Thought I'd share a funny...
Very very nice...
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Posted 13 July 2010 - 12:13 AM
Posted 13 July 2010 - 12:29 AM
Posted 13 July 2010 - 08:37 PM
Posted 13 July 2010 - 11:37 PM
Posted 14 July 2010 - 12:23 AM
Posted 14 July 2010 - 12:52 AM
Posted 14 July 2010 - 02:28 PM
Posted 14 July 2010 - 02:32 PM
Posted 15 July 2010 - 12:56 AM
Ok couple more questions.Spoiler
I've avoided reading spoilers in this thread, so if my questions have been answered prior to this, I apologize. I have to say, this is my favorite mission to this point for TDM, (even though I've yet to get Butternut out), and that's saying a lot, because I've found them all very good. I found it very difficult, but in a good way. Great readables, tons of tension, and even some occult stuff. Fantastic!
I agree there should be a sequel.
Posted 15 July 2010 - 10:33 PM
Posted 16 July 2010 - 04:31 AM
So.... We can expect The Glenham Tower to be released tomorrow? Haha.
Posted 18 July 2010 - 03:31 AM
Can't we introduce a quality rating system for the maps?
So new players w/could play the very best maps at first which would let the mod look more attractive!
Posted 25 July 2010 - 11:07 AM
Posted 25 July 2010 - 03:10 PM
Pet peeve, but not a deal breaker...Spoiler
All in all, excellent fun!
Posted 01 August 2010 - 03:40 PM
Posted 02 August 2010 - 12:57 AM
Sounds like I have my first fan! Thank you very much for your nice feedback in here and in The Glenham Tower thread as well.
I've been playing a bit of catch up on the FM's. I have to say Sotha, I love your style. Anything you make, I'll play it. Keep doing what you are doing. You've got the whole ball of wax, in construction, story, ambients. I love your use of sounds BTW. ..
Posted 24 October 2010 - 09:50 PM
Posted 25 October 2010 - 12:32 AM
I somehow missed this one the first time around, and I'm playing it now. Wow, is it TOUGH. Especially since I didn't buy either lockpicks or rope arrows, making it VERY difficult to get inside (I think I got busted five or six times trying to get in).
I've noticed a large number of AI problems...AI blocking each other at doors, as well as the "AI never ramp down" issue after they killed the prisoners. Also had a weird situation where AI in the barracks spotted a body I dropped, went on alert, and then went out the door and stood facing opposite directions with their swords out, not moving. Was that an intentional alert-node?
Anyway, it's been quite fun, with lots of tense moments, but also lots of reloads.Spoilerto look.
Posted 06 November 2010 - 12:34 AM
Posted 14 November 2010 - 07:51 PM
Posted 28 December 2010 - 05:40 AM
Please, sir! No more! I'll tell ye where yer friend is!
SpoilerGreat mission Sotha! Thanks!
I´m with you with all of this, Sotha!
My mapping philosophy is:
1) There will be no mission jamming hunts for keys in illogical places. Do not drag the player through the mission the way mapper intended. Let the player go where he/she wants.
2) All doors should be pickable, but having a key is a nice convenience and rewards the player with much easier and silent access.Spoiler
Damn, after I couldn´t find that damn
I'm playing on hard, and when it says hard in this mission it means it! But in a good way. The AI seems to go in every room and to me anyways, seem to go in them at random times, which makes for some very tense situations.
Hey, screenshot please!!
BTW; Noticed some strange AI behavior in this one, and most others as well. Must be a TDM thing. But had never seen this before and it was actually pretty funny. Several times in this mission a guard would sit on his sword instead of a chair, which was always nearby. And the sharp end was up his ass!
Well, I only found the mentioned window from the inside, but the autoclosing-time felt near perfect! "Could´ve also been the wind I guess..."Spoiler
Well, that key I found very quickly: I blackjacked the patrolling guard in that hallway and dumped him into that room. And at that moment I spotted the key.Spoilerto look.
Edited by LEGION, 28 December 2010 - 05:42 AM.
Posted 29 December 2010 - 04:05 AM
Posted 29 December 2010 - 04:12 AM
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