john9818a on 10/4/2006 at 00:14
Quote Posted by metal dawn
I actually do like
Quickie. I was not try to insult you personally. I was talking in terms of time and effort.
I didn't take it as an insult. :) That FM was nothing more that the default cube.
Anyway I feel the same way you do (refering to my comment about City Square.)
btw are there any more missions like City Square? :D
ok I'm sorry to Garrett729 for being mean. :o
dlw6 on 11/4/2006 at 16:15
You lost my interest in downloading this at
Quote:
sup taffers!! ^_^;; here is the fm plz let me kno what u think
TTLG uses real languages, not IRC, and no one will take you seriously if you write in IRC. There are procedures for testing and releasing a mission that get you credibility and a better outcome, look in The Editors Guild.
Metal Dawn, your post was mostly constructive (what needs to be fixed) rather than destructive (feelings about the mission). The only thing you did that was harsh, in my opinion, was to quote that text. :eww:
Oh wait, that's not constructive, so here are some general suggestions. Good FMs have the following:
* Story. This is something Half-Life and most FPS don't have, so experience making "maps" in HL actually works against you when making "missions" in Theif. Is there a reason for Garret (or whoever the player is controlling) to go on this mission? How will you explain the story to the player, and lead him or her care about the situation?
* Technical. Does everything work? Extra points if you do something cool, IF there is a reason for whatever it is to exist, and it makes the game better. Cool stuff "because you can" is a distraction. Examples of technical feats include new weapons, in-game stores, using new or old objects in unusual ways, etc. A basic mission with standard stuff that works is better than one with a lot of technical stuff that doesn't work.
* Architecture. Do the textures line up? Does the layout make sense? Are the areas interesting to explore? Big empty areas or long paths that simply get you from one place to another aren't fun for most taffers. Are there choices in which way to go or options on how to get somewhere?
* AIs. Is the area appropriately populated? Do the AI types, numbers, locations and activities make sense and fit the story?
* Atmosphere. This is an integration of the items already listed plus sounds, books & scrolls, which help the player "be" the character in the mission instead of just "playing the game." If your story, architecture, AIs, sounds, and readables all fit then the player can be more immersed in the mission.
I have not described how these principles apply to your FM because, as I said, your opening statement told me it's not ready for download except by those brave enough to test it. As an FM author,
you should look at your own work within these generally accepted parameters and declare it acceptable, then proceed to testing.
Don
Voice actor & occasional writer
HipBreaker on 11/4/2006 at 18:46
With all the hype, I may have to download it. Due to a fresh format, I will have to install Thief just to play this mission. I'm sure my first missions were still worse, but I never released them (unless you count silent nightmares).:joke:
ffox on 11/4/2006 at 20:07
The total build time is only 43mins 35 secs - if it's not an expert having a bad hair day it's a very speedy newbie. Possibly gay, or a female waving a red herring?
Bulgarian_Taffer on 11/4/2006 at 20:17
Quote Posted by dlw6
You lost my interest in downloading this at
TTLG uses real languages, not IRC, and no one will take you seriously if you write in IRC. There are procedures for testing and releasing a mission that get you credibility and a better outcome, look in The Editors Guild.
Metal Dawn, your post was mostly constructive (what needs to be fixed) rather than destructive (feelings about the mission). The only thing you did that was harsh, in my opinion, was to quote that text. :eww:
Oh wait, that's not constructive, so here are some general suggestions. Good FMs have the following:
* Story. This is something Half-Life and most FPS don't have, so experience making "maps" in HL actually works against you when making "missions" in Theif. Is there a reason for Garret (or whoever the player is controlling) to go on this mission? How will you explain the story to the player, and lead him or her care about the situation?
* Technical. Does everything work? Extra points if you do something cool, IF there is a reason for whatever it is to exist, and it makes the game better. Cool stuff "because you can" is a distraction. Examples of technical feats include new weapons, in-game stores, using new or old objects in unusual ways, etc. A basic mission with standard stuff that works is better than one with a lot of technical stuff that doesn't work.
* Architecture. Do the textures line up? Does the layout make sense? Are the areas interesting to explore? Big empty areas or long paths that simply get you from one place to another aren't fun for most taffers. Are there choices in which way to go or options on how to get somewhere?
* AIs. Is the area appropriately populated? Do the AI types, numbers, locations and activities make sense and fit the story?
* Atmosphere. This is an integration of the items already listed plus sounds, books & scrolls, which help the player "be" the character in the mission instead of just "playing the game." If your story, architecture, AIs, sounds, and readables all fit then the player can be more immersed in the mission.
I have not described how these principles apply to your FM because, as I said, your opening statement told me it's not ready for download except by those brave enough to test it. As an FM author,
you should look at your own work within these generally accepted parameters and declare it acceptable, then proceed to testing.
Don
Voice actor & occasional writer
You are pretty right. Most of pseudo thief fans are kru gamers. I know who made that stupid joke with the Editor Guild. Not only he violated the rules of the community ( one nick per user ), he also violate the ethics of the Editor guild.
Go to your kru gaming, mang!
Sluggs on 11/4/2006 at 20:53
How come i never got flamed for Wakey Wakey? Surely that was worse than this, wasn't it? :joke:
Mortal Monkey on 11/4/2006 at 20:57
L.H.O.O.Q.
Dia on 11/4/2006 at 20:59
Quote:
How come i never got flamed for Wakey Wakey?
pssst! ... because you're
SLUGGS, that's why, you silly goose!
Besides; you get more than your share of flaming whenever you visit ComChat.
Oh yeah - plus: Wakey Wakey was fun. Kind of. ;)
madwolf on 11/4/2006 at 21:24
Quote Posted by Mortal Monkey
L.H.O.O.Q.
Then enlighten us.
P Forth on 11/4/2006 at 21:25
Well. I could not find anything wrong with Wakey Wakey.
Terrain brushes ok, room brushes ok, textures ok, objectives ticking off
nicely.
I can't wait for the follow up, Nighty Nighty. :cheeky: :cheeky: :cheeky:
As for my fm, I just took it as a joke, and played it as joke, and it made me laugh.
It seems only a few of us got the joke.