scumble on 9/8/2006 at 12:57
I didn't get very far either. It has been interesting to play about with though. I don't actually hate the way it works, but the way things have been implemented is so ropey - it's a badly hacked up Unreal engine that has only been made to work through stubborn determination at the last minute. At least it seems that way given the various comments Randy Smith has made about the project, and Krypt too.
str8g8 on 9/8/2006 at 13:14
Yes I think we've all been there. Making T3 missions is not for the faint-heared. However, I did have an enourmous amount of fun making the Bridge as well. For me, anyway, the good just about outweighed the bad.
Quote:
There's just too much bad feeling against T3 in the community.
Exactly. It's more than a little depressing to labour over a mission knowing that at least half the audience are going to hate it no matter what, or don't even care about it. :(
Ziemanskye on 9/8/2006 at 15:07
Well, if nothing else then, I hope we manage to actually pull of this community project we're (still, waaaaaaaaay past deadline) working on.
It'd be nice to have one real *thwack* here before everyone jumps ship to more accessible climes.
Don't get me wrong though - I like building levels, and the frustrations of TDS to me are mostly that it's not UE2 (though we have more fun lighting to play with), and I am still having fun with it, I just keep finding the buttons aren't there or the "should be easy" things to do aren't.
And for the record - I've had a reaction to my levels here, which is more than my previous Action Unreal Tournament level got: the community there almost literally evaporated once they dropped out of the Make Something Unreal competition, so like 4 months later I release a beta for a map to utter silence. So the TDP/TMA guys don't play my TDS work - I guess it's fair, I haven't played any of theirs, except T2x. Eventually there might be some more traffic in either direction, and we've still got 2 years to wait for Dark Mod to show up, but for now we're all still Ice-Skating uphill in a blizzard trying to get around Flesh to make decent levels.
sparhawk on 9/8/2006 at 15:44
Quote Posted by Ziemanskye
Eventually there might be some more traffic in either direction, and we've still got 2 years to wait for Dark Mod to show up, but for now we're all still Ice-Skating uphill in a blizzard trying to get around Flesh to make decent levels.
Actually you don't need to wait two years for TDM to come out if you want to start mapping for it. In fact you can start right now, and we encourage poeple to do it, because we also need feedback. We are quite far already and IMO it would be really interesting to see how far erious mappers can go with the current code base already, which offers already quite a lot.
As for hating T3. I think that what you percive as hate here is not against T3 per se, but it comes from experience with the engine. Of course it is frustrating to spend time on a mod if you expect that half of the people will not even look at it, especially when the process of making it in the first place is so tedious. But during the development of TDM I learned that the fun to sticking to the mod is not because I hope to get fame and honour from some obscure TTLG people I don't even know about, but from actually making it. I would expect that this is not really different for any other FM.
Gestalt on 9/8/2006 at 15:49
I've got two projects in the works that are complete enough that I don't want to abandon them, so I'll be sticking with Flesh for the time being. Using the editor itself has been more fun than not for me, but the community thing has been rather depressing. It's also why I'm not as enthusiastic about TDM as I might otherwise be, but I'll leave that for another time.
ascottk on 9/8/2006 at 16:54
Quote Posted by sparhawk
As for hating T3. I think that what you percive as hate here is not against T3 per se, but it comes from experience with the engine. Of course it is frustrating to spend time on a mod if you expect that half of the people will not even look at it, especially when the process of making it in the first place is so tedious. But during the development of TDM I learned that the fun to sticking to the mod is not because I hope to get fame and honour from some obscure TTLG people I don't even know about, but from actually making it. I would expect that this is not really different for any other FM.
True, I enjoyed pushing the limits of t3 with "Krellek's Labyrinth". It included those experimental rope arrows, interesting effects such as the floating papers, transparent keeper assassins, working generators, the transporting glyphs,and figuring out how to script/link the doors in the east hall. Those doors were probably the most complicated thing I ever put together. I really enjoyed trying to figure all that stuff out.
Quote Posted by Ziemanskye
And for the record - I've had a reaction to my levels here, which is more than my previous Action Unreal Tournament level got
I had a lot of reaction for labyrinth. I was surprised to see screenshots on russian and french sites :D
GlasWolf on 10/8/2006 at 02:24
Quote Posted by Gestalt
Using the editor itself has been more fun than not for me, but the community thing has been rather depressing.
Amen, I guess we thought we could overcome T3's shortcomings given the editor, but that hasn't been the case.
To pull the thread somewhat back to the original post, I do think the one thing that IS still technically achievable is changing the animations to improve player movement. Unfortunately, Scott seems to be the only one with both the skills and the motivation to give it a real go, and although he has made definite progress he can't be expected to do it alone. Forget what it looks like in 3rd person, just recreate normal player movement. That would make a difference to everyone's perception of T3.
Crispy on 10/8/2006 at 10:11
I haven't enjoyed trying to push the limits, because every time I try the ruddy thing fails to work. :erg: It's just so brittle.
Ziemanskye on 10/8/2006 at 10:42
Yet it's barely crashed at all for me.
I wonder how much more people would have done if it was as smooth for everyone else as it's been for me?
scumble on 10/8/2006 at 11:00
I've also found it relatively stable overall, but it doesn't reduce the effort involved in building missions.