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  1. 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
  2. I don't hate HL2 or steam, ist just that you can't change editor right away. And i think doom3 is more like a zombie game. HEHE! but me and rgun really talked for it about a week, and i can really see the posebilityes of using source, becouse that really blow him away and got some really nice ideas for the mod and the missions. witch i ofcourse can't speak of here. And our streets in doom3 became laggy when we put some models in and even we made viportals it couldn't work So now i can't make medieval strugtures any more.HEH. Well..... nothing to do about it. HAMMER SUCKS!
  3. Yay! Another woo Vs the Mechs debate! I'm a T2 guy myself, I played it first and it's still in my top three favourite games. THe amount of woo and other nonsense in T1 really put me off the game. I have to say though, the Cradle mission from T3 was excellent, so woo can be done well. My favoutie mission types are generally the normal mansion/bank/warehouse/museum jobs, the sort of thing a thief would actually do, not those silly save-the-world-superhero or ghostbuster missions
  4. samething with me. I love mansions - it's just an incredible feeling to sneak through a highly guarded palace and grab all you can. But I also like zombie-missions like in T1 - I remember the first time I ever played thief, walked into Cragsleft and saw this rotten body on the floor. I didn't care about it, cauze I was looking for the way up to the prison, but suddenly there was a noise right behind me, I turned around and it scared the hell out of me ! I think everyone made similar experiences, while playing thief - it's just the best game ever and I appreciate EVERY mission - OMs and FMs. another thing was this undercover mission in T1 (don't know, how it's called in the english version). I really loved it.
  5. Here's another cool batch of Egyptian coins...might be neat to include the bottom two for some variety. Perhaps to put in ancient ruin missions. http://www.geocities.com/fareastwonders/CO...ns/egyptian.jpg
  6. The city hb was like this. But we could extract the shop idea and make it into a mini-game which loads before real missions loads. Just like the shop screen would. Or do you mean a shop that will be included into an FM? In this case how should this work? It oculd only work like this that we create a mini mpa for it, and the FM author extends his level around it. Like it was done in The Seventh Crystal (I think).
  7. I want creatures. I like them. All my favourite missions are monster related: The cathedral, the cradle and the bonehoard. I did like the kurshok more than the craymen though.
  8. I rellay love it. Looks great! the only thing that I would like to have is also to display the size of the FM, and wether I already finished it (like in DarkLoader). We also will need some description to be displayed. The name alone is not of much help if you have 400 missions to select from. And I hope that, over time, we will get as much for our mod as for T1/T2.
  9. Yeah, but Thief music isn't really music in the strictest sense, it's more like a bunch of seperate ambient sounds that can mix well together into something that sounds similar to music. It's all locational, certain bits will come and go depending on where you're at...for example Start of the mission: A subtle sound effect similar to someone humming "oooohh OOOOHH ohhh" Inside the mansion: A slow, monotonous background beat begins to play. Gives you the impression that you're truly starting what you set out to do. The basement: An odd warble accompanies the previous 2 effects, adds tension to the creepy enviroment It's all layered like that. It's not something you'd score like a movie soundtrack, all you'd need to know before you start writing the music is the theme, the mood, and the locations. This is just for the missions of course, for cutscenes it'd work more like what you said.
  10. Hmmm, you're probably right about the T3 engine being able to handle the larger missions. I just wonder if it wouldn't bog down since it doesn't seem to be as finely tuned as the doom engine.
  11. Oh god, not the sword vs dagger again. The size argument just doesn't work, since we also have a thief walking around with a longbow and quiver full of arrows, and who can carry a dozen goblets, plates and paintings around with him on missions. No one is talking about having a thief with a five foot broadsword, either. But a short sword makes sense (and is also the classic D&D Thief weapon, btw). Arguments for a (small) sword: 1. Continuity. Two of the three Thief Games have Garrett using a sword. (and interestingly enough, even in T3 the other Thieves in the game had swords) 2. Versatility. Garrett doesn't just break into houses, he also travels through underground ruins, crypts and pagan forests. Any character who risks battling zombies, giant spiders, treebeasts and burricks is going to want something longer than a dagger. 3. Gameplay. Fighting with a dagger comes down to clicking fast and circle-strafing. In terms of gameplay it was not enjoyable at all, at least for me. The sword fighting in T1&2 allowed for parrying and fencing, and was more fun to do. Now, I suppose we could allow for both options...although I can't think of a situation where a dagger would be preferable to either a short sword or a blackjack. But please, if we decide not to use a sword, let's not do it because it's "realistic".
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