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Thread: Announcing Thief: The Black Parade, a campaign for Thief Gold

  1. #76
    Member
    Registered: May 2008
    Location: Southern,California
    i got a good question,will this mission set work with thief 1 with the mod that lets you play thief gold fan missions?

    cause sometimes i get texture issues and my thief gold does not let me do full install


    also i am curious why people make thief gold fan missions over thief 1?

  2. #77
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    Thief Gold has more resources and assets than T1. But if you use the patch, you should be fine.

  3. #78
    Member
    Registered: Jun 2011
    Location: ���&#5671
    The problem is we're trying to do a sort of Neo-TDP atmosphere, when the City was actually a gritty and mysterious industrial medieval gothic nightmare and not the cool clean victorian town from T2. I don't really know how to explain what type of sounds we'd like to have beside "trying to be TDP as possible". So far, the most thiefy TDP sounds I know are :

    Silent Hill sounds used in Rocksbourg (Silent Heaven is a really good example!), The Dark Mod's ambient sounds (Especially ss_phantom, church_defiled and ticktack_loop),Dario's sounds from his abandoned mission, Fornever's short loop (the cool music in Calendra's Legacy) and several other...

    But if you think you understand, please send them to us!

    So far we need :

    - More "interior sounds"; something stressful but discreet enough so footsteps are not drown in it (Example: squarelo from Ramirez's villa or thloop1 in the strangely occupied Overlord's Fancy after business hours).
    - More "peaceful sounds"; for places were the person living here are out for the night, there isn't too much guards etc. (Example: the peaceful puffy from Constantine's pagan temple or the mechanical humming from Rumford's manor basement)
    - More "horror sounds" but more in the vein of a mechanical Silent Hill (Listen to https://www.youtube.com/watch?v=tCKHSHRThBo, https://www.youtube.com/watch?v=-teDeNsr4Ew) or more "earthly", like the always so good subsons from the catacombs.
    - And since we're planning on doing some briefings and cetera, some cutscenes oriented sounds but we're far from being here so nothing to worry about for now


    If when you're listening to the song you created and the image it evoke you is the warm glow behind soot-encrusted stained glasses from towering gothic spires and the menacing dark polluted clouds above, spartan religious chants, hissing furnaces and echoing hammers from mechanical cathedrals --- or simply put this picture,


    well, you're doing it good!

  4. #79
    Member
    Registered: Apr 2016
    I think this campaign would benefit greatly from all-new sound design. New music, ambients, interior and exterior sounds, might be even new NPC voices.
    I remember how T2X astonished me with its complete sound overhaul, from footstep sonds to new conversations everywhere - it made it feel like another original game, and not a fan campaign. Hell, I do consider it another original game.
    I'm already sure that gameplay and level design in The Black Parade will be top-notch, but how great would it be to go further and bring this project to the level of T2X in originality.
    Last edited by marbleman; 30th Jul 2016 at 12:22.

  5. #80
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    It's a bit of a throwback though, as stated in the OP, a "love letter to Thief Gold." I think they're trying to retain the feel of The Dark Project, so changing all or even most of the sound would probably be completely counter to that idea. They'll likely add a few new touches here and there, but not a complete overhaul.

  6. #81
    Member
    Registered: Jun 2011
    Location: ���&#5671
    Brethen is right, beside a few custom things, we're using mostly stock resources. You can take a look at what we did with The Chalice of Souls to have an idea about how it's done!

  7. #82
    Member
    Registered: Apr 2016
    Squadarofl
    I did One of the best FMs I've ever played!

  8. #83
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by Squadarofl View Post
    well, you're doing it good!
    Have you guys seen gigagooga's thread "88 New Ambients"? Take time and have a listen in the demo, lots of true-to-thief world ambients. I seem to remember there even being one that was a HD remake of a classic ambient that was in bafford's manor.

    I will work on some once my graphic card situation is fixed this week.
    Last edited by gamophyte; 3rd May 2016 at 18:55. Reason: Typo

  9. #84
    Member
    Registered: Oct 2002
    Location: Germany
    The last time I've been so hyped for something was the announcement of Thief 2... <3

  10. #85
    Do you remember the gigantic cathedral in "Keeper of the Prophecies 3 - Insurrection"? Frobber used ambients from System Shock there that were really thiefy. Not sure if that comes into question.
    Otherwise I'm also really happy to hear about the project. I wish I could be of some help.

  11. #86
    Member
    Registered: Jun 2011
    Location: ���&#5671
    Yes, it was Command 3 if I recall correctly. Anything song be thiefy is used properly!
    But we want to do something thiefy like the first time you played The Dark Project; music that feel like you're unwanted, an intruder trespassing on forbidden territories or worse. Gigagooga's music is really great but his second pack is "too sophisticated" for the gritty setting we want to emulate. However the first pack is top notch and some sounds will be put in use

  12. #87
    Member
    Registered: Jul 2014
    Location: Constantine's Mansion
    Agreed about ambients. The original Thief Gold ambients are still fantastic and fit the atmosphere as perfectly as ever. They pretty much contain the essence of Thief's thiefiness. So if it ain't broke...

    That's not to say I wouldn't like new material though. On the contrary I look forward to any new, TG-esque sounds we get! It's just I've rarely come across soundtracks which match the unique style of Eric Brosius; not even some of the best fan efforts.

    It's hard to describe what makes those sounds so compelling; I watched a podcast with Brosius in which he described the style as 'hypnotic', which is probably the best word to sum it up. They're simple, fit into the background (blurring the line between diagetic and non-diagetic) and yet have this sort of surreal latent energy to them. Neither noisy nor dull (okay, I guess the Thieves' Guild casino music is noisy, but let's not talk about that :P).

  13. #88
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Good to hear, skacky...Can't wait...

  14. #89
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Quote Originally Posted by skacky View Post
    Yup, ten. The screenshots in the OP are from five different missions.
    All hail skacky, we are not worthy. XP

  15. #90
    Member
    Registered: Jun 2004
    WOAH!!! Holy cow this looks amazing. And what a crew: Firemage's City Watch missions were fantastic spins on the old OMs and lore and Skacky's cityscapes are definitely in competition with Melan's work.

    Never been this excited for an FM campaign.

  16. #91
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    We're still working on this thing although we've all been sidetracked a bit. The first mission, which is a massive city mission, is now almost finished. The interest generated by the announcement really was a much needed breath of fresh air for us, so I thank you all for that!

    Have a few screenies before we vanish back into the shadows.


  17. #92
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    That looks fantastic! I really can't wait to get a chance to play it.

  18. #93
    You guys should be deified!

  19. #94
    Moderator
    Registered: Jul 2008
    Yes. Those screenshots are amazing! Top notch work there, gang.

  20. #95
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    More tasty shots!

  21. #96
    Member
    Registered: Aug 2003
    Location: Deep in the Heart of Texas!
    This is gonna be good!!!!! (make that GREAT!!!)

  22. #97
    Member
    Registered: Jul 2014
    Damn those screenshots are moody as hell!

  23. #98
    Member
    Registered: Aug 2003
    Location: Norway (currently Phoenix, AZ)
    Looks incredible!

    Any chance you guys will release 3-4 missions at a time? Or is it an all or nothing thing? With this big of a project, I'm just afraid of the latter. Or that it'll be 10 years from now.

    Not that I don't believe in you guys, I'm simply going off of past projects of similar magnitude.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  24. #99
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    We'd like to release it as a whole. If it ends up taking way too much time we'll release it in episodic format, though.
    That said, we're pretty confident it won't take aeons to release it.

  25. #100
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Just be careful. My only attempt at working on a full-length campaign ended up in burnout and failure, because it turns out that where work is considered, a campaign is more than the sum of its parts. We got close under one year of work, but ended up stuck around the 85-90% mark because our team dwindled into two regular contributors, our morale fell, and we couldn't carry on. To add insult to injury, we are stuck with a bunch of huge, unreleased missions which have been sitting on a SVN repository for years now.

    The moral is, don't let those micro-issues get you guys down.

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