Calibrator on 2/1/2018 at 17:34
If campaigns are counted as single "releases" (which they logically are) in *all* years the statistics are good in my book.
It makes perhaps sense to stress that the statistics aren't about the amount of produced/released missions but the number of releases.
I think it's primarily important to have consistency here so that one can compare numbers between years.
But of course it never hurts to point out that some hefty campaigns came out last year as this isn't necessarily the case in every year.
Now about the meaning of the graph:
The key number since 2000 has been the number of T2-releases. It quickly killed the T1/G releases that were reduced to less than half a dozen.
The big surprise is that the downward trend for T2 releases has stopped in 2014 and we have four years in a row with a stable stream of releases.
Perhaps New Dark is the life support it needed?
While the last two years were especially bad for T1/G they were not much better for TDM - which I find really surprising as the game system has matured well, IMHO.
What I still find surprising is that TDM is lingering at half as much releases per year as T2. It in fact dropped sharply after 2014 again.
Personally, I play both systems gladly (much more so than T3 missions) but apparently the authors prefer the older system, as ancient (and comfy) as it may be.
I'm not an author so I can't judge what is easier to create but perhaps a TDM-exclusive contest is in order?
But enough of my rambling - let's all hope for a fruitful 2018 and be thankful for it (I for sure am)!
TannisRoot on 2/1/2018 at 19:20
Noob observation / question: How did two T2 missions release in 1999 before the game's release?
Melan on 2/1/2018 at 19:26
Quote Posted by TannisRoot
Noob observation / question: How did two T2 missions release in 1999 before the game's release?
They are T2 conversions of T1 missions (Lord Rotchest's Shadow and Autumn in Lampfire Hills, I think). They are counted with their original release date for [reasons].
Yandros on 2/1/2018 at 19:33
Quote Posted by Calibrator
If campaigns are counted as single "releases" (which they logically are) in *all* years the statistics are good in my book.
That is the case, which was another reason why Ricebug chose not to change anything with how releases are counted last year, to maintain consistency. I think he also doesn't count cosmetic/New Dark updates of old missions as releases either.
Ricebug on 4/1/2018 at 00:37
Quote Posted by Calibrator
I play both systems gladly (much more so than T3 missions) but apparently the authors prefer the older system, as ancient (and comfy) as it may be. I'm not an author so I can't judge what is easier to create but perhaps a TDM-exclusive contest is in order?
* T1/T2 creation: Easiest to create once you understand some basics. Best forum support I've ever seen for FM creation. When I dabbled in Doom 3 editing, they would ban you from the forums if you listed your web site in a post.
* T3: Uses a modified version of UnrealEd. Prone to crashing, a nuisance to install and get your stuff to play. I struggled for months trying to get it to run. The forums were not particularily forgiving when I needed help.
* TDM: Uses Qeradiant, or Radiant, as some call it. Unreal and the Dark Engine both start out with a solid world, where you carve rooms. Radiant takes the opposite approach, where the empty world is a "never-ending" air box. Leaks used to be the bane of the mission creator but I'm not sure about the present software.
neux on 4/1/2018 at 11:51
Glad to see the graph for T2 rising, even if just by 2.
Judith on 4/1/2018 at 12:18
Quote Posted by Calibrator
What I still find surprising is that TDM is lingering at half as much releases per year as T2. It in fact dropped sharply after 2014 again.
Personally, I play both systems gladly (much more so than T3 missions) but apparently the authors prefer the older system, as ancient (and comfy) as it may be.
I'm not an author so I can't judge what is easier to create but perhaps a TDM-exclusive contest is in order?
While TDM's DarkRadiant is no Unreal Editor, it's still the most accesible and modern tool from all three. It allows different build styles, from simple brushes and patches to external models. It uses much better materials than T2 or T3 (diffuse, specular, normal textures, cubemaps, shader programs like heat distortion etc.), although you have to write materials in notepad (a bit tiresome, but doable). From the gameplay perspective, TDM has best and most smooth player movement. The engine is updated around once a year, Dark Radiant gets smaller but more frequent updates. People work on updates basically the whole year round. The problem is the lack of content, like more Pagan models, and more good models in general.
mazzortock on 19/1/2018 at 05:20
Quote Posted by Judith
While TDM's DarkRadiant is no Unreal Editor, it's still the most accesible and modern tool from all three. It allows different build styles, from simple brushes and patches to external models. It uses much better materials than T2 or T3 (diffuse, specular, normal textures, cubemaps, shader programs like heat distortion etc.), although you have to write materials in notepad (a bit tiresome, but doable). From the gameplay perspective, TDM has best and most smooth player movement. The engine is updated around once a year, Dark Radiant gets smaller but more frequent updates. People work on updates basically the whole year round. The problem is the lack of content, like more Pagan models, and more good models in general.
I totally agree.
Renault on 19/1/2018 at 05:50
I would agree on all the points Judith made except for player movement. It's not nearly as bad as TDS, but sometimes TDM movement just feels awkward to me. Thief 1/2 are way better.
SneakyGuy101 on 19/1/2018 at 06:12
Seeing as there's going to be numerous T1/G FM's released later in the year from the TDP contest I can't wait to see T1/G's number skyrocket for 2018's stats :D