thestemmer on 2/5/2005 at 04:48
In the last thread I started, I made it clear that I don't have any experience whatsoever with level editing, programming, or game design of any kind, so I hope I don't bother anyone by posting again without any idea about what I'm talking about. That being said, I do have a genuine interest in the T3 fan community, and I hope I can make a contribution to it by throwing my ideas out there in case anyone feels like running with them.
Anyway, I was wondering if anybody had plans to remake the robots from T2 in the T3 engine. The bots were one of my favorite adversaries throughout the Thief series. But let's face it, due to the graphics limitations, they looked like they were built out of legos. Judging what they looked like in the final Metal Age cutscene, I think that the bots could be made to look incredible with this engine.
SneaksieDave on 2/5/2005 at 15:34
Someone with the ability (thus, not me) should definitely do it. The sound collection from T2 was brilliant, the implementation worked, and those mofos surely scared the hell out of me sometimes (despite what some say!) I'm sure someone will get around to it. :)
New Horizon on 2/5/2005 at 15:38
It would be pretty cool to see those guys back in action. I'm sure they could look menacing in T3.
Wouldn't mind seeing the original Tree Beasts in T3. The new models just didn't do anything for me. Kind of goofy looking.
2003MINI on 2/5/2005 at 16:15
I was just thinking this weekend how much I'd like to have those robotic cameras and ball-shooters back.
thestemmer on 2/5/2005 at 16:17
I have to agree with you about the tree beasts. They scared the bejesus out of me in T2. I have to give credit to the game designers for only implementing them at the end of that one mission. I'd probably be sticking them everywhere to justify the time I spent developing the model. As it stands, the encounter with the treebeasts is really unique and surprising, so much that it almost made me change my mind about "cavern-style" missions. I still don't think that the Dark engine was ready to handle "organic" environments, though. I'm curious to see how fans will handle them with this engine.
OrbWeaver on 2/5/2005 at 16:49
Quote Posted by thestemmer
I have to give credit to the game designers for only implementing them at the end of that one mission. I'd probably be sticking them everywhere to justify the time I spent developing the model
That is a noticeable difference between T2 and T3.
LGS were not afraid to ship content that many players would never actually see - secret areas, different objectives on Expert and so on. I was disappointed that there was little to none of this in TDS.
Rantako on 2/5/2005 at 18:41
I also think the Hammer Haunts in TDS were disappointing - both in the way they look and the way they sound. The old haunts (especially in Inverted Manse!) were pretty terrifying and powerful, but the TDS ones were just an annoyance. I would say the same about the new zombie sounds too.
Vivian on 2/5/2005 at 22:13
Quote Posted by thestemmer
I have to give credit to the game designers for only implementing them at the end of that one mission. I'd probably be sticking them everywhere to justify the time I spent developing the model.
They were just a reskinned rumbler with a few branches stuck on.
demagogue on 2/5/2005 at 23:12
huh, just goes to show you, I guess.
Sometimes you spend weeks/months on something and it still ends up pretty lame.
Sometimes you throw something together at the last second and it's one of the coolest thing you've done.
Moral: delay everything until the last minute. Your work will benefit from it. :thumb:
thestemmer on 3/5/2005 at 01:23
Quote Posted by Uncle Bacon
They were just a reskinned rumbler with a few branches stuck on.
That's hilarious. But hey, whatever works, works.