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Showing content with the highest reputation on 02/22/23 in all areas

  1. I feel like these efforts should go into the ingame mission viewer rather than an external application that most people are never going to see.
    2 points
  2. Unfortunately I’m out of town for the next week but I’ll take a look when I get back.
    2 points
  3. Now that 2.11 is out, I'll help out with whatever final lot of beta testing you want to go over.
    2 points
  4. Author Note: Thank you for downloading and playing the sequel to The Accountant 1: Thieves and Heirs this FM picks up right from where we left off in accountant 1. This is the second part in my three part series following Corbin on his journey to discover who and what the accountant is. This mission is a little different to what you may expect from a Thief mission but still has plenty of classic Thief moments as well. This is the largest mission I have ever built with an average play through lasting between 2 - 3 hours. A few aspects in game are different to what you may expect as well and those are: - Candles are pinchable (frob to put out instead of pickup) - Food has been hot fixed so now it heals you for 10 health points when eaten - Doors that are missing handles means you cannot enter that room/building - All secrets can be found before you enter the sewers As a little piece of fun trivia there is a small cameo in my mission from a very special guest. He is a longtime voice actor in the industry and you may know him from roles such as Deckard Cain in Diablo, Captain Price in Call of Duty, Elder Lyons in Fallout 3, or just about any Nordic character in Skyrim. In addition to all of the fantastic people who have helped me along the way I have personally spent a lot of time, effort and energy devoted to bringing this out to you all so I hope you can enjoy the fruits of my labor and have fun! File size: 358 mb
    1 point
  5. If there are any spots open I'd like to help out with beta-testing the mission!
    1 point
  6. Thanks Jack, yes it was brushwork. It's all good now! (I updated my post)
    1 point
  7. Is this brushwork? If so, is it snap to grid? Is there a Visportal near by? If push comes to shove, pm me the WIP and I will have a look.
    1 point
  8. @Hooded Lanternthat’s the colored fog light in the mission - so that’s just how it actually looks. As the kids say “#nofilter”
    1 point
  9. survival horror usually = you wont survive unless you're god but yeah leaving out the save mechanism is kinda a kick in the teeth hehe.
    1 point
  10. This is why I like TDM so much, because of the variety of genres it can have. Naturally the main one is stealth, but all other genres are also found among the missions, FPS, RPG, adventure, puzzle, survival horror, mystery, room / prison escape, hidden objects, platform ......, even a Tetris game (Builder Blocks ). The limit is only the imagination of the mission creator.
    1 point
  11. In my opinion, stealth games should be challenging. If they're too easy, they're not fun. It follows that stealth games should be designed to be challenging. The challenge should be built into the game, not left to the player to figure out. If a game requires the player to create self-imposed restrictions in order to make it challenging, then something is wrong with the design of the game. Obviously, different people will prefer different levels of challenge based on their skill level and tolerance for frustration. This is why providing a range of options is good. However, those options still need to provide the requisite challenge without asking the player to tie one hand behind their back.
    1 point
  12. Loot goals are not about thieving. They're about exploration. They're basically a means to force players to go everywhere in a map. If my character's goal is to steal the priceless scepter from the master bedroom, and I manage to do that without alerting everyone, I don't want to have to sneak back into the mansion to rifle through closets in the pantry for one more silver bowl.
    1 point
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