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Found 4 results

  1. When I passed first mission in Thief Gold I have both ave to how team recreate middle age in video game, but also some pet peeves. Mostly with paintings being mix and match of different styles and technology, which I do not blame TTLG for that, sometimes stuff should be made not how they look like, but how we want to see them. For The Dark Mod, I cant tell 'problems' like that in general, since every mission is individual and made with passion from fans to fans. Of course The Dark Mod and Thief series took place in own universe and its mix of eras and technology, but why not daydreaming about make the setting for arts and crafts part of universe more clear? Discovering great ideas and switch lack of knowing subject with something more accurate. Architecture and interiors. What I remember from classes, and exhibitions 'how ppl live before' etc. 'Old' mansions and villas were built differently than how we see big house today. And Im curious if its possible to make historically accurate mansion/or replica of existing one and still from map design eye it will be okay for player to navigate through and keeping the standard of letting player walk the route how they want. I don't have bigger problems with churches. In general churches looks great in all games, probably because the form of christian church is recognizable enough and its hard to not make it bad for first sight. The cathedral and hammerite complex from ruined district from TDP/TG was made very reliable. I wish to see a church with painted walls, and decoration on rooftop, like a lot of gothic churches had, or strict middle age church by construction. The Angel Watch building is another story, what I love is fact Karras not also is a engineering genius, and sick man who made his own cult, but also he hired great interior designer who made Angel Watch art deco futuristic(according how mostly The City looks like) interiors, probably intimidating for anyone who isn't open for new aesthetic. Very brave choice. The streets and city plan, I have actually a very little idea how it should look good. I mean we are all imagine streets as small dirty with back alleys and buildings grew one on another to keep a lot of ppl in small space. Textures/colors/patterns Thief did GREAT job with it for me, colorful mansions, starry sky on ceiling, reds greens yellows and blue going together. I feel like TDM is more XIX century than middle age in here, but I'm not sure about it. Furnitures, I have very little knowledge on this field probably there are things off... But box-beds are pretty cute, they existed since late middle age and still existed in XIX century interiors. Arts and crafts. The eras are pretty wide and wild with painting topics, in Thief we can spot some paintings did for this game(like The Order of Hammer God vs Trickster) but also paintings from middle age to not sure if not XVII-XVIII century art. While I will ignore about the technology of painting changed in that time, it pet peeves me from subject of paintings. Different fashion subjects were popular in those times, heck even perception of artist changed. The Dark Mod its more close and clear with paintings, even artworks are from different eras. The choose of portraits, landscapes and some historical/storytelling scenes makes more sense at first sight. The technology for stained glass in Thief its more XIX century, a lot of detail but also work which goes with payment, seems Order of Hammer is pretty generous with commissioning. I had class from stained glass and even making wobbly middle age rip off needs a lot of effort to make a drawing and not making big mess of color blobs. I don't remember/payed attention to look at stained glass in TDM. Tapestry, oh boy oh boy, its clear the one who choose them in Thief did not see one in museum or gallery. These are huuuge, 3-4 meters, and each one had a lot of details. The game did not bring the size of them. I do not talk about the tapestry made for game, but the one from existing one, like The Lady and The Unicorn series Sculpture I remember is weakly exposed in Thief series. Due to game engine in first two games the sculptures are very boxy and simple with composition, and middle age like when it comes to amount of drapery to character features. TDM have bust portraits and some small sculptures If I remember? About tombstones and grave sculptures, its complicated(because it touches more about how society sees the death and funeral) but lets say its alright, though could be more detail about making floor and walls in churches fulfilled with tombstones with sleeping man. -- I didn't count Thief Deadly Shadows because I remember it very poorly to talk about it. Probably there are more but I forgot, sounds like opportunity to go through some missions. As last note, I am after years of history of art class in high school, and some in college, I don't remember probably a lot but why not start the topic. And as its more or less clear English isn't my first language, and I want to apologize for grammar errors in this textwall.
  2. Obviously, the main way to contribute to TDM is to contribute work and expertise. FMs, tech improvements, every little helps... I've been thinking about whether, besides general TDM trailers, previews, FM briefings, wallpapers, promo images, and so on and so forth, we could drum up a little amount of extra publicity for TDM via more physically tangible, but financially permissible promotional materials. As I note in the title of this thread, how about using a few select paper models, each with a The Dark Mod theme (and the associated stylistics), as something of a fan keepsake new or old fans of our freeware game could build and keep ? I'm under no illussions it would be amazing or anything. However, as a bit of a feelie, done in free time as simple promotion by some members of what is essentially a hobbyist freeware dev team, I think it would be an aptly humble, but still original bit of extra promotion. Everyone expects wallpapers, screenshots, promo videos, and so on, but some papercraft promo could help add a little bit of different flair to that more conventional promotion we already have covered. You might think "Okay, a few people will build those paper models, but how effective could this promo be, anyway ?". Well, as much as I don't have any illussions... Imagine if someone puts a building from Bridgeport paper model on their desk, next to their computer, at their own apartment/house or at their dorm room, and someone eventually asks: "Nice ! Is that a real building ? What's that from ?". The owner, who also plays TDM in their free time and is already a fan, can say: "Well, it's from this and that stealth game with this and that style setting. Want to see it ?" Then he can show the curious guy or gal this site, a trailer or two, start up the game and show some gameplay from a mission or two, the training mission... Who knows, maybe he'll get that other person interested, maybe even hooked. And it all starts with a simple paper model of some building from the TDM world. Now, playing the game in front of them could achieve a similar result. Having a TDM wallpaper as the background on the screen, or being caught watching a trailer video or Let's Play video of TDM could achieve similar results too. In the end, though, those things are wholly digital. They're not as immediate and tangible in the same manner as a paper model can be. Yes, at the end of the day, it's just card paper with textured surfaces printed on one side, skillfully cut out, assembled and glued together. But it's still a physical object, giving you more of a 3D feel than just a 2D screen (and not necessitating any VR equipment for greater immersion, beyond the limitations of that on-screen imagery). Now, concerning what the paper models would encompass, how they'd be constructed and look, I think we have to be realistic about it: Most people can bother with a paper model of a simple enough building or object, but they won't be assembling detailed paper models of, e.g. a City Watch guard. Ergo, the TDM promotional paper models we could have should focus on two areas: 1.) architecture from the setting, primarily that of The City and other urban environments (clocktower, medieval townhouses, some castle or manor house, etc., you name it); 2.) gadgets and items carried by the player character thieves in the game (a paper model of a mine or even a flashbomb, a paper model of a potion bottle or of the small hooded lantern, etc.). The surface and details should be based on textures we assign to their models directly in the game. This is obvious in the case of the gadgets and items. In the case of buildings, they could either recreate an iconic building from some FM's scenery, or they could just as easily depict a generic building, but with the same combination of building textures as you see on buildings in TDM missions. The same stone textures on the outer walls, the typical late-medieval/early modern style windows, with their metal grills and glass panes, etc. Having the paper models designed and textured in such a way that they'd reflect TDM's predominantly night time setting (including dimly lit windows on buildings) would be a pretty cool move, IMHO. It would also be accurate to the atmosphere of the game. Distribution method... Could be available for download among the promo materials section on the site, either in .pdf format or some image format (.jpg or .png). Should I take a stab at designing some basic model concepts in my free time, if I'm ever bored ? Just as a test whether we could create TDM paper models in the first place. I think there is some merit to using paper models as an inexpensive and entirely ancilliary, but still useful promotional item. Especially for a freeware labour of love like this one, tirelessly being worked on for over 16 years. Sixteen years of this much patient fan devotion is nothing to sneeze at.
  3. Amazing work, Broken Glass Studios! Thank you so much for your efforts. The new inventory system looks incredibly appealing!
  4. I was wondering if anyone from the community or DarkMod team could make a Coop mode for the TheDarkMod? I was trying to do the coop mod with my friend on Thief II: The Metal Age and we didn't really understood it very good. So, is there anyway possible to make a coop mod that is easy to do and the community could make coop fan missions for? I would love to have a server browser but if you can't IP Address connecting would be fine too. Thanks to the people who reply to this new topic..
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