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Darkmod: Inspiration thread


Bikerdude

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Can't find the trailer at that link.

 

Heres the trailer

 

http://www.youtube.com/watch?v=yHeWOQvVRd8

 

 

I didn't laugh. What are we looking at at 1:50?

 

I think he meant where something happened and gave him a scare which is a few seconds after that mark. You can see his mouse move erratically for a second which usually happens when something gives you a scare in a video game.

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Oh, that separation demo has Idiom's glossmap shader in it. I thought that was lost forever with the death of Doom3world. It looks like

JC Denton's specular shader does an OK job of approximating it in TDM by the looks of the video (though the spec maps might need to

be toned-down a tad...)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Can't find the trailer at that link.

Wierd that it shows the XB1 page on the site... the gameplay videos are under the PS4 tab.

http://www.gametrailers.com/ps4

"My milkshake bringeth all ye gentlefolk to the yard. Verily 'tis better than thine, I would teach thee, but I must levy a fee."

"When Kleiner showed me the sky-line of New York I told him that man is like the coral insect—designed to build vast, beautiful, mineral things for the moon to delight in after he is dead."

https://soundcloud.com/paralytik

 

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Thief 4 in 4K res

http://www.pcgamer.com/2014/08/18/4k-screenshot-showcase-thief/

 

Say what you will about the game but the levels were visually very beautiful

 

ibjnK1XK4c5Sj2.png

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Thief 4 in 4K res

 

4K is all the rage, but TDM has supported these resolutions for a long time already...

 

Thi4f looks pretty, tho. Clearly something can be learnt from it.

Edited by Tels

"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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4K is all the rage, but TDM has supported these resolutions for a long time already...

 

Thi4f looks pretty, tho. Clearly something can be learnt from it.

 

Heh 1080p is good enough for me!

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@Goldwell

[quotePosted Today, 12:50 PM

Thief 4 in 4K res

http://www.pcgamer.c...showcase-thief/

 

Say what you will about the game but the levels were visually very beautiful]

 

 

 

I agree. But mine doesn't look that good. Mine is blue and gray. Very few colors. Just finised the first play through and am doing side missions.

They can say what they want, but this is Garrett and even though the story line suffers; I'll take what I can get. And enjoy it. ;)

Quando omni flunkus moritati" ("When all else fails, play dead")

Halloween Contest Winner 2014

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@Goldwell

 

 

 

 

I agree. But mine doesn't look that good. Mine is blue and gray. Very few colors. Just finised the first play through and am doing side missions.

They can say what they want, but this is Garrett and even though the story line suffers; I'll take what I can get. And enjoy it. ;)

 

I don't want to derail the thread but I have to say I really enjoyed the start of Thief 2014 it was the middle/ending that killed it for me. However a lot can still be learned from it, Even a few of Springheels new models are based off of Thief 2014 style things and they're turning out excellent.

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Building a mansion?

Go here:

http://techhpro.blog...elow-by-mr.html

 

So cool stuff I almost got the itch again. Resisted, successfully, though. ;)

Very nice find. :)

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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I don't want to derail the thread but I have to say I really enjoyed the start of Thief 2014 it was the middle/ending that killed it for me. However a lot can still be learned from it, Even a few of Springheels new models are based off of Thief 2014 style things and they're turning out excellent.

I personally like the technical aspects. They managed to get it pretty performant even though it looks good, and the loading times were pretty short. One thing I noticed they have done to accomplish this is to use a low amount of textures, but used them in a way that it is not that noticeable.

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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Buildings which are perfect in their own way: a chapel in Nurnberg.

 

66afc394ee0254ea5925dec03476be5e9c6f753c.jpg

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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  • 2 weeks later...

A house in Paris:

tumblr_n6i83q33zz1qb30dwo1_500.jpg

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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Yeah its totally awesome, but has been posted about previously. A nice small mission could be made around that place, lots of triggers and scares etc - aka Rose Cottage.

 

I actually made a TDM map with this concept in mind around Xmas last year. There's some pictures in the What Are You Working On Now Thread. It's the stone manor with blue lights and snow falling outside the windows. Unfortunately due to some terrible health issues (I'm fine now) I found it very difficult to focus and find motivation on mapping. I kept telling myself that if I kept on working the end result would be fine and that was not the case. Technically it's ready for beta-testing but I really don't consider it fit for release. It's a bit of a shame as there were lots of cool scripted events using triggers.

 

These things happen though and now I'm healthy and motivated to map again so no harm done.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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Yeah its totally awesome, but has been posted about previously. A nice small mission could be made around that place, lots of triggers and scares etc - aka Rose Cottage.

 

That inspires me to begin on my alleged halloween mission...or perhaps I'll go for Sothas inspiring mansion page :)

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It would be nice to see some more daytime missions or even a beach/island style mission.

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The amount of detail that needs to be rationalized away in a daytime mission is so big so it's very difficult to create something useful. Especially if you plan on creating huge outdoor scenes...A dull, flat ground is ugly to look at and it becomes even more noticeable when playing in full light. You can save on performance by using a specially created lightmap with individually painted shadows as I did in Reap as you sow. I used HUGE lights and this means the shadows will be stretched and will loose some detail; the shadows got blocky and not as crisp as the real time shadows created by the engine. My mission also looked quite washed out, but that could probably be adjusted.

 

Then you have the issues with the gameplay. TDM is painfully accurate regarding the AI noticing the player if seen fully illuminated, you don't get any leeway. It's like it should be in real life and therefore not so good for a game. The mission won't probably be playable without save scumming :)

 

But if one keeps the mission mostly indoor with only long "spots" of light coming from the windows and keeping a fair amout of dark areas, it should be playable. But that takes away a bit of the purpose with an daylight mission so perhaps you should have a few stretches of land outdoor to cover...

Edited by Fieldmedic
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I am very keen to collaborate with anyone to make a mission based on the picture posted by nbohr1more. I have some ideas (that I think are good ;)) about the map layout and a possible narrative.

 

Unfortunately, my own planned FM is languishing due to limited time, inspiration and talent and I will only be able to return to it after my exams in November (if I do at all... :unsure: ). One of the things that I have learnt is that I much prefer building interiors than exteriors (and all the visportal hassles that come with them).

 

PM me if anyone is keen to work together!

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Midday Escape is an example of a what you can do with a day-light mission. It's more reliant on line of sights and obstacles, like parts of Dishonored. Still a legit kind of sneaking gameplay IMO.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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I've just begun working on a mission based on that hotel. But as I'm aiming to get it released in time for halloween I don't think a collaborative work is possible atm...

 

BTW, how do mappers do, practically when working on maps with others. Do you set an interval of time when one person can work and then send the most recent map so the other can work, or do you work on completely separate sections of the mission so you don't "collide" with the same rooms?

 

 

I am very keen to collaborate with anyone to make a mission based on the picture posted by nbohr1more. I have some ideas (that I think are good ;)) about the map layout and a possible narrative.

 

Unfortunately, my own planned FM is languishing due to limited time, inspiration and talent and I will only be able to return to it after my exams in November (if I do at all... :unsure: ). One of the things that I have learnt is that I much prefer building interiors than exteriors (and all the visportal hassles that come with them).

 

PM me if anyone is keen to work together!

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