peter_spy Posted September 19, 2018 Report Share Posted September 19, 2018 Since I like TDM movement model quite much, I've spent some time on figuring out relationships between player abilities (running, jumping, crouching, mantling) and object placement. In short, you can design pathways in your map to feel more dynamic and pleasant to traverse. This short section shows that player movement model is smooth and snappy enough to allow for speedrun or time trial sections. It looks a bit abstract, as most of the environment pieces weren't replaced by models, but that was the plan. Let's pretend most of the white ledges are pipes Also feel free to use this video if anyone at TTLG starts talking things like "TDM is too clunky", "Thief movement is superior", etc. 4 Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
SiyahParsomen Posted September 19, 2018 Report Share Posted September 19, 2018 darkmod player controller is pretty suitable for highway & rooftop missions, yet there are very few missions on this. Quote Link to comment Share on other sites More sharing options...
kingsal Posted September 19, 2018 Report Share Posted September 19, 2018 That's very cool! Stuff like that could help with replayability, especially for skilled players. It would be interesting to see if you can find a good balance between that and stealth. 1 Quote Volta Missions: Volta and the Stone, Volta II: Cauldron of the Gods Standalones: Snowed Inn, Hazard Pay Moongate Ruckus Link to comment Share on other sites More sharing options...
chakkman Posted September 19, 2018 Report Share Posted September 19, 2018 I'm not missing nice and fast ways to travel through a map, what i'm rather missing is some creativity, things like traps, secrets, alternative ways like ventilation shafts, roof beams, that sort of things. They're there in some missions, but, many just offer the odd ways to travel from room to room. Or, they feature way too small hallways, and you can run into guards at any time, without actually knowing where they came from. Quote Link to comment Share on other sites More sharing options...
peter_spy Posted September 20, 2018 Author Report Share Posted September 20, 2018 (edited) That's very cool! Stuff like that could help with replayability, especially for skilled players. It would be interesting to see if you can find a good balance between that and stealth. Yup, and I think routes like these can exist as part of your mapping style, as they will be dynamic and pleasing to traverse at any speed Players with stealthy approach won't feel much difference, but those who e.g. run away from a guard will notice how nice and efficient it is to move through your level. You could also use this to make the map more replayable, adding different win conditions on different difficulty levels, as in challenge maps of some sort. So instead of difficulty levels you could make e.g. a Standard mission mode (no restrictions, for players who didn't play your map yet, or are getting to know it), Time trial (see if you can complete main objectives under X minutes), Speedy cleptomaniac (see if you can grab all the loot under X minutes), etc. Edited September 20, 2018 by Judith Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
Destined Posted September 20, 2018 Report Share Posted September 20, 2018 Personally, I still think a time limit is counterintuitive to a stealth game, but I still like the design. I'm thinking mor of making the path possible on lower difficulties and blocking it in some way for higher difficulties, thus controlling hwo many options of easily bypassing challenges the player gets. Quote Link to comment Share on other sites More sharing options...
peter_spy Posted September 21, 2018 Author Report Share Posted September 21, 2018 (edited) In principle, yes, as it is quite unreasonable to demand knowledge of your map from the get go. But as additional challenge mode (aka don't play this before you complete it in Standard Mode), this might prolong the life of your map, if only for some people. Edited September 21, 2018 by Judith Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
Obsttorte Posted September 21, 2018 Report Share Posted September 21, 2018 The player beeing able to move through the environment relatively quickly also provides the means for him to flee from the ai. It has been stated often enough that many players tend to reload a save game if they got detected, completely neglecting that the agility of the player is one of the things he succeeds in over the ai. An environment allowing to utilize that benefit accompanied by a more restrictive save game mechanic "motivating" the player to make use of it might provide for a much more dynamic and tense gameplay in the end. 1 Quote 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 Link to comment Share on other sites More sharing options...
161803398874989 Posted September 22, 2018 Report Share Posted September 22, 2018 The player beeing able to move through the environment relatively quickly also provides the means for him to flee from the ai. It has been stated often enough that many players tend to reload a save game if they got detected, completely neglecting that the agility of the player is one of the things he succeeds in over the ai. An environment allowing to utilize that benefit accompanied by a more restrictive save game mechanic "motivating" the player to make use of it might provide for a much more dynamic and tense gameplay in the end.Interestingly enough, stealth games for me (and also a lot of other people, I think) are more like a puzzle game. I enjoy outsmarting the AI by finding out all its patrols and then sneaking by. If I get detected, often patrols will get messed up, not to mention that on many missions (especially mansion missions), it's very hard to even get away properly. Quote You can call me Phi, Numbers, Digits, Ratio, 16, 1618, or whatever really, as long as it's not Phil. Link to comment Share on other sites More sharing options...
Obsttorte Posted September 22, 2018 Report Share Posted September 22, 2018 Interestingly enough, stealth games for me (and also a lot of other people, I think) are more like a puzzle game. I enjoy outsmarting the AI by finding out all its patrols and then sneaking by. If I get detected, often patrols will get messed up, not to mention that on many missions (especially mansion missions), it's very hard to even get away properly. That is definetely true, but does not interfer with what I've written I think. But that is exactly what I mean. It is a matter of level design. If a mission can only be played one way, and departing from that way causes the mission to not work anymore, than the level design is bad. Quote 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 Link to comment Share on other sites More sharing options...
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