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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #1101
    Member
    Registered: Jun 2001
    Location: Moscow
    Quote Originally Posted by Yandros View Post
    This mission doesn't take place in the Thief universe. At least not in the VicSteamPunk time period.
    Yeah, I mean it. Seems like every second T2 fan mission being released nowadays has nothing to do with Thief gameplay or Thief design, unfortunately. Castle on Jupiter? Carting? Rocket boots? Tomb Raider? C'mon.

    Mod makers are free to do anything they want, though. It's just me, probably.

  2. #1102
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Not everything is everybody's cuppa. Vampires aren't Thief Universe either, but people added them in. What is important is whether the mission designer had fun and some other folk did too playing it. You don't have to play everybody's mission. I don't like the deathmatch type games, so I don't play them (sorry Yandros, just not my cuppa). But lots of folk enjoy them. And sometimes you just need a change from potatoes and sausages, know what I mean?
    Last edited by LarryG; 14th Feb 2009 at 20:09.

  3. #1103
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by d'Spair View Post
    Tomb Raider? C'mon.
    The exploration aspects of Tomb Raider actually fit quite well into the Thief universe and Thief gameplay. See: The Lost City.

  4. #1104
    Member
    Registered: May 2002
    Location: Toronto
    After 10 years I'm ready for new ideas.

  5. #1105
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Quote Originally Posted by Sliptip View Post
    After 10 years I'm ready for new ideas.

    Amen.

    Here, here.

    So say we all.

  6. #1106
    Member
    Registered: May 2001
    Location: Italy
    Quote Originally Posted by Nameless Voice View Post
    The exploration aspects of Tomb Raider actually fit quite well into the Thief universe and Thief gameplay. See: The Lost City.
    i agree.. and i played well Tomb Raider (at the glorious times) and sometimes Thief is at the same good play, or may be even better... (The Temple of the Tides is a great example of that)

  7. #1107
    Member
    Registered: Aug 2006
    Location: Deutschland
    That sounds like if there haven't been any "new" things for the last ten years and e.g. this classic Thief experience contest was just an idée fixe instead of a reaction to FMs becoming more and more alien to the original missions.

  8. #1108
    Member
    Registered: Mar 2001
    Location: Ireland
    It was.

  9. #1109
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Most of the 700/800 FMs out now play it pretty close to the orignal games. There's only... what, two dozen maybe, that go for something new, and maybe only three or four "total conversion" type FMs.

    I think there's definitely room for more TC style FMs... but they take a very large creative dedication to do.

  10. #1110
    Member
    Registered: Mar 2001
    Location: Helsinki, Finland
    Empty hall



    (I had to make the image over bright because that area is quite dark.)

  11. #1111
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Last edited by Yandros; 17th Feb 2009 at 13:09.

  12. #1112
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Cool! You can do alot with the right textures!

  13. #1113
    Member
    Registered: Oct 2001
    Location: 210x200x64
    We have him chained to a chair. Once or twice a day we'll walk in the room and give him Hot Pockets and slap him to keep his productivity up.

  14. #1114
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I am totally blown away by the talent shown. Awesome. All of it!

  15. #1115
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Yeah, it's too bad we have to scale some of his textures down from 1024x1024.

  16. #1116
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Yandros View Post
    Yeah, it's too bad we have to scale some of his textures down from 1024x1024.
    Well, you can always include the source textures where DDFix can find them.

  17. #1117
    Member
    Registered: Mar 2001
    Location: Helsinki, Finland
    Any ideas how to make dungeons look more aged?

    I already have cobwebs here and there but that's not enough. Maybe a debris object or decal...

  18. #1118
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    I'd suggest using grubby, mossy textures especially around the ground and lower parts of walls. Put missing bricks, broken pillars, missing or snapped wooden planks etc.
    Piles of earth/dirt where a wall has caved in somewhat.
    Flooded areas.

  19. #1119
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Flickering lights. Collapses. Decay. Stairs worn to slopes by constant use. I recommend checking out Freedom for Nepumuk for inspiration; that has a huge and very decrepit-looking dungeon area (including an ancient semi-secret segment with zombies).

  20. #1120
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Some dripping water (by modifying one of the H2OStream objects), and an ambient. There are a number of existing dripping schemas:
    m05drip
    m08drip
    m14drips

    Place some of the debris objects around, e.g. bits of broken crates. I think some of these have a tewq delete property, so you'll have to ensure the delete state is off.

    Place some bloodstains around the place. I think bloodstains are suspicious by default so you might want to make something like a Decorative and give it the shape > model name of the blood. Make them partially transparent so it looks like they've soaked into the floor, and if necessary, make them immune to water stim so the player can't wash them away.

  21. #1121
    Archivist
    Registered: Sep 2002
    Location: Following Dr Jones
    Quote Originally Posted by Melan View Post
    ...I recommend checking out Freedom for Nepumuk for inspiration; that has a huge and very decrepit-looking dungeon area (including an ancient semi-secret segment with zombies).
    Quoted for truth. The best example of an aged, ruined dungeon

  22. #1122
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I don't know if it was in that mission but I remember one old place where the stairs were V shaped, with a dip in the middle, making them look like they were well worn and possibly sinking.

  23. #1123
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    That was Nepumuk all right.

  24. #1124
    Member
    Registered: Mar 2001
    Location: Helsinki, Finland
    Allrighty then, I have modified wall textures a bit and added clutter around the place. Results:






    Click for hires

    Could someone with modeling talent make one or more debris objects that would contain pieces of bricks and stones? I would love to decorate the place with more clutter and debris but I'm afraid it will have too big impact on the object count if I use single objects for everything .

  25. #1125
    Member
    Registered: May 2004
    Location: Lyon, France
    Doesn't T1 have brick debris objects?

    Looks amazing, by the way!

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