R Soul on 27/8/2008 at 21:26
Quote Posted by Jashin
LOL denial of reality. You wouldn't happen to be a Pole or have Polish heritage? :cheeky:
Er, what?
Bakerman on 28/8/2008 at 14:51
Quote Posted by Jashin
LOL denial of reality. You wouldn't happen to be a Pole or have Polish heritage? :cheeky:
Ouch...
I also don't want the inability to swim, the lack of rope arrows, etc. I like the lack of invisibility potions, though. That was what impressed me most about TDS...
I don't want the horrid moss arrows. I don't want the new City. I also don't want the gimmicky menu styles and fabulous GUI.
CasperTFG on 28/8/2008 at 18:20
Going back to the thread topic...
The following things sucked ROYALLY in Deadly Shadows, and did not capture the essence of Thief at all:
-Blackjack action. It's not a gun, don't activate it like it's got a trigger.
-Climbing gloves. Give me ropes to climb any day.
-Loot glint. I don't need to be led to loot like I'm stupid. Make me look for it. That's what made the game fun!
-Crappy, sterile, cartoon-ish story. Do that on little Johnny's console if you're afraid Mom won't approve.
-Loading sections of the city. Being chased? Just run through a portal and back. What happened to that guy behind me?
-NO UNREAL ENGINE! PLEASE, somebody use an engine with fluid motion. :nono:
Maybe I'm asking for something a little too close to Thief I & II (my absolute favorites of all time), but all I would like to see is a good story line while using a decent engine. I was HIGHLY disappointed to find that Deadly Shadows didn't wait for the Doom3 engine. you can't substitute sand for sugar. Even with its dated graphics, I still prefer the Dark engine to the way the Unreal engine dampens your motion. :eww:
Even though I'd LOVE to see a Thief4, Deadly Shadows will make me think twice about buying ANY future Thief games (if there ever are any more). It was just done wrong, and I certainly won't suffer through another one like that. If they can't do it right, they shouldn't do it at all. :(
DejaEsBe on 30/8/2008 at 19:12
Quote Posted by CasperTFG
-Loading sections of the city. Being chased? Just run through a portal and back. What happened to that guy behind me?
-NO UNREAL ENGINE! PLEASE, somebody use an engine with fluid motion. :nono:
With today's hardware requirements, loading sections are technical necessities. The best we can hope for are elegant "seamless" transitions as (first?) seen in Half-Life & later on in Source games (to name but a few).
And to be fair, Unreal is a fine engine, it's poor implimentation on the developers' part (stemming from having no familiarity with the engine) that made the motion suck. That and needlessly including Havok, etc. At least that's what it feels like when I play it. It's likely that if they waited to use Doom 3's engine, you'd have seen its trademark "everything looks like mold-injected plastic" look accentuated in T3, given the dev team's regrettable lack of experience with the engine.
Quote Posted by CasperTFG
-Crappy, sterile, cartoon-ish story. Do that on little Johnny's console if you're afraid Mom won't approve.
... It was about a vampire woman who skins her victims to wear their flesh as disguises. How darker do you want the story to get? :D
New Horizon on 30/8/2008 at 20:07
Quote Posted by DejaEsBe
It's likely that if they waited to use Doom 3's engine, you'd have seen its trademark "everything looks like mold-injected plastic" look....
Argh!!! This is not an issue with the D3 engine...it's an issue of using overly strong specular maps...instead of only using them on wet/shiny surfaces! The Dark Mod has none of that look. You just don't use specular maps on every surface.
Here is an example from Dark Mod.
(
http://www.mindplaces.com/darkmod/spitter03.jpeg)
Here is an example from another D3 Mod. Hexen: Edge of Chaos.
(
http://edgeofchaos.planetdoom.gamespy.com/images/Screenshots/shot00023.jpg)
jay pettitt on 31/8/2008 at 09:33
Actually those walls do look a bit like a plastic toy castle. I'm not sure I'd single the D3 engine out as culprit though. Perhaps some kind of dirt map or fancy material shenanigans would help stop it looking so uniform - even a bit of colour in those textures would help if it were possible without it repeating in an ugly way.
Pretty impressive otherwise though.
New Horizon on 31/8/2008 at 19:28
Quote Posted by jay pettitt
Actually those walls do look a bit like a plastic toy castle. I'm not sure I'd single the D3 engine out as culprit though. Perhaps some kind of dirt map or fancy material shenanigans would help stop it looking so uniform - even a bit of colour in those textures would help if it were possible without it repeating in an ugly way.
Pretty impressive otherwise though.
Overuse of specular causes the plastic look in doom 3. Subtle use just makes things look wet...or shiny.