ProjectX on 6/12/2005 at 16:25
That's beautiful.
Schweet!
STiFU on 6/12/2005 at 21:00
Yeah really nice! You know how to use the T3 Smeshes :)
STiFU on 7/12/2005 at 17:30
Very cool! But what is the gate up there for? It is very unusual to have gates like that in a chruchtower...
Gestalt on 7/12/2005 at 17:46
It's just a set of bars to prevent people from falling out of the bell tower.
Ziemanskye on 7/12/2005 at 19:02
I'd just assumed it was a giant window variant.
Fingernail on 7/12/2005 at 21:03
That's a nice Cathedral. A bit too brick'd and static mesh'd for my liking, but it's impressive and monolithic and a bit threatening which is what it's all about.
Bardic on 7/12/2005 at 22:00
Good thinking. I am always falling out of the bell tower, and usually landing on my head, very nice. So those roof sections look flat enough to walk on, are we going to be able to do a bit of outdoor exploring, possibly see how long it takes to hit the ground if we jump off?
I'll just edit this to save on posts.
I am working on a concept, and I want to find out some opinions before I try it. I'm going to put some of this in spoiler text because I would like it to be a surprise to most people.
I am planning a level where different people will get a different mission depending on their choices/play-style.
[SPOILER]Part of my reasoning is that I want what you do to matter to some degree, and I want something totally unique. Also, I have this evil idea that people will just think it is a nice tiny little mission, and when they get on the fan mission forum to talk about it, some people will talk about going through an Inn, and other people will have been locked out of the Inn. Someone who had 800 loot which was the max for one path, will be confused when someone else has 90% of a 2000 max loot.
Every path can be completed successfully with all objectives that show up for that choice, and you won't know about the other paths until you have played several times, or tried to compare notes with others. Like if you play most missions the first time through knocking everyone out, you will get 1 path, and if you try to ghost it the next time, some places will be locked that were open before, and others will be open to you.
You don't have to do all of them, but some easier paths will give hints on how to get the most complicated storyline.[/SPOILER]
Here's a little flowchart if you have read the spoiler and would like to see:
(
http://img429.imageshack.us/img429/6560/thiefendings4cm.jpg) "new" should be "news" in the pic
Is this too far fetched, or would it be too confusing? The trick for me is going to be the huge amount of scripting and custom voice acting to push the story along, and making it easy enough that it is worth playing more times to try new things. Also, I will have to beta test the crap out of it.
Krypt on 11/12/2005 at 21:53
That would all be perfectly possibly technically, Bardic. Spoiler tags are probably not necessary for this, but I'll put them on just in case:
[SPOILER]However you may run into the problem where you took the time to create 2 hours of total gameplay, but the actual play time through the map is only 20 minutes because the player can only see a part of what you've made in a single playthrough. If people are encouraged to replay the map then this may not be a problem and could be very cool, but it's something to consider.[/SPOILER]
potterr on 11/12/2005 at 22:15
Its a good idea, but I would suggest giving glimpses of the other areas (guards walking, objects to pick up, etc) which would encourage a bit of curiosity, frustration and lots of questions asked.