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Showing content with the highest reputation on 10/14/20 in Posts

  1. After a longer period I returned back to TDM and continued where I stopped recently. The sewer part was tough, I felt really lost and hated the guards and their lanterns. But then I realized I had a map The other part (gallows, barracks and offices and ) is beautifully designed, large and complex. Hardly could learn the layout, many times found myself being lost Enjoyed it a lot, but again these damn guards.... The only issue so far - I was able to find my way out and because all the required objectives have been accomplished, I suddenly completed the mission!!! Truly, I felt odd by not completing all the optional objectives so I decided to load my last save and return back.... Oh boy, what I would have missed if I didn't return back!!! The 'Ancients' part emblazoned with a portion of mystery was absolutely surprising, unexpected and I went through holding my breath for the whole time. What a disappointment, that all this is just optional and one is able to complete the mission without revealing the secret of the Ancients.... Until then, the mission was perfect and beautiful. After the sleep (no spoiler, or?), I'm even more excited and lot of things became clear.... Yes, going to install WS4 immediately....
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  2. I have created an software that can install The Dark Mod in any Linux system wide. https://gitlab.com/es20490446e/darkmod-linux
    1 point
  3. Having it installed as a system wide application makes more sense to me. It also makes more sense only displaying info or errors that need compulsory attendance of a human. Everything else is better automated or prevented all together. That said most of my software design ideas come from The Unix Philosophy, in case you are curious.
    1 point
  4. I more or less completed this one last weekend. I say more or less, because although I reached the Mission Complete screen, I didn't find the hall of the ancients or the map, which sounds like it might have been interesting. Based on what I did see: The initial sewer section was possibly my favourite area yet. I particularly like underground areas and this one felt very realistic (not that I have any idea what a "real" sewer would look like), with a noticeable Half-Life 2 feel. The heavy locked gates were impressive and gave the impression that you were trapped in part of a much larger whole, which added to the believability. Perhaps a few too many helmeted guards for my taste, although strangely some of them (but not all) could be knocked out. Although given that this is a prison it makes sense to have heightened security, and I did get some good use out of my gas arrows. The "horn-like" ambient music which plays when you first enter the compound, although decent in quality, is really loud. Even with my ambient slider set to 50% it seemed overpowering, while turning up to 100% it became deafening. I would suggest the volume could come down by a good -6 in the sound shader to bring it into line with other ambients. I never worked out the significance of the well (although I really liked the wooden ramps on the stairs — a nice architectural detail which added a lot of interest to what could have been a very boring corridor). Since there was a guard in there I assume it must have been important, but although I knocked him out and swam around in the water I couldn't find anything at all. Ditto with the measuring stick. One thing I've noticed in your missions is that if something is mentioned in a readable it is almost certainly important, but I never found a measuring stick or worked out why it was significant. Perhaps I'll have another go and see if I can find that secret hall. Maybe it has something to do with the well.
    1 point
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