Gonchong on 10/1/2006 at 19:31
I like what I've read so far.
Though I'm not ready to go back to Thief editing just yet (*cough* Half-life 2 mod *cough*) I'd be happy to provide some ambient soundtracking if needed.
STiFU on 10/1/2006 at 21:26
So Str8t8 is pro-prison-level. Anyone else? :) we have so many editors now and a fourth mission wouldn't be that bad. STill if we really devide the estate into interior and exterior, we will be able to do it!!
Quote Posted by ascottk
Along the course of the mission the content/objectives evolve according to the player's actions. If the player goes left in a fork in the road then that (de)activates NPCs, objectives, etc. but if the player goes right then there's a new set of content/objectives. I thinking of replayability & a normal walk-through won't work because the missions change each time.
I love nonlinear games, but i hate non-linear mission objectives! I'd rather vote for standard objective, but good story telling and plot. If we concentrate on one storyline, the atmosphere will be better in the end.
The last map in a campaing should always be the hardest, best and biggest one in my oppinion! :) And if we decided to do the last map in the overwarden's underground lair, i guess that would mean a lot of work, if you really mean
underground!!:joke:
jay pettitt on 10/1/2006 at 23:30
...Because it would be harder to make a secret underground lair than Edinborough Castle?:erm:
Str8g8, I'm curious how you qualify keeping the Baron an unkown entity, but at the same time think we ought to be able to poke around his house. Please revise.
If it was up to me - I'd think that something as audacious as The Baron's castle estate perched atop a hostile rocky outcrop would require significant build up in story and anticipation for the player. Perhaps more than you'd get out of a mini campaign. Instead I'd maybe make a mini model and include it in the skyline graphics. Then hint at the prospect of taking on the Baron's Castle in Community Project part II.
That or ditch the immediate association with The Baron... (He is, after all, quite a big deal in the thief universe.)
From a pacing point of view I'm still unhappy having 3 contiguous big hitting and ambitious levels: Rooftops, Over-warden, Edinborough Castle (with a prison level inbetween). I'd suggest ditching either the castle or the Warden's lair and replacing with something a little more down to earth - perhaps expanding the prison escape level before seeking a conclusion in the castle..?
New Horizon on 11/1/2006 at 03:18
I hope people find the expanded static mesh viewer helpful. :)
(
http://www.timgormley.ca/meshview.jpg) http://www.timgormley.ca/meshview.jpg
I know there was another version of this posted somewhere, but I did some creative moving to get the view port larger. Cross your fingers...but I think I can have it all ready by Friday. :)
Crispy on 11/1/2006 at 03:46
Nice.
What method did you use to accomplish that? Resource editing the .exe?
New Horizon on 11/1/2006 at 03:58
Quote Posted by Crispy
Nice.
What method did you use to accomplish that? Resource editing the .exe?
Bingo! :thumb:
STiFU on 11/1/2006 at 07:15
Hmn nice!! My question would be now if you found a fix too, that for some reason the size of some static meshes don't show up. Fixing that would be really usefull!!
And something just came up to my mind. You guys do still remember, that roofs are one of those things we have most problems with because they cause so many bsp holes and non working zoneportals. I will definitely not map that rooftop level!! :D
str8g8 on 11/1/2006 at 10:53
Quote:
Str8g8, I'm curious how you qualify keeping the Baron an unkown entity, but at the same time think we ought to be able to poke around his house. Please revise.
Well, in the sense that you never actually see or hear him in-game or in cut-scenes, in that he has not yet returned to the City, he is still an implied presence. But by poking around his house as you say, we would get to learn something about him, and by extension something about the history of the City - but this is a good thing in my book, as we should try and expand the Thief universe a little. There would still be enough left to the imagination if it is done with subtlety.
I am not so sure that pacing would be an issue: a short 3 or 4 mission mini-campaign needs to be tightly focused.
To summarise I think there are 2 questions over the use of the Baron's estate: 1. Would it make a good mission? (most people so far seem to think it would) and 2. Is it within the scope of this campaign (which is not so easy to say). :erg:
GlasWolf on 11/1/2006 at 11:57
Quote Posted by STiFU
And something just came up to my mind. You guys do still remember, that roofs are one of those things we have most problems with because they cause so many bsp holes and non working zoneportals. I will definitely not map that rooftop level!! :D
The BSP is do-able, but zoning it off will be a nightmare! I'm actually having problems trying to create the illusion of my mansion being set within a built-up area. Any high vantage points shoot the illusion down in flames unless I build an entire village with the smesh buildings. Anyway, OT...
SubJeff on 11/1/2006 at 12:23
Quote Posted by STiFU
You guys do still remember, that roofs are one of those things we have most problems with because they cause so many bsp holes and non working zoneportals. I will definitely not map that rooftop level!! :D
But you can play pretend with it and not use real rooftops.
One thing about New Horizon's changes that I absolutely
loath is the old HUD. The new one, with integrated compass-lightgem and health that only shows up when you alter it, is far, far superior. I reduce it to 50% size in the .inis and it is much better than the old intrusive one. The health is SO intrusive in the originals it's just aaaaarghh.