If Thi4f has a LARGE City Map... - by Jilly The Taffer
jtr7 on 20/7/2009 at 00:12
Yeah, no reentering old grounds. Since the maps will have edges, I say build it like the older games where one can see some territory through a closed City gate, and have a piece of familiar locale visible, no accessibility. I'd like to look down into part of an almost fully excavated Karath-Din, especially the area on both hand-drawn maps that was never reachable and completely buried. One more secret there? It's a vital piece of The City's history, remarked on with awe by Keepers and Mechanists alike. The ruin of Soulforge silhouetted on the horizon?
Beleg Cúthalion on 20/7/2009 at 06:37
Quote Posted by Iroquois
Meaning, walking past Lord Bafford's manor is fine, but allowing the slightest access would certainly fall short in comparison to the actual level from TDP.
If they just copy DromEd's geometry, certainly. :p
Syndef on 21/7/2009 at 01:57
Maybe they can make all the old locations (like full interiors of old mission locations) accessible after beating the game.
jtr7 on 21/7/2009 at 03:08
'Twould be cool, but there's no doubt it won't happen.
Iroquois on 21/7/2009 at 16:30
Well, it makes sense. Double production time and cost for results that would be... probably controversial. Even if they could spare the resources... well, let's just say I wouldn't dare doing that either.
Sap'em on 21/7/2009 at 16:40
:idea: I'm concerned about system resources and trying to load a huge overall map. Fm's with this level of expansiveness for T1 and T2 were forced by necessity to reduce detail. While still very cool, you could tell where corners were cut to meet the limitations of the dark engine. I'm not a programmer, but regardless of the engine used, there will always be limitations. Also, from a marketing standpoint, if they release a game that requires a monster gaming rig to play, it won't fly commercially - Ergo..it won't be made by anyone looking to make a Canadian dollar.
Just an idea, but some kind of interactive over map, after a cut scene of course, where Garret chooses a high road (thieves highway) or low road (sewers, streets) along with objectives (Reach Shalesbridge, spring Basso from cell 5) and then the game loads a map based on those criteria and our anti hero is on his way. WITH NO FUNKY BLUE LOADING ZONES!! For kicks..Garret would then be able to choose the return route with new hiding places, loot, interactions, etc. (I think I may have given a bastardized version of what thief TDS did..I honestly can't recall, I played it so long ago and so little.:o) For me, Thief was always about atmosphere and story. This idea has the potential to enhance both.
Albert on 21/7/2009 at 19:58
Hmm, I know this sounds stupid a little, but maybe the designers could integrate the proprietary map builder into the game as a sort of extensive mission pack type extender that opens up more of the city and stuff like that.
I mean, Eidos Montreal (whom ever they're owned by now...) could hook up with the steam game service and sell the extensions that way... I wouldn't mind that.
jtr7 on 21/7/2009 at 20:41
Officially made FMs?
Iroquois on 21/7/2009 at 21:59
It does sound more like "modding territory". It's probably better that way, too. A good set modding tools and presumably modders would be able to link certain spots in the map to their own fan-made levels.