3 ms·
Ah, Thief. That was an interesting engine to create levels for. I seem to recall that it tried to use real-world measurements which helped a great deal in terms
by talmand 15y ago
Ah, Thief. That was an interesting engine to create levels for. I seem to recall that it tried to use real-world measurements which helped a great deal in terms of sizing things as compared to the player. Plus how the levels were created (subtraction from a solid world) was puzzling but then Unreal did the same. I always preferred Quake's level creation method.
But my favorite bit of the engine? Sound. It was so vital to gameplay you had to consider it heavily while creating a level. I don't think I had to consider how sound travels through a level since.
- getsat 15y agoDromED is probably the least friendly map making program I've ever used. It made Worldcraft (now Hammer Editor) look amazing in comparison. :P The sound propagation in Thief based on the various room types was amazing! It's a shame that modern games don't put as much focus on sound. You can do some cool stuff with it: http://www.youtube.com/watch?v=LJwUVCXH-gM http://www.youtube.com/watch?v=LJwUVCXH-gM
- mr_luc 15y agoJust seeing Thief on here makes me go all gooey inside. Dromed brings back memories. http://www.keepofmetalandgold.com/upcoming.htm http://www.keepofmetalandgold.com/upcoming.htm -- The Garden, 2002, FM under development by mr_luc; screenshots here: http://www.keepofmetalandgold.com/ej/gardn/ http://www.keepofmetalandgold.com/ej/gardn/ -- wow, way back. Dromed was a bear. I remember the 'water brush hack' -- you couldn't make a cylinder with more than a certain number of sides (8)? But if you made an air brush with 8, a water brush with 8 but rotated, and then a water-air, and then a water-solid, you could make columns with lots of sides. I did that process over and over again to make a dome, and then to hollow it out on the inside, too. I started programming for money around that time and had to leave it all behind. But every few years I've downloaded all of the Thief FM's and replayed through both games and the standout Fan Missions. Except recently. I can't get it to work on Windows 7, with VMware or any other way. The impressive things about the game engine were 1) the sound; 'room brushes' to apply different acoustics to areas, which promoted sound design to a first-class citizen of level design, 2) the object system. It was surprisingly flexible, and you could do a lot of very programming-like things because there were various stimuli and stimuli receptors you could attach to objects, be they AI or elevators or other things ...