Here's what I'm currently working on in the Thief department. It takes place in a nobleman's residence, which used to be an outpost. Except, the family living there disappeared two years ago. The actual level is darker, but I had to brighten the screenshots so you could actually see them.
The courtyard, still being worked on
outer porch area
A hallway
break room, or something like that
main atrium
another hallway
a lounge
a gallery
a library
guest rooms
another gallery
servant quarters
I'm going to edit the textures on the objects sometime.
Replies
I'll give some critiques after work, but for the meantime, your lighting & composition could use a lot of work. But it is a great start.
Oh and the pros can feel free to tell me to shut my stupid mouth and stop talking shit if there are better ways lol.
Erm... layman's terms?
[/ QUOTE ]How many polys do you get to play with?
I dont remember it being that dark
The room's neat, but until I really studied it I wasn't drawn in at all. What about some long patches of light coming from windows behind the camera, or a lit torch in the back left corner, or something? As for your other rooms, consider ways to lay out things in interesting manners -- this is a game where players need to stick to the shadows, so, why not use patches of light and dark to lead and focus them on key points?
Keep it up, anyway.
Thief2 WAS that dark. And it was awesome.
There is a Doom3 mod that recreates the Thief series. Have no idea if they are still alive though. "THE DARK MOD" I think it is called. If you want a graphical update of Thief, check it out. Doom3 is old, but still looks nice.
It has an inglenook fireplace
I can't figure out where I should put a torch in this room. Any ideas?
And the second floor
http://cantseeshit.ytmnd.com/
coincidentally, you're a braver man than i, gunga din. working on a thief 2 level is a labor of love--more power to you
At this point it might be a good idea to map out your entire level on paper and work out where you want your guards. Once you've got that considered you'll have a better idea of where to place the different types of light sources.
Having some plants growing up through cracks in the flagstones would be another probaly easier to achieve way to represent an overgrown garden.
Just because the original maps were that way doesn't mean you shouldn't improve on the basic concepts of design, especially if you are modding them. The entire idea is to take the original concept and make them better, new, or different.
Sticking to the same boring dark motif only makes me think you have no interest in doing any of the above. Lighting can make a world of difference on an otherwise uninteresting environment...which in my opinion this currently is.
Small Example 1
Small Example 2
as far as the lighting thing goes
[ QUOTE ]
The darkness in Thief is intrinsic to the gameplay. A lot of the game is based around extinguishing torches (which I'm assuming Banana just hasn't gotten around to adding yet) and then sneaking past guards or knocking them out cold.
[/ QUOTE ]
heh this is only fun when there is light to avoid. dark only exists as a contrast to light. lighting like this will only make the game play non-existent. not only that, but it completely flattens out the shots and removes ALL sense of interest. there's nothing in any of these shots that my eyes are drawn towards... which is a shame when i'm supposed to be running around stealing shit.
oh, and thief was not lit like this:
http://www.student.tue.nl/p/f.a.m.smeijers/sfp/pic/thief2ss1.png
http://www.justadventure.com/reviews/Thief/thief2a.jpg
http://newdigitalreporter.net/gallery/ma..._serialNumber=1
contrast is the only thing that makes things interesting. as far as i can tell, it's how our mind works...
Updated courtyard
Main gate
Garden
Cellar
Some Silent Hill
(their are barbed wire fences in this room, but the wire is too thin to see right now)
About the lighting, since the mission is so dark, I have to brighten the pictures, which makes the light not look as good.
Great job anyways, tell me when you make progress and lemme' play your mission. By the way, don't forget Captain Falcon.
Now that's irony.
"there"
The mission is looking good so far Marshall. I do think you need more lighting though that actually casts shadows and shines on stuff more, that adds alot of depth and contrast which seems to be missing in those screenies IMO.
A little info for those not too familiar with Dromed to answer some questions I saw.
Darkness: Dromed's ambient light levels can be changed on a per mission basis. You can have bright sunlight or pitch black, although pitch black is pretty much known as a nono becuase you can't feel you way around a mission, you need some visuals no matter what.
So it does really vary alot between Fan Missions and Original Missions. Some of both are very dark or very bright.
Polycount, max polycount in view for world terrain is 1024. Above that things will start to not be rendered and/or crash.
I have gotten objects up to about 5,000 polys in Dromed, but the conversion tools can be fussy at that point, even before that. If you don't build clean 'hulls' but use floating polys then the conversion tool basically does booleen type cutting and polycount skyrockets.
Once you get somewhere around 20,000 object polys on screen you'll probably crash. There is a limit of 125 objects on screen at once, then crash.
Darkmod
Yep, Darkmod is still alive and going strong. Mostly programming touch-ups and stuff right now. Ai fixes etc...
The main page is down at the moment for some reason but the forums are still working fine.
We released a playable demo (very small and not perfect by any means) a few months ago. But it's a good way to see the progress that had been made to that point and it is pretty fun. Alot has been done since.
Doom 3 is getting old but a huge improvement over Dromed. We are also pushing the polycounts, etc... from Doom so there will be more detail in Darkmod FM's than there was in Doom3.
Also, the Dark Radiant editor has had many improvements made to it from the Doom 3 editor, so it's easier to use and has alot more functions.