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GUFF

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About GUFF

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  1. Ok, was able to finish. A few hundred loot from max. Pretty good. It's like several small missions pieced together with a lot of largely empty space between them. A few patrols could have been more interesting there. In general the play area was probably too big, and that includes most of the indoors stuff.
  2. It was off. And this is the issue, actually. I loaded up my game, turned it on and the automatically opening combo locks work now.
  3. Don't know if this helps, but I played the other parts of the mission and it's also an issue with the other combo locks... .
  4. I am using 2.06. Edit: I also tried 2.07 beta and the same issue is present. Tried on Easy and Hard difficulties, same problem.
  5. It's just random ... I agree though that there's not much in terms of clues. It's just that when you reach the correct point you'll find all you need.
  6. Even you, the prisoner? I guess it makes sense since there are mushrooms in your cell.
  7. The aesthetics were as usual for your missions really solid and this was a great large indoor area to explore, and a step up really this time with the AI placement and patrol routes. I just think that as far as the entire story and tying everything together it was a bit weak. Your first mission was the best on this end.
  8. Needs a lot of work, if you mean just visually. Most of it looks very sterile with little detailing. Especially the outdoors parts that look too pristine. There was even some oddity inside such as a floating candlestick-style light on top of a block which wasn't attached to any candle. The treasure chest that contains rope arrows is a little weird. Visually/thematically you'd think you'd usually find them among other tools, not just in some very oldstyle game device at a treasure chest right near where you'd need them. As far as gameplay goes there's a lot of area here where not much is to be found. A lot of helmeted guards everywhere. Light levels seem a bit off everywhere, especially in the main hall of the building where you go from in the dark to fully visible without any real indication that you're stepping into the light. Not much loot to find, not much going on story-wise. The objective was very easy to find. Not many readables to be found. Guard patrol routes were often very basic in terms of them not ever stopping at any point during their route. I'm going to say there's a lot of space without much going on in it. This is probably something that yes could largely benefit from sending it through a process of testing/critique from others who are veterans in mapping.
  9. This is a very good mission of short/medium size that you could definitely get a beginner to try and like to get into the genre, I think. Very straight-forward with everything important hinted at clearly enough and not too long for a single sitting. Lots of ways to put out lights and not as unforgiving in that regard as some of the other missions you've made where the AI will relight basically everything you put out (Lich Queen's Demise for example, a better mission overall for sure but the undead AI love to relight almost everything making it less of a good mission to get people into playing the game) The 2 KO limit was probably a bit of a bother to some. I personally just KO'd the noble because I figured he may notice some looted things missing (a detail some love to put into their missions! And definitely did exist in this one too for at least one or other piece of loot) and I left everyone else awake.
  10. Great stuff. Everything worked fine and I was able to complete it without getting stumped on what to do next (had to reload the very end bit once to think about what was meant). Much longer than I thought it'd be, too! Some novel stuff in here like the electric lights on the ship that flicker and are permanently disabled (they blow) if you turn them off and that rat bit mentioned which I didn't even know about but feel tempted to load up a savefile and test out. Really tight patrols in both missions so I basically knocked everyone out. Most everything about the mission was excellent-- visuals, performance, not too long or short, never got stuck. Just a bit vague on the story (although maybe this is on purpose given what you said was the inspiration)...
  11. Is there some significance to all of the voices that trigger random lines walking in certain areas? Talks about the Grail of Regrets and other such things. Setup for next mission(s)?
  12. Fairly solid work! Big mansion, good plot twists/map changes partway through, only complaint is similar to others with the grills. Probably would have been better due to the sheer number of them to have them act like in most other missions where they're door-like.
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