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Darkmod: Inspiration thread


Bikerdude

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Yep. It`s real. [ http://en.wikipedia..../Sedlec_Ossuary ].

The ultimate "haunt"-level.

A similar place are the catacombes of paris. [ http://en.wikipedia....acombs_of_Paris ]

 

I don`t know if you people need even more ( :D ) inspiration and templates for building- and townconstruction.

So i did a a little collection (google picture search-results)

of german places ( towns/ cathedrals ), which are "authentic" and don`t have been bombed out throughout WW2 or are completely restored.

I love medieval places, which is an essential requirement playing the TDM ;) .

 

Altenberger Dom (cathedral near Cologne):

https://www.google.d...iw=1920&bih=910

 

Meersburg:

https://www.google.d...iw=1920&bih=910

 

Marburg:

https://www.google.d...iw=1920&bih=910

 

Heidelberg:

https://www.google.d...iw=1920&bih=910

 

Zons:

https://www.google.d...iw=1920&bih=910

 

Ulm:

https://www.google.d...iw=1920&bih=910

 

Bamberg:

https://www.google.d...ficial&tbm=isch

 

Schiltach:

https://www.google.d...ficial&tbm=isch

 

Neckargemünd:

https://www.google.d...ficial&tbm=isch

 

Konstanz:

https://www.google.d...ficial&tbm=isch

 

Salzburg (Austria).

https://www.google.d...iw=1920&bih=910

 

And if there is anyone of you interested in an authentic inside view of medieval german farm-houses, visit the outdoor museum of Kommern ( Eifel / close to cologne ):

https://www.google.d...iw=1920&bih=910

 

This is a really good template for mapping.

 

 

Uuups! How could I forget ..... . . . . . . .

 

Vienna (Austria) [ optimal four maps containig houses of healthy merchants, Earls and stuff ]:

https://www.google.d...0&bih=910&dpr=1

 

Vienna-special: Catacombs and towers of St. Stephan:

https://www.google.d...iw=1920&bih=910

 

Prague [ THE city for fans of medieval structures ]:

https://www.google.d...ficial&tbm=isch

Edited by vvGarrettvv
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Not inspiration as so much as instruction:

 

Thief vs. Deus Ex - A Design Discussion

 

A 60 minute talk between Warren Spector and Doug Church, very interesting.

 

Beginning Level Design, Part 1

 

Beginning Level Design, Part 2

 

These two are by Tim Ryan. I don't particularly agree with all the points Tim makes, and his own track record in the video game industry is dubious at best, but I still think these are great reads for someone who is just getting into level design.

 

There is a lot more on the site of course, and Gamasutra is really a goldmine for those interested in game design in general. I love their post-mortems (see for example the post-mortem on the original Thief) and industry interviews as well.

Edited by kyyrma
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@nbohr1more: yep. It`s prettymuch of a victorian setting, but it would fit great into the "steam-medieval"-setting .

It was the combination of different eras,which make the Thief-series so special.

Remember the bank in T2 ? It was victorian too .....mmhh...kind of. ;)

 

If there will be a campaign in the furure, it would be great to see different towns: smaller medieval villages in the peripherie and capital citys which are showing

more electricity, possibly a victorian touch (not TOO much -> medieval rulez) and more technological progress with steam valves, robots, more electric lights

which cannot be extinguished by water arrwos, so some heist will be much more difficult.

 

 

@ developers/mappers:

Bytheway: I would implement some missions where the protagonist ( let me call him G. ;) ) has to check out the path to some loot during the daylight,

because there are none plans existing for alternative ways, patrol routes and so on. Te task is would be to avoid the guards because they know you and don`t like you.

They find G. suspicious.

And then in the night, after G. has outlined his own plan, same route, but now MUCH darker.

G. now can perform his heist. This would be a nice gimmick showing a village/city with more people (some of them greeting you, because G. got a live, even during the day), markets, ( possibly G. is witnessing a public execution , something like that to show the extreme savagery of the government ) .

With this gimmick the gamer can experience the same gamelevel twice without beeing bored. An it will bring more depth to the campaign.

And different weather-conditions (storm, snow, etc )

 

P.S.:And I would love to see ships and a submarine in the campaign...uuupps....this already exist <_<

 

 

ok..so much for inspriration :D

Edited by vvGarrettvv
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Not inspiration as so much as instruction:

 

Thief vs. Deus Ex - A Design Discussion

 

A 60 minute talk between Warren Spector and Doug Church, very interesting.

 

Thanks for that, the stuff at 27 minutes about combat difficulty, which has been discussed here a bunch recently, and the stuff later about inventory, which also has been touched upon (more in terms of interface, but also provided items/shop), really helps solidify my thoughts.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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