Goldmoon Dawn on 11/4/2007 at 08:43
Quote Posted by Aristed
I'm really surprised that you think that, in my opinion the best thing about T3 was its level design.
Yes, well.
In fact, I haven't honestly played Deadly in a couple years now. My opinion is somewhat biased. I still believe that the original Dark Project Missions are not only better than Deadly, but are some of the best Missions in all of videogaming. I think that on some level it will always be somewhat painful when attempting to compare Dark Project with Deadly.
Besides, Deadly was designed and intended for the new fan$.
Dark Project was a glorious demonstration of masterful construction.
Jeshibu on 11/4/2007 at 12:43
Quote Posted by Goldmoon Dawn
fan$
That'll show 'em. :cool:
Seriously, grow up.
Goldmoon Dawn on 11/4/2007 at 13:39
Look, Jeshibu. The fact that Ion sold out is already ancient history. Growing up will do little to change that fact.
Gestalt on 11/4/2007 at 18:20
I think Jeshibu was pointing out that adopting cutesy affectations like replacing the letter "s" with a dollar sign is irritating and childish. It's not clever, original, or conducive to intelligent discussion.
Ziemanskye on 11/4/2007 at 19:48
As a fan and (fan-mission) editor for TDS, I have to stick my boot into this and simply say:
You CANNOT remove the city sections. Do them differently/bigger/better certainly, but large parts of the theme and story are directly related to the city at large rather than the microcosms of the mission areas, so removing them would be a serious disservice to any port/conversion/whatever.
Take them out and it's not really Deadly Shadows anymore (though perhaps not quite as fatal as removing the Mechanists from The Metal Age or the Pagans from Dark Project)
New Horizon on 11/4/2007 at 20:10
Quote Posted by Ziemanskye
As a fan and (fan-mission) editor for TDS, I have to stick my boot into this and simply say:
You CANNOT remove the city sections. Do them differently/bigger/better certainly, but large parts of the theme and story are directly related to the city at large rather than the microcosms of the mission areas, so removing them would be a serious disservice to any port/conversion/whatever.
Take them out and it's not really Deadly Shadows anymore (though perhaps not quite as fatal as removing the Mechanists from The Metal Age or the Pagans from Dark Project)
Although, I wonder if the city sections could be removed and 'replaced' with classic style briefings? That being said, I think it would definitely be necessary to set a mission or two within the city...but not in the same way as TDS did. They wouldn't be a hub...they would be real missions. Would be very interesting to see the game restructured to play as a classic styled mission.
Digital Nightfall on 11/4/2007 at 23:19
I think that if anyone wanted to try their hand at an interpretation of any TDS mission with the dark engine, that's all fine and dandy. To expect a team to come together to completely remake the game, that's unreasonable.
Now, I don't mind people once again debating their dislike for TDS versus those who insist on its values, you can do that all day as far as I care, but some of the comments made above have made the padlock button on my interface look mighty tempting, and I am sure the forum would not miss yet another TDS flamewar thread should this one happen to go all locked-up.
So keep it on topic, and don't make it personal.
Ziemanskye on 12/4/2007 at 06:54
You could perhaps have City based real missions
(you'd need at least two - one for the Keeper Enforcers and one at the end, but ideally another couple inbetween so you can spend more time there and get more of a "feel" for the place)
You can't just drop it down to briefings/loadout/loading screens (ie, do away with it) without seriously hurting the game.
New Horizon on 12/4/2007 at 12:09
Quote Posted by Ziemanskye
You could perhaps have City based real missions
(you'd need at least two - one for the Keeper Enforcers and one at the end, but ideally another couple inbetween so you can spend more time there and get more of a "feel" for the place)
I think that's part of the problem with TDS though. You spend way too much time in the city, and it starts to lose any sort of mystery it once had. I would definitely make the city into a couple of real missions.
Quote:
You can't just drop it down to briefings/loadout/loading screens (ie, do away with it) without seriously hurting the game.
I think you could, at least in the way I envision it. The briefings and cutscenes were dripping with atmosphere in the original games. They really setup a lot of the feeling for those games. The dry readings of the TDS briefings really sucked a lot of life from the missions. There was nothing to establish the scene before the mission, just Garrett rushing through his script.
I feel like jotting my ideas down and posting them. Just might do that.
Ziemanskye on 12/4/2007 at 19:03
I consider it more a physical exploration thing: you can't get a feel for the city and the role it plays in the story without being there.
You can get the atmosphere from the cutscenes, but you have to change the story by removing the city entirely as an area. As I said, you'll lose at least two segments from the game, and the collapse of the clocktower becomes almost meaningless when it no longer affects the player. Take that out and again it's changing the story.
That's not to say it would have to be bad. Just that it isn't TDS is you alter too much of it.