Thank you for your kind words rinscewind.
As for your questions: Let's go through them in order.
1. The door with the muddy foot prints is the back yard, but is not modled in game. Handy hint in future, doors with no door handles
in TDM are not openeable. Since this was an imagined back door into the store room it should have muddy footprints from a careless
4. As for the dining room best way for the guard not to notice is shut the door. In there, in all the times I played it, I never once alerted
him from there. So if you had the door shut, he shouldn't hear a thing.
3. The DropKey is a known problem, and I never found a solution to it. grayman worked on it 3 times. It's not supposed to bounce, in fact that's been disabled on it,
yet still it glitches out. Dropping a key in TDM seems to be a bit glitchy. Only way around this, is save before you go in his room. Another issue that sometimes
happens is if you are seen by him, he can stop pathing. A reload fixes that.
4. The theme is very dark, and I thought a lot about it. However there have been many movies that have used this theme, and countless horror films also,
so I felt using some of the mechanics of those to be fair play. However I do agree that the sound of her does get to you if you're in that room for long, however
that is the point, it's designed to make you feel something, even if it's unpleasant. I like realism.
As for the next mission, I definitely have more in me, and am currently working on a new one, and you'll be happy to know this is not a Dark Theme.
As for the text unreadable, I don't know much about the forum controls. Ask Bikerdude, he would know.
Glad you enjoyed it.
Edited by NeonsStyle, 20 July 2017 - 11:06 PM.