and lighting. We could use a better lantern for that situation but still. The only query I would have is the christian crucifix and also the inverted hammer windows. Don't know where they stand in the Dark Mod universe. Is this a test piece or will it become a real mission?
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Installing the Pre Beta Maps and ubuntu 9.04 = Epic Fail?
jay pettitt posted a topic in The Dark Mod
Hi guys, I hear you make a cool new mod. Have you thought about using the Unreal engine - I hear it's really hot!!! Has anyone had any joy getting Thief's Den or St Lucia running on Ubuntu 9.04? I've apt-got libdeveil1c2 via the synaptic package manager, though I couldn't find libmng so I installed libmng1 instead, whatever that does. Oh and I've patched Doom, which works a treat. Wine seemed to unpack the mission .exe files successfully. Anyhow, the Darkmod maps just crash back to desktop after the splash screen when I try to launch them. I've tried on three different computers with slightly different hardware and it's always the same, all with pretty much fresh installs of Ubuntu 9.04. Grrr! On a happier note, Darkradiant compiles easily and seems to be running well... Still, it's all looking very awesome from the screenshots -
I dunno how i managed to double post hours later. Anyway, I figured out my visportal issue. I had aout 20 of them turning on/off simutaneously. I merged them into a single visportal and it fixed the crash. Hopefully post some pics tonight, my mission is coming along nicely . CG
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What we are badly in need of is collision sounds, Jay. Think of the kinds of movable things you might typically run into in a Thief mission--candlestick holders, chairs, swords, arrows, bottles. Chances are, we need a good series of collision sounds for it. Generally, we make sounds for the object hitting a hard surface (3-4 samples), and then generic thuds for hitting soft surfaces. Right now we're re-using the same sounds for most objects and could really use some more distinctive ones, especially for wood objects (planks, small pieces of furniture, wooden mugs, etc).
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The new "Nosewipe" animation is very well-done, but it's awfully close to crossing the line into too comical for TDM. We want to avoid the cartoon-like comedy of TDS and keep our characters more realistic and gritty. It's also very distinctive--once you see two or three characters do it in the same mission, it starts to feel a bit forced. That animation might be better for use at path_animations, rather than a generic idle, so mappers can choose which characters do it, and when.
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I have a noblewoman in the heart.map and have to decide whether to keep her in for release at or soon after Release 1. I'm assuming there is no way it will be fully ready or any other female character. But will the entity be provided with Release 1? If so, I'm considering at least making a 'sick' noblewoman who is totally neutral and in sleep mode and either somehow disable the voice or decrease her acuities so she never wakes up from her 'fever'. At least then there will be a lady of the house. Gets a bit tiresome trying to make stories with only the male half and not a single female figure. We've had at least three Thieves' hideouts plus three Builder FMs. But for a real mansion style home mission it really needs female nobles and servants to bring it to life.
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There's a pagan woman in a green dress (although she's not wearing any underwear, might stun some puritans). She was in the old ai_arena map and saw her corpse in demagogue's map. We could have a mission where she's our drunken celebrity who goes around not wearing underwear and you must take a deguerrotype of her stepping out of a coach, then sell it to a bunch of tabloids.
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Oh I see. Clever, in a "necessary but less-than-ideal hack" kind of way. It's interesting that the light texture's alpha channel is available though; once I was experimenting with gloss map shaders, and never achieved success trying to use the alpha channel of the specular map for this purpose. I concluded that the game was simply not loading alpha channels from specular maps (or providing it to the shader); perhaps in fact this was the same problem with the removal of a black alpha map that you encountered here. The clouds are actually very subtle; I had to go back and increase the contrast several times before you could even notice them in game. You would have to increase it a lot more before things could actually be obscured in the dark patches. Besider, in my view anything crucial for the mission should certainly not be left buried in an ambient light somewhere.
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Wow, what progress! All of your work is so impressive! The sleep mode is great, and looks really smooth. I got a laugh as he got up, went to the end of the room, turned around and went back to bed - as if he got up just to turn the ringing alarm clock off! - I can relate to that! HAH. Little expecting him to pause a bit in the situp position from laying down - sort of like clearing his head..wiping the sleep from his eyes idea - but still is fantastic! Love seeing the monthly updates, and am always waiting day after day ( in the mid of the following month) to see the next one - it's like another turn of a page in a great novel; - cant see what's going on next. Rope swinging is cool, that should be a lot of fun, and cant wait to try out the lockpicks! Hmm, I get a feeling someone is working on a mission somewhere with these new implements - I hope THANKS for all the good work!! THis whole thing is going to turn out unbeleivably good!!
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Yes, I was thinking the same. I'll look at DR's entity tree first to see if it helps here. I've not had time to even start this yet. It also occurred to me that perhaps these size/hardness groups might be used for something else in the future perhaps. Also, that giant key thing, I realized why it rang a bell. In a T2 mission someone made a crowbar as a key entity. So I think anyone creating a new moveable entity needs to consider these groups and not just inherit.
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That's OK. The actual levels are still up for discussion. I'm focusing right now on defining and assigning the groups then levels can be tested in any mission and any situation as well as the test map. Meanwhile I'll re-assess and raise some of the levels a bit.
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So, I've been messing with all the great info on the wiki for TDM and DR (especially Fidcal's tutorial, thanks man). I've got a map that I've been building to experiment with and practice various things with DR, and now it is nearing a complete state, one that might make an interesting, albeit small, FM. What's the stance from the TDM guys, is it OK to release these missions publicly? If so, any stipulations, such as checking them out withe the TDM team first? To be honest, I'm surprised I haven't seen more of this since St. Lucia was released. There's plenty of assets in there to release a decent sized mission.
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That's another point in favour of re-using textures whereever possible. The more textures that are used the longer a mission takes to load. You can do some very effective things with blends, maskcolors and rgb values.
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You could, but why would you want to? Making a map in the same *style* as a Thief mission is certainly doable, and could be cool (we have a Bonehoard-style map in the works). But copying the architecture would just spoil it for anyone who knew the original level, IMO (unless the intent is to actually update the level on a modern engine, which is tempting but obviously a copyright no-no).
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Nice. A dead city watch ragdoll fits nicely into this first map I'm making (largely based on tutorial map). I'm thinking of having it as an object to get him to a certain area for mission to complete, but maybe I should wait for such stuff until the objectives editor is finished? By the way. The "thug" I created in this tutorial has a large black cube instead of a head. Is it a genetic defect, or do I have to do something more than just create the NPC? I followed the tutorial instructions...
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Can't find anything in the wiki about this. How to create an AI that is dead at start of the mission?
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Any interest in becoming a beta-mapper and making your mission with the updated assets?
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Hey, thanks for the kind words, yep, that was mine (my only release). I actually go by Brethren now on TTLG, I should probably change it here too. Another question for the TDM team - will all maps created now and in the future up to the actual release of the mod, will they work with the final product? I would think the obvious answer would be yes, but I've read a few thing about Thieves Den not working with the St. Lucia release, or something similar to that. OK one more - are rope arrows disabled in St Lucia? I tried to put one in my mission, and it crashed (well, it wouldn't start up at least).
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Are you the Brother Renault that released "Through no vault of my own"? Because that was a great little mission.