downwinder on 24/3/2015 at 03:26
i was kinda wondering if anyone made a mission where you just explore and look around and along the way get a cool back story weather in writing /etc?
sometime i think the people who make missions don't think about the wondering aspect of a mission and more focus on objectives
would be interesting to start a mission and have no idea what to do like original myst,and figure it out as we go along
thief dark project and metal age are hands down the best game set ever
also i miss camvators in missions use to love the emursion i got from them
and i hope everyone 2015 is good so far,also real excited about playing more of the contest missions,as they come out,the idea for contest was real good in my view
now its time for me to look for some sci-fi type fan missions as all this star citizen talk on the web got me wanting some space thief :P
downwinder on 24/3/2015 at 03:29
also i wanted to ask a question about limits on dromed,what are the limits for distance in a mission as in starting from one point and going one direction till you can go no more,,not cube shaped but a real long rectangle,the reason i ask i wanted to see how deep of a story could be done with a long map
start from point a,then go to point b ,a forest/etc/then to point c/etc point d/etc,also i guess warps would be acceptable as long as theme is kept in path traveled
Jaime Lannister on 26/3/2015 at 03:26
Check out this thread from last year.
(
http://www.ttlg.com/forums/showthread.php?t=143886)
As far as how large a map can be, it's going to depend on how much detail you want to include. Take the first mission of the "Ruins of Originia" campaign, for instance. For some reason which I don't understand, some people raved about the sheer size of the thing, yet it almost entirely consists of drab and empty rectangular hallways, so of course it takes up lots of space. It's just not a very interesting space to wander through as you said (in my own opinion of course) because of that almost utter lack of detail.
Then there are other missions that cram a lot of detail into a small space to make a more interesting (but smaller) map. It's all a tradeoff.
As for sci-fi FM's, check out "Trouble under the sea" and "escape from the planet of the robots" if you haven't played them.
downwinder on 26/3/2015 at 03:45
jaime ty,i will try under the sea as i think its been years since i did that,as i did escape from planet of robots real fun just tight quarters
also when i said size of mission i ment longness,like traveling from point a like say 10 real miles in one direction,with ofcourse walls to make it thiner as you made the great point about big boxy areas with lack of appeal
i think there was one mission i played i thought it was by bbb,but i went back through his missions and it was not the one i was thinking about
but i love the type where you start in one area go to another area and never having to backtrack just keep finidng new ways to go forward with some dead ends
when it comes to a box shaped mission i think city missions are my fav in that area
Jaime Lannister on 26/3/2015 at 12:11
Well, you could just open up Dromed, make a fill-air brush and stretch it as wide as the editor will let you and you have your answer. It's been a while since I've played with Dromed but I *think* it limits you to something like 2000 "units" away from the origin in any direction (-2000 to 2000 on the x, y, and z-axes), so whatever 4000 units equates to in real world miles would be what you're looking for.
But then you have to come back to what I was saying before. Once you start filling that space with meaningful things like objects and architecture, eventually you'll hit a render limit or object limit or whatever and be forced to reduce the overall length.
I don't know any missions like what you described but would love to play one myself. I like to try experimental FM's like that, even if they sort of "go against the spirit of Thief".
Yandros on 26/3/2015 at 14:03
You're limited to coordinates of +/- 1000 from the origin.
Random_Taffer on 26/3/2015 at 14:19
I'm not a fan of walking simulators. Dear Esther looked beautiful, but...there was nothing to do.
I wanted to look around and find things. There doesn't even need to be objectives per se, just as long as you can do things. Like find little snippets of journal to read and get an idea of the story of place beyond the narrator. I like being able to interact with the world I'm in in a meaningful way. Dear Esther would have been fine if there had been some sort of mystery to look into or puzzle to figure out.
Jaime Lannister on 26/3/2015 at 15:56
Quote Posted by Yandros
You're limited to coordinates of +/- 1000 from the origin.
Whoops. Glad someone got that right.
@downwinder: I don't know if you've checked out the Dark Mod yet (you should if you haven't ;)) but maps made in Dark Radiant can be even bigger than Dromed's. That editor's grid maxes out at 65,500+ units from the origin :eek:. The Radiant : Dromed scale is about 12:1, according to the Dark Mod wiki, so that would make a grid of around +/- 5500 units in all three axes in Dromed. But like RT said, I don't think many people would want to walk through a monstrosity like that unless there were a damn good story and gameplay attached.
fortuni on 26/3/2015 at 17:21
Quote Posted by Jaime Lannister
I don't think many people would want to walk through a monstrosity like that unless there were a damn good story and gameplay attached.
good advise....pity those who made dear ester didn't listen to you :cheeky:
klatremus on 26/3/2015 at 17:40
I loved Dear Esther myself. I liked it because it was different. The lack of obvious gameplay elements we're used to seeing in other games made it more mysterious and eerie I think. That catered well to the story. No health meter, no inventory, no interaction with other objects, just the experience of the surroundings. A journey through someone's mind.