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

  1. #5051
    Member
    Registered: Oct 2008
    Location: Finland
    Quote Originally Posted by Yandros View Post
    I think at one point I actually had a dozen different missions ideas in various states of (in)completeness.
    very familiar feeling ..except, dozen is not high enough :P

  2. #5052
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Quote Originally Posted by Flavia View Post
    And how many of them were released?
    Very few, which was completely my point.

  3. #5053
    Member
    Registered: Aug 2012
    Location: Nova Scotia, Canada
    Thanks for all the great support guys

  4. #5054
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Quote Originally Posted by nightshifter View Post
    been a while ( the Phantom kicked my off the upcoming list ) but still working on my mission.

    here some pics of part 2 of "the Spear"
    Glad you're still working on this, Ger! Geweldig mooie afbeeldingen

    Let me know if you want the mention of 'The Spear' to return in the upcoming list, I'll be happy to kick you back in

  5. #5055
    Member
    Registered: Sep 2000
    Location: Lexington, KY
    Quote Originally Posted by nightshifter View Post
    here some pics of part 2 of "the Spear"
    Those look great! Really cool atmosphere and stellar texture work! Kudos

  6. #5056
    Member
    Registered: Jun 2009
    Location: Argentina
    I tried to compensate my inactivity on Dromed with some real hard work. Here some screens of the second chapter of my campaign, featuring rooftops and home-breaking stuff.









  7. #5057
    Member
    Registered: Jul 2010
    Location: Le Havre (France, 76)
    Quote Originally Posted by DarkMax View Post
    I tried to compensate my inactivity on Dromed with some real hard work. Here some screens of the second chapter of my campaign, featuring rooftops and home-breaking stuff.
    It's very good. But i see few very-low textures in screens, or someone what that.
    Last edited by Tannar; 6th Jun 2013 at 03:52. Reason: removed duplicate images

  8. #5058
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    You quoted the entire post, complete with 8 images, even though your reply was the next one

  9. #5059
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000

    For a minute there I thought I was going in a bit of a loop, thinking didn't I already see these pics?

  10. #5060
    bikerdude
    Guest
    nice SS there mista! you might want to delete the duplicates though..

  11. #5061
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Garrett visits Canyonlands National Park

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    Underwater caverns to explore if you can hold your breath that long ...

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  12. #5062
    Member
    Registered: Oct 2008
    Location: Finland
    sky and sunlight looks very nice

  13. #5063
    Member
    Registered: Jan 2009
    Location: Germany
    Nice rocks, very inspiring!

    The rock texture looks very good. Is this one somewhere available? I'm really interested to use it in my own mission.

  14. #5064
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    @PsymH: Not at this time. I put a lot of work into those textures, and will make them available only after the release of my campaign.

  15. #5065
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Excellent shots, DarkMax! Do you have an idea how much work you may still need before release?

  16. #5066
    Member
    Registered: Jun 2009
    Location: Argentina
    Quote Originally Posted by Melan View Post
    Excellent shots, DarkMax! Do you have an idea how much work you may still need before release?
    Not too long, just a few more buildings and stuff, and this map will be finished, but this one will be part of another 4 missions pack. I think the rest of the missions will be easier to make, since the "City/Rooftops" style is the hardest for me.

  17. #5067
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    They look very good, but I must note that in the second screenshot you're using bricks in the ceiling.

  18. #5068
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Views of three waterfalls emptying into a basin.

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    Guess where the river current sweeps you ...

  19. #5069
    Member
    Registered: Sep 1999
    Location: Portland, OR

    Thank you admin

    Quote Originally Posted by LarryG View Post
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    Very sorry to annoy and to do this but I can't ever see attachments and I have emailed. Could a admin help me? I've been a member for a long time and came back fairly recent. I have missed many screens when they are attachments.

    gamophyte, you do not have permission to access this page. This could be due to one of several reasons:

    Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
    If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation.

  20. #5070
    Member
    Registered: Oct 2008
    Location: Finland
    oh the incompleteness D:

    I like the brush to object command though, has allowed me to build like twice as much i was originaly thinking i would be able to












    Those pilars were originaly made from brushes, so you can figure what made cell count skyrocket so much :P


    ...same with window frames.. looks like i also haven't moved the lightswitches from table to their correct places yet..

  21. #5071
    Member
    Registered: Oct 2001
    Location: 210x200x64
    Nice shots giggagooga.

    Question. How thick are the exterior walls? They look thin....like 2 units or less. If Garrett stashes a body along a wall the feet or arms can alert AI patrolling outside.

  22. #5072
    Member
    Registered: Oct 2008
    Location: Finland
    Quote Originally Posted by SlyFoxx View Post
    If Garrett stashes a body along a wall the feet or arms can alert AI patrolling outside.
    as far as i know arms or feet wont alert others, if they see the center of dead AIs body, then they will. Gonna have to test it now though as the walls are like 0.75 thick

    edit: yup. they don't notify arms or legs or even head.
    Last edited by gigagooga; 11th Jun 2013 at 16:49.

  23. #5073
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Just looks so natural to have arms & legs penetrating through walls . . .

  24. #5074
    Member
    Registered: Oct 2008
    Location: Finland
    Quote Originally Posted by LarryG View Post
    Just looks so natural to have arms & legs penetrating through walls . . .
    that's not bug, it's feature

  25. #5075
    New Member
    Registered: Jan 2013
    Quote Originally Posted by gigagooga View Post
    that's not bug, it's feature
    naaa.. that's not a big deal anyway. It is a feature in dark engine indeed =D
    nice screenshots i must say.

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