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So, what are you working on right now?


Springheel

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Following on from my previous post, here are some more choice shots for you lot to have a butchers at, enjoy ;-)

 

Your, sir, are an artist!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Your, sir, are an artist!

This map started life as part of the first campaign mission, and was part of the north & north west section that had to be cut because Melan and I kept hitting hard limits within the Darkmod engine and because said mission was just too big for your average TDM players PCs to handle. The original map was made up of work done by Fidcal, Tels, Flanders and then Melan and myself sticked it all together.

 

The map then languished on the Campaign SVN for ages and it wasn't untill the Amazon contest was announced that I hatched the idea of using the map as a basis for a city mission for submittion into said contest. But then as we all learned it was for US taffers only and I then lost all motivation to do anything with it. But after a few months has passed I decided to ask for help building additional sections of the map and thus far Skacky & Gman have stepped up and provided the foundations for half of the work you see in the shots above. I just did several detail passes and bouts of internior decorating etc.

 

To traverse the map takes about 10-15 mins in RT to get from one end to the other in notarget mode, but once all the final touches to the patrols, readables and objectives are done I envisage this figure will be more like 2-3+ hours game play time. With levels of difficulty ranging from normal Thief 1/2 on easy to as hard as TDM can get on expert.

 

On a side note, as a consecuence of so many people working in this map we have potentially developed a new way of multiple authors work on the same map at the same time. We will most lickly be using said technique when work resumes on the campaign in ernest.

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Damn Biker, save some surprises for the mission release! :P

Edited by Goldwell
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The panel textures in shot 3 are a bit misaligned, and it would look better if they would stand out a bit to add more plasticity.

 

The same applies to image one. It's all a bit flat. You could consider changing the texture on the floor in shot 1 which you used for the ceiling in shot 2, as it looks a bit out of place.

 

Besides that the compositions looks really nice, especially your choice of textures.

 

Btw: If you consider adding a carpet on the stairs in shot 3, send me the dimensions and number of steps and I can make this for you. :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Very nice shots. It looks like an old place, so maybe consider adding some dirt decals and spider webs at the ceiling.

 

In shot 5 the stone texture of the wall is clearly misaligned. Either align it or add some support there to cover it. A simple wooden beam should suffice.

 

The red runner in shot 6 in front of the window is clearly stretched. Donno how it looks in game, but you may consider either resizing it or use a different, quadratic texture.

 

Otherwise very good work. It seems Bikerdude is getting more and more competition. :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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@Sirtaff, looking at MB's shots it reminded me of the one crit I always have of your map building. And that is scale, a good example of the right scale is those stairs with the green wall paper.

I can second that. But to be fair one must say that this is one of the hardest parts to get right in TDM editing omho.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Ha! The toilet looks like a royal tomb or something. :laugh:

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Seems a bit odd that something so over-the-top ornate would have a plain wooden toilet.

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Yeah. It's a throne room. :ph34r:

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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