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Goldwell

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Everything posted by Goldwell

  1. Wait what.. people actually wanted a sequel to this? Originally I was working on the sequel, but it just didn't work out due to technical limitations. And then I moved on to Shadows of Northdale. There were a few cancelled missions inbetween then and now as well. Right now my efforts are being focussed on getting the Shadows of Northdale campaign completed as well as a couple of collab projects. After that... who knows what the future may hold
  2. Why was sneak and destroy not updated to 2022 on the mission release page? https://www.thedarkmod.com/missions/?sort=releasedate
  3. I just go by the count on the mission releases page on the official site found here: https://www.thedarkmod.com/missions/ There’s 13 missions released in 2022 so that’s the number I go by
  4. Thank you for your handwork Geep! The wiki's are an incredibly valuable asset for mapping work, whether it's to learn something new, touch up on old skills or just double check something. So having the wiki updated and organized in such a beautiful way makes life easier! Your work is greatly appreciated!
  5. Due to a lack of contestants (I think i'm the only one now...) i'm going to be pulling out my entry as well. It's disappointing but I don't want to release a mission for a contest where i'm the only one competing. The mission i've shown off in the what are you working on thread will still see release in the future eventually though when the timing feels right, so I guess not all is lost.
  6. Yeah I noticed that too, I do have plans to rename the missions so that they flow more naturally in the mission selection screen.
  7. Damn that skin editor is seriously awesome and will save me so much time!! Thank you Greebo!
  8. Roof, front door, back door, window... 4th dimension?
  9. Please say darkmode please say darkmode please say darkmode....
  10. Some screenshots from my upcoming "horror for Christmas" contest mission. It's set in one of the abandoned districts of Northdale. If those screenshots are too dark, here are some brightened versions
  11. I do have some cut content from a mission originally intended for my Shadows of Northdale campaign. I have wanted to rework it for a while and this seems like a perfect opportunity to put it to good use. So provided folks are okay with that, I will enter. Half of the mission will be brand new and half will be from the existing map. And of course, I have prepared a video!
  12. Thanks for playing! It's hard to say when Act 3 will be released. The majority of the mission is done, except for two buildings that need an interior, one being decently sized. The briefing video, readables, patrol routes, voice acting and objectives are all finished, in game, polished and ready to go. It's just a matter of finding the time to get that last little bit done. Progress is happening, slowly but surely
  13. Difficulty is an interesting one to tackle, like most things it is highly subjective. I have had people complain that a mission is both too easy and others say it's too hard before, much like some people will enjoy a mission and some wont. It all comes down to tastes and playstyles. The route I like to take is somewhere down the middle with a little more leaning on the easier side. I would rather people have an enjoyable time in a mission than not. However I do offer up more difficult tasks within levels. So for example @Obsttorte the meat factory you mentioned is an expert contract. So for those I don't offer as much hand holding and expect the player to figure out their own way forward. If this was a main objective you would have things more directly telling you what to do and where to go, there would be less AI down there and it would be better lit. But because it's not a main objective, it's an expert contract, I wanted to provide more of a challenge to folks. Perhaps I could convey that some areas are tougher by having an onscreen text read "You are in an expert area" but I feel that takes away from the immersion of the level so I just leave things as is. In regards to there being an unnecessary amount of gear, that's another point I don't agree on. As TDM is an immersive sim, I feel it's important to give the player as many options as possible. So say while you may not find any of that gear necessary another playstyle might. Do you want to go in with just a black jack, go ahead, or if you want to go in heavy then you can stock up on mines and fire arrows and wreck havoc, or maybe a flash bomb. Perhaps the roof is better, so a rope arrow will make that easier, etc. You did mention the issue of spending 15 minutes in the manor but 45 minutes outside. That's because the mission was originally only the manor, it felt too short so I decided to expand the things to do in the mission by building the city around it. I can see the argument that the logical pathway is to improve the main objective aka the manor, however I wanted to make things more interesting and give folks more side content through the contracts. That way if you want a quick and easy mission you can just break into the manor and get out and that's maybe a short 20 minute mission. But if you want to go the completionist route then it's going to add a lot more content. That's why in games the main storyline takes 15-20 hours to complete but a completionist will take 100 hours to complete. Again it's all about giving the player more choice. Re: the performance. Well you got me there, dead to rights. I wanted it to look pretty and fancy with loads of custom textures and sounds. I tried as hard as I could to optimize the area, but there definitely is some sluggish performance in certain areas.
  14. Thank you and congratulations on your release! This looks bloody brilliant! Going to jump in tonight
  15. Inside the Silent Dagger you'll find a tip right here This note reads Deciphering the note "Skip the BS and tell me the code riddler!" Thank you very much! I did take a lot of inspiration from T2X as well as Dishonored and a few of DrK's incredible Thief 2 FM's.
  16. Re: the Grayman shrine. I specifically didn't want to tie anything to that area. Originally there was loot and it was marked as a secret area, but I felt that was in poor taste. So it just became an area solely dedicated to just him. As for 1, that's hilarious 2. That was a decision I was conscious of. There's always a battle, especially in immersive sims of whether you force the player down a path or give them options. I treat it kind of like Dishonored how you can kill or not KO enemies while playing the game, but in the sequels the canon story is always the pacifist approach. Clara only interacts with him if you frob the body/corpse after you're done. In retrospect I probably should have added that narration line after the contract completes. Oh well!
  17. I agree, it's important to give players control over whether they want headbobbing or not. I think that takes priority over any customizations that may exist in missions.
  18. Thank you for bringing it to my attention! I will mark that down as something to fix for the next version release.
  19. Hey Xolvix! Yes there has been a long wait between act 2 and 3, longer than I would have preferred. But between personal events that have popped up and taken my time away from mapping and also big world issues, it has just extended that time even further. Work is being made though, in fact I actually just took a break from working on Act 3 to check the forums and saw your message. The wait should be over soon Re: your spoiler question
  20. Taking a guess i'd say that was probably the stuff inside the safe then. Definitely need to have a look at that.
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