ProjectX on 8/5/2005 at 12:28
I'd recommend adding a bit more detail to the ceiling. In that shot it looks like a flat expanse of concrete. Rest of the room's great but some vaults, or even just some wooden beams would seriously improve the looks.
AshyRaccoon on 19/5/2005 at 14:27
Quote Posted by Stardog
Come on people, post some stuff you're messing around with. Even if it's total rubbish!
Quote Posted by GlasWolf
Especially if it's total rubbish!
I'm making a "level" made for just taffing and doing silly things. So far, it has my typical lack of UnrealEd (or in this case T3Ed) detail. (It'd be a shame not to try doing detailwork in this, looking at the original TDS levels, and Thief levels in general. Even if I am just taffing around in the editor. ;) )
So far I have a "guard collection pit" with a convenient ramp to use oil on, and I have a bridge/walkway made out of rotated wall grates, and some climbable walls for no good reason.. 'Tis too bad the AI doesn't try to use the "bridge", opening one of the grates would be fun. I may experiment with other sorts of "collapsable" bridges. :cheeky:
All in all the level will be made just for having fun (or trying), and will probably be highly nonsensical. And without point. I really ought to plan/draw out a layout and then work from that, instead of making up big empty square rooms as I go on.. :p (even if it
is a messing-around-be-silly level)
ascottk on 19/5/2005 at 16:05
I'm not working on this yet but it's an idea. I'm a music composition major at Western Oregon University and one of the requirements of a music major is having a senior recital. I don't plan on having one for another year so I'll have time to develop this idea (around April or May 2006):
A mini campaign using visual and audio cues that correspond to the printed music of the live performers/instrumentalists. Each room and adjoining hallways will have different colors/symbols/sound effects that will tell the musicians which sections to play. There will also be cutscenes to help the story along.
While the live performers are doing the real work I'll be playing Thief (well, I'll be conducting the cutscenes when I need strict timing). Overall it'll be a combination of film scoring and indeterminacy :) .
bloodyzeppelins on 22/5/2005 at 05:00
that layout is huge.. looks good. :thumb:
Oldeye on 25/5/2005 at 05:43
Do you all think that my Radeon 9600 XT would run the editor pretty well? I don't see why it wouldn't, I run the game wonderfully with my graphic's settings to their highest in detail. I'm just curious because someone mentioned a requirement like 9800 pro. I dunno, just confirming :erg: .
Renzatic on 25/5/2005 at 05:44
A 9600XT should run it just fine.
New Horizon on 25/5/2005 at 12:57
I'm currently working on making an installer for the Editor. Trying to ease some of the pain for new arrivals.
New Horizon on 25/5/2005 at 13:36
Just assembled a test of the installer. The size is around 240 megs. The zipped version of the editor was around 320 megs I think. That should help out a little bit.
I'm thinking I should definately include some of my fixes into the editor....stuff like, wall hugging invisibility fix and the weapons exposure. Hell, I might even assemble a complete Minimalist Flavored installer for the editor...would people want the true "retro" hud I made or the "minimalist" hud with the numbers that slide in and out. I would be inclined to go retro. Either way, there will only be one version of this installer...so I better make it good. Hopefully someone will be interested in hosting it as I don't have the space.