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Thread: Translation of Thief Journal: Part One

  1. #1
    Member
    Registered: Jun 2003
    Location: Australia

    Translation of Thief Journal: Part One

    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation

    - Page1 -

    Mech?

    What is the mechanist connection?
    Is there one?

    Necromancer’s Castle

    Venom Dagger – What are the ramifications of having a poisoned weapon?
    What exactly does it do?

    Concerns:
    Poison vs. undead
    Poison in the Thief 2 universe
    Unbalancing the game/ making backstabbing too powerful

    Y Phate – 4/19/00!
    “Venom Blade” magically poisoned weapon that can unwittingly kill an unsuspecting human
    perfect for backstabbing
    may or may not slowly poison its user over time
    Last edited by Tintin; 7th Sep 2004 at 07:45. Reason: corrections to translation

  2. #2
    Member
    Registered: Jul 2003
    Location: some things never change
    thank you for that translation! It really helps to compare my own version with others! Especially the "Venom Blade" part is hard to read.

    I read "Is there one?" instead of "To the end?"
    and "poison vs. undead"

    so, back to the next page! maybe we can have a complete transcription at the end, that would be very helpful.

  3. #3
    Member
    Registered: Jun 2003
    Location: Australia
    Thanks for those corrections and yes, I'll provide a complete translation at the end of the process.

  4. #4
    Member
    Registered: Mar 2004
    That'll be very nice! Thanks for the effort, Tintin! This is indeed hard to read. Keep up the good work!

  5. #5
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 2 –

    Necromancers

    Need to come up with semi-complete backstory

    What is the purpose?

    Connection/lack of connection to mages

    Connection between demons/Trickster’s forces

    Connection to undead, ruined city, maybe a reference to those events/haunted cathedral?

    Symbology etc

    Ghoul

    “A leeeesssshh!!” Shambling but fast – hideous. Uses ApeBeast moeaps but new sound. A fast claw attack. Eats the dead.

    “They eat the dead!”
    Claw attack does damage – maybe even…


    - Page 3 -


    …poisons/infects the player so he/she continues taking a couple points of damage after the strike.

    Summoning Chamber

    Winged demon thing

    Large windows with vine window accessibility

    Large stairwell
    NOT circular!

    Large columns

    Dead Necromancers with the Book of Ash at his outstretched hand

  6. #6
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 4 –

    Main resurrection chamber

    This is a classic Dr. Frankenstein’s laboratory, complete with arcing electricity, ruins of lab equipment, and a tilted resurrection table. There should be some kind of skylight (blocked with glass, to prevent the falling snow!


    - Page 5 –

    Book of Ash

    From the outside, the look is rather nondescript, except for the fact that is bound in (human!) flesh…

    Destroying the Book of Ash

    The book can’t be destroyed

    It can only be sent back to the netherworld that spawned it

    The book must be dumped in a cauldron/summoning pit along with a few ingredients
    (Bat’s wings, goats blood, etc) a scroll is then read and “poof” – the book is sent back to the other world.
    OR

    The book is placed in a magic circle along with the body of demon, body of a human, Ceremonial candles are lit/placed, and a scroll is read that
    OR

    - Page 6 -

    The book is simply brought to a great fire or put somewhere in the castle and destroyed “The Mordor Method”

    *Option 2 seems like the best one

  7. #7
    Member
    Registered: Mar 2003
    Location: Singapore
    I for one, am thankful for NO poison-using beasts.

  8. #8
    Member
    Registered: Jun 2003
    Location: Australia
    Yes, and what happened to Garrett he seems more Sorcerer than 'Thief.'


    --------------------------------------

    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation
    (I presume V stands for Viktoria and G stands for Garrett).


    - Page 7 –

    Balmoraal – demon thingy

    Communication with Viktoria!

    Maybe you find the Necromancer’s Crystal ball???



    Objectives:

    Find the Book of Ash

    Find a way to destroy the Book of Ash

    Destroy the Book of Ash

    Different things are required depending on difficulty.

    Easy – The book of ash
    Normal – Book of Ash, light candles
    Hard – Book of ash, find and light candles
    Expert – Book of ash, find and light candles, find and place bodies.


    - Page 8 –

    Museum Briefing:

    V. It seems we have an unsuspected problem

    G. What now?

    V. A powerful group of dark mages, known as necromancers, has recovered an ancient artefact of great power, a tome known as the “Book of Ash.”

    G. Necromancers, huh? Sounds creepy. But what does that have to do with us?

    V. The Necromancers are the masters of the undead. They have dedicated their lives to the study of death… and the reanimation of the dead. It is said that the Book of Ash can summon forth creatures more powerful than the necromancers had dared hope.

    G. You still haven’t answered my question. I’ve tangled with the dead before and fiddle damned if I do it again. Besides – corpses don’t tend to carry much food. Why do we care?

    V. The Mechanists have commissioned the Necromancers to probe the book of power. They want to know if there is...


    - Page 9 –

    …some connection between the creatures of the netherworld and the forces of the Wood.

    G. Is there?

    V. (flaring) No! The Trickster was a true god of old, the Woodsie Lord of legend!
    (calming) These… things… are but lesser demons of dark and unknown places. Their realm is death… not the green of wood and vale.

    G. Not that it matters. If the Mechanists can control the book, who knows what power they could gain.

    V. Yes! That is why you must travel to the Necromancer’s castle deep in the mountains north of the city. You must find the Book of Ash and destroy it. I can supply you with rudimentary map of the castle and as much information as I can.

    G. Somehow I knew you were going to say that…
    Last edited by Tintin; 7th Sep 2004 at 22:54. Reason: forgot to include page 7 - fixed

  9. #9
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation



    - Page 10 -

    The Balmoraal – Walks, wails, has small wings but can’t fly.

    Can’t be killed by Garrett!!

    But Garrett needs to steal one of its horns for the ritual. He must find the dead Balmoraal – it lies at a place where a couple of Necromancers fought one to the death. The horn can be simply removed.


    - Page 11 -

    Objectives:

    Enter the castle compound

    Find the Book of Ash

    Find a way to destroy the Book of Ash.

    Destroy the Book of Ash.

    *How do the objectives change????


    1.) Enter the castle compound
    2.) Find the Book of Ash
    3.) Discover a way to destroy the Book of Ash. The Necromancer’s Central library should hold that information
    4.) Use the information you’ve gained and destroy the Book of Ash
    5.) The Mechanists have already paid the Necromancers in order to fund their experiments. Find the Mechanist gold and steal it.
    6.) The Necromancers have acquired plenty of loot to fund their experiments. Steal xxx
    Last edited by Tintin; 8th Sep 2004 at 19:33.

  10. #10
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation



    - Page 12 -

    …worth of loot

    Enemy AIs and their relationships:

    Necromancer (Dagger)
    Necromancer (Mage)

    Friendly with the zombies

    Zombies. The zombies are undead, and normally wouldn’t attack other undead creatures. But they’re also mindless automations, and can be controlled fairly easily by the Necromancers. Therefore, it is possible, even probable, that the zombies will infact attack the other undead in this mission.



    - Page 13 -

    The Sky Properties (as used in LOTP):

    Editors (crossed out) Mission Quest Data
    Mission Parameters

    New Sky: Celestial 1:
    (ticked)
    (ticked)
    (ticked)

    moon032. + 6A

    1.00
    6.00
    10.00
    30.00
    270.00
    120.00

    x1 y1 z1

    Cont.



    -Page 14 -

    New Sky: Celestial 2

    (unticked)
    (ticked)
    (ticked)

    (bar)

    .70
    0.00
    10.00
    95.00
    90.00
    120.00

    .9 .9 1



    - Page 15 -

    New Sky: Celestial 3

    (unticked)
    (unticked)
    (unticked)

    (bar) * (all blank)


    New Sky: Cloud Deck:

    (ticked)
    (ticked)
    (ticked)

    Clouds2.pcx

    0.30
    1000
    2000
    6
    2
    10 10 10
    .3 .3 .3
    0 0 0
    sum
    1.00
    0 0 0
    sum
    1
    0
    2

    x1 y1 z1

    sum

    1.00
    30.00
    270.00
    20.00
    2


    - Page 16 -

    New Sky: Sky:

    (ticked)
    (ticked)

    50100
    50000
    6
    24
    120
    000
    .025 .035 .05
    .04 .04 .09
    .06. 0.6 .12
    0 0 0
    0
    0
    0
    0
    sum
    -1.00


    - Page 17 -

    (ticked)
    (ticked)

    1.00
    0.00
    0.30

    Sky Rendering Mode:
    Textures

  11. #11
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation



    - Page 18 -

    Thief 2 Gold Major Meeting:


    Raid at Willard Square:

    Active raid too difficult to implement realistically?

    Where are the cops/what do they do before the raid

    Set raid of brothel, limit buildings
    *Don’t dismiss cops as a threat

    Connection to thieves guilds

    Draw better distinctions
    *Prototype dagger, but change reference for it.


    - Page 19 -

    Mike’s Mission:

    *Issue of costume – Why??
    Why need to go in costume???
    (why not do that in every mission,

    in Undercover, player is tempted to go into other rooms. Not really so in necessity.

    Probably drop intrusion issue.

    Focus on aristocracy a play down “college”/”university,”
    *Scholar - NOT a collector simply studying.

    *No reference in Shipping and Recieving.


    (man, these scribbles are getting harder to read - expect some non existant words)
    Last edited by Tintin; 8th Sep 2004 at 19:33. Reason: "sleeping and recovering" changed to "Shipping and Recieving"

  12. #12
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation



    - Page 20 -

    Have item in Masks.

    Mike time is limited.

    *Kill the ruffillrelion


    Waking The Dead:

    Explain why you shouldn’t kill the undead

    Better justification for doing the mission.

    Full connection to what’s already established.

    Spell - “Summon Feda.”

    Sneak away from undead



    - Page 21 –

    Fallen Hammers:

    Eliminate second quest

    Information gathering – talk to contact – no golem, no alarm

    Try to build architecture to match cutscene.


    Remaining Issues:

    Action of Rob’s mission

    Stealth experience of Mike’s mission

    Information on item Player receives in the Fallen Hammers mission

    Action of Waking the Dead and the importance of the Book of Ash to the mission.

  13. #13
    Member
    Registered: Mar 2003
    Location: Singapore
    DEEP Necromaner Spire stuff! Someone's got to make it!

  14. #14
    I wish I could...I've always wanted to expand on that area (in LotP, obviously, I had no idea it was originally a complete mission)...

    But, yes. Someone, preferably several someones, need to get to work!

    edit: I think it's 'set raid of brothel'.

    ==Navyhacker006
    "I NEVER MEANT TO FADE!"
    -Staind, Fade
    Last edited by Navyhacker006; 8th Sep 2004 at 11:55.

  15. #15
    Member
    Registered: Jan 2002
    Location: Suomi, ulkomaanpellet!
    Fallen Hammers is a valid idea. Why are they so much out of the picture while a heretic is planning the apocalypse? ANY explanation is better than none. Somebody probably understandably thought it too similar to Strange Bedfellows.

    And some possible corrections:
    Page 11, the last words would beem to be "Steal xxx"
    Page 19, looks like "Focus on aristocracy" to me.

  16. #16
    Member
    Registered: Jun 2003
    Location: Australia
    Sorry. Its just that some cursive letters words elude me. Thanks for the help guys and I've made the corrections pointed out.

  17. #17
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 22 -

    Waking the Dead
    Action Issues:

    Kidnap

    Casing

    Dead

    Masks

    Hammers

    Soulforge

    (Casing, Dead and Masks all have arrows joining Dead).


    Words between “Casing” and “Masks”:

    - Waiting for Servaissus Exhibit
    - No other major Mechanists operations
    - What could draw Garrett away


    - Page 23 -

    (crossed out) They say the waiting is the hardest part, and now I know why. Sitting around while Servaissus prepares his exhibit has me anxious to say the least. Blech!

    Now that Viktoria and I are playing the waiting game – biding our time until Servaissus holds his exhibit, Viktoria has asked me to

    Okay, so I screwed up. As it turned out my (crossed out) mission to Angelwatch, (uncrossed) recent trip to Dayport wasn’t as successful as I thought. While trapsing across the rooftops (crossed out) of Dayport (uncrossed) I failed to grab a certain ancient (crossed out) relic (uncrossed) tome known as the Book of Ash
    (sealed in the graves of the undead?- I can’t read this blur so easily).
    It wasn’t exactly a concern of mine at the time, (crossed out) with the, what with the (uncrossed) and I’m not exactly a fan of the undead flesh. (crossed out) Mechanists trying to kill and. But our oversight (uncrossed) But it seems my oversight may have serious consequences. The Book of Ash has been


    - Page 24 -

    recovered by the Necromancer order. These twisted old fools split off from the Hand Mages long ago, and like to spend their time practising the darker, forbidden arts – like resurrecting the dead. If they tap into the books and powers they could summon forth creatures more powerful than they can imagine… or control.

    I’ve obtained a rudimentary map of the Necromancer’s castle, nestled in the mountains just north of the City. (crossed out) I plan on sneaking in (uncrossed) My plan is to sneak in, find the Book of Ash, and destroy it. Blah blah blah

  18. #18
    Member
    Registered: Sep 2000
    Location: Brossard, Québec, Canada
    God, I would have loved to play that mission.

  19. #19
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 25 -

    High Level Fiction for “WTD”:

    * No Mechanist connection
    * Book of Ash seems like the only logic connection/motivation
    * Viktoria may or may not know about the mission, but she probably does.
    * Side mission, unrelated to the main plot. Garrett wants to tie up loose ends.
    * Talk about old part of the City and Garrett’s previous encounter with the undead, “RTC.”

    - Page 26 -

    (crossed out) Post Mort. Stuff

    Level Review 5/21/00:

    College:

    Hills on either side of main entry are awesome, but note that the player can climb up right side and get flush with the outside of the world.

    Top of building at large roof. Should be tiled to keep the player off of it completely. Currently, you can only climb halfway up, because the top of roof buts the top of the “ceiling.”

    Keep an eye out for places the player can get out of the world.

    Main room with tile and dome is awesome!!
    Great lecturing.


    - Page 27 -

    Smalled bassed doors/windows on hill are great. Very flavourful

    Stairway is great – space feels really nice

    Overall, definitely on the right track

    Texturing on floor – metal thresholds might suck. If carpet on other side, that’s fine but jumping over them will cause noise

    Fallen Hammers:

    Long ladder near garden is messed up – backward/phys model problems.

    Hammer Ghost is AWESOME! Everything, the mod of his head, the particle effects, the warping in of the item

    Demeral problem with wall thickness, the walls are all generally at a height that applies mantling, but they’re too high to mantle up to. Need to be 2 feet thick! This really has to be changed.

  20. #20
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 28 -

    The same is true of the well – player should be able to mantle up onto it and then into it,

    When jumping into the well, you can get killed. The player is going to expect to be able to just jump down into the well. Also at the bottom, there NEEDS to be a place to rope arrow back up or otherwise get out of the well.

    Temple has a mage-like quality to it. The texturing should reflect this by having areas look different.

    Possible stair problem. Several smaller wedges have been wed, instead of one large wedge. When stairs are cut out, could cause slivercell problems.


    - Page 29 -

    Willard Square:

    Start point feels good

    Lighting needs to be improved/adjusted. Too dark!!!!!

    First gate scenario is really good. Not too hard, but challenging. Having one guard there is good. Good training experience

    From there to hole in floor feels very linear. Looks great, but I felt pushed along a single path.

    Holes in walls, burnt out stuff – excellent

    Entering into section with girders etc. Wow!!

    But… do NOT use the rubber texture!!! It is a Mechanist creation that happens in Precious Cargo and is explained in the mission/specific to that mission

    Wooden beams – frustrating as hell!!! They’re too small to be mantled up onto!! Maybe just the bottom should be wood??


    - Page 30 -

    New section LOOKS fucking awesome. Vestical is the way to go.

    Texturing is very good

    There is a window into the room with the dead woman – way too hard to jump into.

    What the Hell is with the dead woman???

    Some of the (crossed out) legges (uncrossed) ledges aren’t wide enough

    Bridge over water with guards. Feels great but – wall needs to be “mantle thickness” everywhere.

    Otherwise it is AOK.


    - Page 31 -

    No Lives Forever notes:

    Messages:

    Player spotted

    AI doing individual reaction “Panic” to Hear Enemy Weapon Fire

    AI doing group reation “Panic” to Hear Enemy Weapon Fire

    Enemy doing group reaction “attack from Cover” to See Enemy

    Enemy doing individual reaction “attack from Cover” to See Enemy

    Enemy doing group Reaction “attack from Cover” to Hear Enemy Weapon Fire

    Body found

  21. #21
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 32 -

    NOLF Built-In AI Abilities:

    Can react to footprints, flashlight, weaponfire, footsteps, weapon impact, feeling pain, death.

    Reactions to Player – Nothing, Found alarm, Get backup, Hit Switch, Surrender, Panic, Distress, Attack, Attack on Right, Charge, Attack from Cover, (stay, always retry, retry once), attack from vantage, advance

    Others – (Including reactions to just hearing weapon impact) – Go to cover, taunt, become alert, call out, look at, Investigate and stay, investigate and return

    Damage Properties – Mass, HP, armor, Can Heal, Can Damage, Never Destroy

    Attachment Points – left hand, right hand, nose, chin, back, head, eyes – Stuff like weapons, sunglasses, hats, scubatank


    - Page 33 -


    NOLF Observations:

    What the hell is up with the distance? Seems like if I shot at a distant enemy, my bullets would go right through him

    Ridiculous falling damage

    Looks pretty much just like Lith Tech 1.


    - Page 34 -


    Interviews:

    Artist – Kevin Doughesty

    Big on Design

    Thief fan 1 + 2

    Very technical – lots of mocap experience

    X-Box competition

    I have my doubts about the importance of mouth mocaping. Way too much attention to detail.

    More versions with characters

    Combining aesthetic with gameplay – Casing

    More design

    And in Freelance is done well over the world – ahhh…. Sweatshop gaming

    Use steampunk technology in gameplay

    Early tech

    Integrate soon with gameplay

  22. #22
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 35 -


    Wants to make a medieval game

    Values originality

    Jules Verne technology

    Serves environments the same - ???

    Fantasy/RPG games


    Ask art questions – get design answers*
    ---------------------------------------------------
    Pulled off death without making it gruesome

    Not a gore jockey


    Paul Royeur:

    Again with ghost/alpha blending

    Programming generalist – Really likes AI.

    Hero interest in physics

    Likes Thief physics


    - Page 36 -


    AI in Thief

    AI must complement game design.

    Entertainment
    Challenge
    Believeability

    (all joined) go overboard with realism

    Entertainment
    Challenge

    (joined) totally different

    AI programmers job is to hand off stuff to designers


    - Page 37 -


    Thief Stealth:

    Stealth AI – cool

    Interactivity in Thief

    People must talk

    Everything serves design
    -------------------------------
    Jay Lee – In-house artist candidate
    Jeff Reitman, Eric Dougherty


    - Page 38 -


    Nate Blaisdell:

    Played a little – T1 + T2

    Wanted to get foot in the door because of Thief

    Half-Life bad – Too fast paced, not enough interactivity

    Thief – bad – Too supernatural wished it had more choices.

    More than one person working on a level.


    - Page 39 -


    Big sci-fi fan. Loves Necromancer. Loves BladeRunner.

    Doesn’t like the way the show is filmed. Loves the Borg. Mindless Drones.

    As long as its believable, that’s important – not realism.

    Gladiator – Best

    Gameplay always comes first, and that’s why games fail.

    Q make does this – Quake has


    - Page 40 -


    shitty gameplay.

    Alice – Looking forward too.

    Likes 1st and 3rd person
    First person is more immersive
    Third person lets you seem more expression, etc.

    T3 for console audience.

    T3 multiplayer – use factions in co-op. and competitive
    One person controlling team spec. ops.

  23. #23
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 41 -


    THIEF 3 AESTHETIC MEETING:

    Add windows to texture list. 10/18/00

    THIEF 3 GENERAL DESIGN MEETING
    10/9/00

    Look at BG2 – city sections.

    Eric Dougherty Interview
    Mostly PC Gamer

    Interstate 76, Dues Ex, Red Alert, Dungeon Keeper

    Like hacking in Dues Ex – Rambo sneaky approved.


    - Page 42 -


    Thief is anti-frag
    Difficulty levels tied to killing – liked

    “thiefing”?

    Life of the Party/Shipping

    More of a “big picture” type of guy.

    Been to E3

    Would like to work on anything – AI, high-level systems, physics.

    Would prefer a direct translation.

    Good insights into console translation, etc.

    Fan of Ultima 6 and 7

    Too excited about joining the industry – afraid to be critical

    More stats – showcasing the entire system – did the AIs become alert { etc.


    - Page 43 -


    Casing + Masks:

    More diverse arsenal

    Persistant economy

    Likes options, likes being able to do things the way he wants. Rises of designs that limit the players too much.

    The synergy approach

    Independent worker, but will seek out help.


    - Page 44 -




    - Page 44 –

    Design Meeting 11/2/00

    Demo – artists should look at it

    Initial footprint

    Schedule for art demo

    Tech needs Doc – Renamed “Features List.”

    Establishing the gameplay vision

    Specific to Thief 3 *
    Mission design docs – mission breakout doc.

    2 wing document for designs

    What are design and technical perils?

    What new tools are introduced

    Technical limitations

    Researched ideas



    -Page 45 –

    5 days – demo
    1 day documentation

    Terry Fiction Meeting 11/2/00

    3 points

    1.) Time travel (ticked)
    2.) Introducing Player to Thief universe – no understanding of Thief 1 and 2
    3. Foreign architecture.
    4. Baron
    5. What is the witch?? (ticked)
    6. Not just gargoyles, but any… (ticked)


    - Page 46 –

    …statue-

    Connection to necromancers?


    Jamall’s goals:

    Extend her life
    Protect her own ass
    Do away with Garrett, so he won’t discover she is the brethren and bertrayer

    Garrett encountering mystics in the City.

    Poly counts:

    Big map

    22- polys – from street looking up to tower
    - from tower base looking down – 26 polys
    37 – looking down staircase

    Small map

    132 polys – looking up massive staircase, with pipes?



    - Page 47 –

    Deno Art Review:

    Leaning buildings

    Lots of pipes/steam

    Bevelled edges on buildings

    Rivers/channels

    Pipes to traverse City

    Lots of beamwork on bridge

    Catwalks – find upper boundaries

    Hybrid – large and confined

    Rope arrow use

    1.) Define one building – incredibly detailed
    2.) Small avenue – 3 buildings each side – leading up to the ruggedly detailed building
    Underground sewers leading into grotto


    - Page 48 –

    Gothic

    Spanish Medieval

    Medieval, but from different areas

    Lighting!!!! (scribbled out) Use Unreal Unreal

    Use Unreal for now

    Lots of staircases

    Slopes-steep stairs

    Make buildings look like real buildings

    Ancient Jeruselum

  24. #24
    Member
    Registered: Jun 2003
    Location: Australia
    Translation of Journal Part One:
    Emil’s Journal, scanned by qkbeam and translated by Tintinrulz

    Note: There may be several errors in translation


    - Page 49 -


    Daniel Patton Interview:

    Gamer – Wolfenstein, Doom, Quake, Unreal

    Very technical – push the engine

    Worldcraft, Unreal, made mods

    Good use of connectivity

    Big into game community – important for multiplayer

    Seems to know what he’s talking about with mod groups – pushing mod support

    Likes “types” of levels, originality – Hong Kong

    Has a good eye for textures

    About Dues Ex – Doesn’t like level message – finds it boring/frustrating. Wishes areas had been changed.

    Likes realism – shoot a guy in the heart, he should die, etc.

    Seems to like the slower-paced military sims

    Chess analog – likes to think.

    Like fear – being freaked out.

    Made a lock in 3D Studio Max to put on a


    - Page 50 -


    Terri Fiction/ Mision/Meeting:

    (Raudy, Terri, Lube, Emil)

    Jack the Ripper

    Failed assassination

    Jail (P.O.W camp) – Pagan jail??? The Deer Hunter

    Monsters can be seen in the dark, but not in the light. Subterranean society

    Pirate ship

    Orphanage – Hammerite

    Eavesdrop in a Church

    Airship

    Chinese temple

    Ideas

    Thieves mission

    Door
    Made his own fucking security monitor – used screenshots in/ fleshing textures

    Did shooting stress in the skybox

    Morning billboard – graphical touch.

    Thumbs functionality.

    Loves systems

    Doesn’t like consoles in the past – too limited – changed

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