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Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)


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Poll: Poll: Requiem (by Gelo "Moonbo" Fleisher) (114 member(s) have cast votes)

Appearance

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Could Be Better (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Average (1 votes [0.88%] - View)

    Percentage of vote: 0.88%

  4. Good (17 votes [14.91%] - View)

    Percentage of vote: 14.91%

  5. Excellent (96 votes [84.21%] - View)

    Percentage of vote: 84.21%

Gameplay

  1. Poor (1 votes [0.88%] - View)

    Percentage of vote: 0.88%

  2. Could Be Better (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Average (3 votes [2.63%] - View)

    Percentage of vote: 2.63%

  4. Good (32 votes [28.07%] - View)

    Percentage of vote: 28.07%

  5. Excellent (78 votes [68.42%] - View)

    Percentage of vote: 68.42%

Story

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Could Be Better (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Average (2 votes [1.75%] - View)

    Percentage of vote: 1.75%

  4. Good (20 votes [17.54%] - View)

    Percentage of vote: 17.54%

  5. Excellent (92 votes [80.70%] - View)

    Percentage of vote: 80.70%

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#26 SeriousToni

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Posted 10 October 2013 - 06:20 AM

I'm actually not *too* burned out from the FM, but I've got to get back to writing a bit more, so my next project will probably be another novel...we'll see what the future holds though.


Next FM! Next FM! Next FM!
That's the same as a novel - just .. interactive! :)
"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#27 Tr00pertj

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Posted 10 October 2013 - 08:52 AM

@Moonbo

Hats off!

This should be included with st Lucia as an introduction to the steam punk stealth universe.
IMHO The story telling and immersive nature of the mission is AAA class.
To be honest I am awestruck with the feel and style of the story, Detail in mapping and methods used (Puzzles) that I'm depressed I can not come close:(

Has to be up there with Springheel's masterful missions from the Thief2 era. TAKE NOTE PEOPLE THIS IS THE SHIZNICK.

I wounder how it would look & play through Oculus rift.

Well done.

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#28 Tr00pertj

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Posted 10 October 2013 - 09:12 AM

Just want to say the rooftop traversing opportunities are fantastic! I've managed to get from the back entrance of the city guard station to the balconies in the cathedral grounds

Spoiler
and then back into the requiem service without touching the ground. (It isn't easy, but it is possible.)

Also (and it took me a while), I think I have finally got somewhere I really shouldn't have (although Siyah probly got there before me):
Spoiler

:wub: :wub: :wub: :wub: :wub:
Frankly, the rest of the mission could be rubbish and I'd still love it for this section alone, but it sounds like it keeps getting better as it goes on...

I think Moonbo's a bit burnt out from creating this one. Not too surprised really....

I got there too, Yesterday. Rope arrows lend a sense of possibility and then it's all up to the player. I'm a slave for investigation in TDM missions. Very cool mission to say the least. :D

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#29 simplen00b

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Posted 10 October 2013 - 09:27 AM

I got there too, Yesterday. Rope arrows lend a sense of possibility and then it's all up to the player.

It's possible to get up there without rope arrows. ;) So far, the only thing I've needed a rope arrow for is
Spoiler
, but even there I think it may be possible to do it by mantling.

BTW, Moonbo, is there anything in
Spoiler
? Or is it just for atmosphere?

#30 Tr00pertj

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Posted 10 October 2013 - 10:31 AM

WOW simpln00b How did you get up there with out a rope arrow?

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#31 SeriousToni

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Posted 10 October 2013 - 12:08 PM

Spidern00b tactics ;)
  • Obsttorte and eqagunn like this
"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#32 simplen00b

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Posted 10 October 2013 - 01:39 PM

How did you get up there with out a rope arrow?

I'll put a video up sometime this evening (I hope). Easier than trying to describe it. :)

Just finished the mission, apart from getting back home (which I've got no idea how to do apart from noclipping, so I'm probably missing something obvious) - man. Definitely straight in the top five TDM missions (so far...). An artistic and technical triumph.

EDIT: Yes. I was. Missing something obvious. Durrrrr....
EDIT #2: And then i saw your answer Moonbo. Double durrrr.... :) (And, yes, it answered my crypt question.)

I did hope that
Spoiler
It didn't.

Edited by simplen00b, 10 October 2013 - 02:04 PM.


#33 Moonbo

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Posted 10 October 2013 - 01:43 PM

Just go through the teleporter at the top of the final tower to head home. You'll miss some stuff if you noclip (including the answer to your question about the crypt :-))
But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.
-Sun Myung Moon


My work blog: gfleisher.blogspot.com

#34 Melan

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Posted 10 October 2013 - 02:41 PM

Wow. Wasn't expecting that. What's with the recent first-time mappers creating masterpieces? I liked the mission very, very much; it kept growing and growing and growing. In that sense, it reminded me of (slightly spoilerish comparison)
Spoiler

To tell the truth, I am usually not a fan of epic stories, but credit where credit's due, this was pulled off very well. The pieces fit together, the main mystery is engaging, and the environments are both logical and gameplay-friendly (some instances of illogical Clip notwithstanding). I liked the nonstandard puzzles, in particular
Spoiler

Praising the mission's appearance would be a bit too obvious, so I'll just note the use of fine detail is exemplary. Light shining through broken glass. Ceramic shards just where there should be ceramic shards. Wine cellars that look like proper wine cellars. That kind of thing. That deserves respect.
Spoiler


And with all that, it even runs well. So, this is really, really excellent, technically accomplished, and let's see many more like it. :)
  • Moonbo and Deadlove like this
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#35 Bikerdude

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Posted 10 October 2013 - 02:56 PM

@Moonbo, when one our esteemed master mapper's gives such a glowing review, you can't get better than that! I'm glad I was able to help you with alpha testing and all the perf issue's you had :-D

#36 Oldjim

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Posted 10 October 2013 - 03:36 PM

Deleted as the problem is nothing to do with this mission

Just seen the post after this - will fix - thanks

I should have remembered

Edited by Oldjim, 10 October 2013 - 04:08 PM.


#37 AluminumHaste

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Posted 10 October 2013 - 04:05 PM

The game NEEDS to be in a folder called darkmod, no spaces, lowercase.

I always assumed I'd taste like boot leather.

 

#38 SeriousToni

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Posted 10 October 2013 - 04:07 PM

rename your folder to 'darkmod' and it will work - the main folder MUST be named darkmod

Edit: ninjaed by aluminium

Edited by SeriousToni, 10 October 2013 - 04:08 PM.

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#39 gnartsch

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Posted 10 October 2013 - 04:20 PM

Can't really see what your screenshot says, since it refuses to zoom when clicking on it.
But it looks like you have installed TDM in some other folder then 'darkmod'.
And make sure to not have any spaces in your path.
Moving TDM into a folder like C:\Games\darkmod should make those issues go away.

#40 Oldjim

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Posted 10 October 2013 - 04:23 PM

For clarity - what I screwed up was that I downloaded it as a zip file from AtomicGamer then just unzipped the folder to its own directory :blush: :blush:

#41 AluminumHaste

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Posted 10 October 2013 - 04:28 PM

Yeah the instructions should have been to first create a folder called darkmod, then unzip the files in there.

I always assumed I'd taste like boot leather.

 

#42 simplen00b

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Posted 10 October 2013 - 05:56 PM

@Tr00pertj: I've put a video up showing how I get from behind the guard station to loads of places without touching ground level (except for when I bork the jump). If you can't be bothered to watch the whole thing, skip to 9:00 where I get to the place I shouldn't be :) : -
Spoiler


#43 Moonbo

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Posted 10 October 2013 - 06:05 PM

@Melan: Those words really mean a lot to me, especially since your and Bikerdude's maps were my TDM role models when I was making Requiem :smile:. Probably LadyRowena is the only person I might even be more humbled by if they liked it. Thanks again, I really appreciate you taking the time to write such a detailed write up!

@Biker: You did a lot more than just help out with performance. The biggest thing was that you kept pushing me to improve on the visual quality of the map. It was a little annoying at the time, but it made me a better mapper :smile:.

Btw, did both of you guys find the little easter egg references with your names on them?

Spoiler

Edited by Moonbo, 10 October 2013 - 06:08 PM.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.
-Sun Myung Moon


My work blog: gfleisher.blogspot.com

#44 Moonbo

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Posted 10 October 2013 - 06:30 PM

To be honest I am awestruck with the feel and style of the story, Detail in mapping and methods used (Puzzles) that I'm depressed I can not come close:(


Don't think that way Tr00pertj - I liked Solar Escape! Really, a lot of it is feeling out your strengths and playing to them. So, for instance my initial plan for Requiem was to have a much more classic non-linear hub flow. But I realized pretty quickly that because I'm still a beginner, I wasn't able to make something as complex as, say, Melan's Disorientation. Instead I opted for the "string of pearls" layout that the map has now, with relatively separate sections that I could build up and make interconnected in isolation without getting overwhelmed.

Same thing with graphics: they key thing is consistency. A lot of very well done Thief maps look awful or average, but after a few minutes player will sort of phase those things out as long as the play is engaging enough and everything is at the same level of quality (whatever that is). If you open up darkradiant and compare Requiem with one of Melan, Bikerdude, or Grayman's maps you'll actually notice that it's in some ways much more graphically simple (they're the masters). There are really only one or two places where I do anything more complicated with patches than the standard arch/bevel/cylinder/bulged patch. Simple things like using trim on your brushes, and having a complimentary lighting/texture scheme can really go a long way.

For storytelling, I thought that was a strong point in Solar Escape. The key things are to always try to make the readables feel like part of your world (so if it's raining in your map, or the flowers outside a mansion are pretty, have people mention that in the readables and how they feel about it) and to try to maintain a human element in them all (so instead of just having a text say "the key is behind the stairs", you can make a small tale about why the key is there, and what the guy who put it there was feeling when he did that, or have them recall a previous episode in their life that their current situation reminds them of, etc.).

Keep going man. Definitely feel free to ask me how I did anything in Requiem, I'm happy to share (and hopefully before I begin to forget what I did :P).

Edited by Moonbo, 10 October 2013 - 06:56 PM.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.
-Sun Myung Moon


My work blog: gfleisher.blogspot.com

#45 Melan

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Posted 11 October 2013 - 01:45 AM

Probably LadyRowena is the only person I might even be more humbled by if they liked it.

There is an unquestionable thematic resemblance to her work in the mission!
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#46 Tr00pertj

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Posted 11 October 2013 - 02:43 AM

G'day Moonbo

Could I get a hint please?
Spoiler

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#47 Moonbo

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Posted 11 October 2013 - 02:51 AM

Hey Tr00pertj,

Hint:
Spoiler


Answer:
Spoiler

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.
-Sun Myung Moon


My work blog: gfleisher.blogspot.com

#48 Tr00pertj

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Posted 11 October 2013 - 02:59 AM

Thanks Moonbo
I have not read your answer yet, Just the hint. I think it's all the verbs messing me up:
Spoiler

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#49 Moonbo

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Posted 11 October 2013 - 03:00 AM

You're on the right track :smile:.
But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.
-Sun Myung Moon


My work blog: gfleisher.blogspot.com

#50 Tr00pertj

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Posted 11 October 2013 - 03:05 AM

Thanks I'll work it out from here.

Excellent mission

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