Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 03/24/22 in all areas

  1. Congrats to everyone, especially @Wellingtoncrab- that was an amazing effort. But really, all of the entries were remarkable.
    2 points
  2. Tru dat! My first ever Thief experience was in 5th grade, when my older brother brought home a PC game magazine that had an Eidos demo disc with it. Included were demos for Tomb Raider 1 & 2, Legacy of Kain: Soul Reaver, Omicron: The Nomad Soul (wasn't effin' David Bowie in that game?!), Revenant, Commandos, and lastsly TDP. Some were just cutscenes, some were playable demos of the first level, so obviously I must have played Bafford's Manor about 200 times. Naturally I bought it and TMA and played the ever loving shit out of them. My dad must have taken them away about 10 times because he didn't want me playing M rated games, so I would just keep buying them at a different EB Games after he chewed out the employees for selling it to a minor. At one point I got my hands on a promo copy that was still Rating Pending, and I convinced my dad it stood for Role Playing so it wasn't as bad, haha. Fast forward a few years to TDS and I bought an original XBOX just to play it. Used to frequent GameFAQs and that's how I stumbled onto TTLG. Disappointed like most everybody else with TDS I learned about FMs, and went back to TMA for years. Learned about TDM around 2007 and lurked for a decade because my machine was trash so I was content to play old stuff til I got a decent rig. Always had the dream I'd like to make a Fan Mission of my own. Couple years ago I got a gaming rig specifically to FINALLY play TDM, and damn. It was like reliving my childhood. I played a bunch of the classics and helped beta a few FMs before I decided to take a crack at making an FM. Got stuck on the first dmap for 6 months before I had the courage to ask for help, and I'm ashamed I waited so long. The friends I've made along way, the funny convos and ideas tossed back and forth have been invaluable during this pandemic. Starting a family and a business leaves me with no time for a personal life, so it's no understatement that TDM and this community have been my primary source of stress relief for 4 yrs, and I wish to express my thanks to any who bothered to read this far. Not only that, but designing and building an FM has been the FUNNEST (albeit technically frustrating because I'm a dyslexic caveman) gaming experience I've ever had. I used to want to be game tester like all 10 yr olds, always loved making maps for old PC games and thought maybe a level designer or environment artist might be more feasible. I learned however, I am not cut out for the schooling and I'd never be able to find a stable gig. So this passion project helps fulfill those dreams I had as a kid, and I still get goosebumps every time I create a new room and plop some furniture and an AI in then test it. Releasing this mission really does mean A LOT to me, practically a life long dream come true. And the overwhelmingly positive feedback makes it that much better! Can't wait to make the next (much smaller) FM. Just want to say thanks to the community and this FM is just my small way of giving back. Thanks for playing!
    2 points
  3. Proof of the ivory tower's existance:
    1 point
  4. Yeah, I got good use out of the moddb articles. But an itemised list of specific new models would have been handy too. I have seen a few ancient links to posts from like 2005 that no longer work because of changes on the board. I didn't know there was a secret dev board as well. I hope it features a creepy little girl reading prophecies out of an ancient tome.
    1 point
  5. Excellent mission ! This is one of those I'll keep coming back to. My loot total is awfully low so I'll gladly revisit Iris to complete the FM. I have an idea where the alternate ending may be but not sure what would trigger it.
    1 point
  6. I feel I should clarify something. Prior to T4, the only Thief game I had played to a reasonable degree was Thief 3. I think I played a demo of Thief 1 or 2, can't remember which one as it was a long time ago. After getting my hands on it I did play several missions of Thief 3 and found it decent enough, but I'm aware that people at the time of release also seemed to think it paled in comparison to the originals. In fact, to this DAY I've never actually played more than the training mission of Thief 1 and part of the first mission. I found The Dark Mod a long time ago and basically treated it as a modern version of the classic Thief games. So because of this, I didn't care at all about Thief 4 not being a worthy successor to the series as I had no emotional attachment to the Thief franchise. I just treat Thief 4 as its own game, basically a simpler version of Dishonored. EDIT: Before anyone starts suggesting it, I will eventually try Thief 1 & 2 for real with stuff like NewDark and whatnot. But TDM fills that need for masochistic stealth gameplay just fine for now.
    1 point
  7. I'm glad somebody liked T4, because I thought it was an offensive slap in the face to fans of the original trilogy. Dumbing the game down and putting the player on a railroad is not what the Thief games are supposed to be about.
    1 point
  8. Re: I'm not sure what treasure you're referring to sorry. What gave you a hint that Lord Balcon had a big treasure? I haven't played this mission in many years and have forgotten a lot of the finer details haha Re: the bugs you found, those are quite interesting! When the mission was released there was an issue with that safe I believe, but the shadow bugs weren't there. That does appear to be a problem with running an old mission (I think this was a 2.03 mission) on 2.10. However I do plan to go through and update all of my older missions for 2.10 at some point, so i'll add those bugs to my todo list, thank you!
    1 point
  9. This was a nice mission. There is a very sharp difference in difficulty between the map in general and the Burke mansion. I don't remember any graphic glitches. The locations are very good. The wording of the first objective should be more precise. At the start I didn't know if I missed something in the briefing or not. I don't pay much attention to briefings in general, I care more about the options I have in a mission. So I checked the forum and I didn't find any relevant info. It would be better to literally mention to 'find and KO the abductor'. Lights in closed businesses, sewers, attics, flats, and other places aren't good for immersion. They don't even increase the difficulty. It seems you are from a country where couriers can leave valuables before doors. I'm from a country where it would lead to catastrophic results, so I can assure you, this cannot be a practice in the world of TDM either if we consider the penniless people all around. Leaving goods in open stands for nights seems similarly bad idea, but it's for the gameplay, I know. I think optional challenges are better to start with. Especially the no KO requirement (Ghost?), because the mission is too easy without this. No big deal anyway.
    1 point
  10. You can also use debug commands to show the triggers and such. g_showtriggers 1 g_showtargets 1 If there's a switch in the room, the lock and key will have a line going between them.
    1 point
  11. I'm still alive! The Smiling Cutpurse Screenshots Title: The Smiling Cutpurse Theme: Inn Release: 2016/03/25 Mapper: Airship Ballet Special thanks: Oldjim, Baal and Phi for beta testing this forever ago! Build Time: ~2 weeks This mission has been finished for ages, but I always intended to take it further. This was supposed to be the first half of the third Quinn Co mission, but I ended up disliking how the two came together, so decided to make this its own standalone mission and to go and work on the next Quinn Co. I forgot all about this for the longest time, and only last night came back to tie up the loose ends and make it into its own mission. I made the mission itself as a proof of concept for completely modular architecture. Every wall, floor and ceiling inside the inn is part of a prefab. The rooms, corridors, all of it is modular. I realised how easy it is to create huge areas within minutes, and ended up with a space big enough to accommodate a proper mission. It's turned out pretty well, I think! It's a standard mission, nothing too special. Sneak around, steal things, have fun! As always, let me know of any problems you find, and leave feedback anyway if you're feeling helpful! Cheats I'm already infamous for unfair hiding places. There's no shame in being stumped! I'm totally judging you though. Obviously don't expand spoilers if you don't want spoilers. Where's the vault? How do I get inside? And? ...go on... Where, though? But how do I leave? Where's the sewer key? Download links cutpurse.pk4
    1 point
×
×
  • Create New...