Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation since 04/24/22 in Posts

  1. Background Eastbound is a FM created for the Christmas Connections contest. Although it was not ready in time to meet the contest deadline, its original inspiration is still present. This FM will be the first in a series following the Thieves' Guild member and protagonist Samuel Wilson in the events following a heist gone wrong. What will now be the second mission in the series was already nearing beta testing when the contest was announced (and it already featured a few "connections" of its own), so this presented an opportunity to fill in the backstory even more. Credits The TDM core team for all the hard work they do creating all the features, assets, scripts, and tools that we can all use in our FMs YOH and others for the custom sounds Everything else within the FM was created by me or modified from either stock or CC0 assets Special thanks to nbohr1more for organizing the contest Special thanks to thebigh and Wellingtoncrab for their valuable feedback during alpha testing All the beta testers, whose efforts led to many fixes, playability improvements, and general polish: Acolytesix, Cambridge Spy, datiswous, nbohr1more, prjames, thebigh, Shadow, Wellingtoncrab, wesp5 Technical stuff This FM requires TDM 2.10 or newer as it makes use of some of the latest features. The mission will look its best if you have shadow maps enabled instead of stencil shadows (Settings / Video / Advanced, Shadows Implementation = Maps). The mission will sound its best if you have EFX enabled (Settings / Audio, OpenAL EFX = On). Screenshots
    18 points
  2. Thought I'd share what I've been working on lately. While my mapping days are behind me, TDM still is still an inspiration for many of the fantasy illustrations I do in my free time. Here's a few that should look somewhat familiar:
    14 points
  3. 6 points
  4. There is this euphoric moment, when you've spent over two hours doing skybox brushwork, expanding it more and more to engulf one building after another, having it fit perfectly against every detail of every trim of their far facades (since they're not yet detail entities), sneaking into a slim crevice of together-blending, neon-blinding caulk, to find a slim 4 unit wide gap which you almost missed, and after looking at this huge puzzle of brushwork, in which you hope not a single brush overlaps another, but all touch edge to edge, and corner to corner, you going into The Dark Mod, and you type "dmap", and it compiles without a single leak on the first try. That's such a huge sigh of relief, and such an assurance of your craftsmanship.
    6 points
  5. Have you guys ever noticed this English gentleman? https://piped.kavin.rocks/channel/UCSqIEwL7Olwd_krFWhEsTIg He has done plenty of Dark Mod mission playthroughs. I checked several of his walkthroughs the past few weeks and I have the impression he is playing the missions thoroughly and very, very slowly - to clarify: he's playing TLC from my HH series right now and towards the end the session already has 10 (!) videos of 40-60 (!!) minutes each....but then again I recall that before beta I myself estimated a playing time of five to seven hours, so... Anyway, he also played my favorite DM mission The Accountant 2 sometime ago - I will definitely watch all related videos in the next days as I have the feeling that it will be quite interesting because of the level design. So if you're looking for playthroughs where the player really sneaks through the mission and suspects the end (or something even worse) behind every wall, then you've come to the right place.
    5 points
  6. It's also copyright infringement by anyone who uses that code in their own game. Copyright doesn't magically vanish the moment the first person who leaked the code is caught and punished. Copyright follows the code/image/text/movie wherever it goes, and if you use that content in your own work without permission, you have made a derived work which is copyright infringing. You're saying that most games are based on illegally leaked code? I don't know what you're smoking, but I suggest you cut down on it. Making a work which is "similar" has nothing to do with it. Copyright applies to specific texts: code, images, movies, blog posts etc. It does not apply to generic "ideas", which is why anyone can make a first person shooter, or an anime series about heroes saving the world, or a story about a teenage wizard (as long as he's not called Harry Potter). If the company doesn't exist anymore and the rights to the IP were not sold or passed on to anyone else, then you have an "orphan work" which (depending on legal jurisdiction) may be covered by special rules. But in game development this is a rare situation, because if the studio who made the game is shut down, the rights to the game will pass to the publisher, or whoever else buys the original studio's assets. Companies don't usually disappear into thin air, they get bought out by someone else, or their assets sold off in bankruptcy proceedings. So it would be very unwise to assume that a particular leaked codebase is an orphaned work just because the original company which made the game doesn't exist anymore.
    5 points
  7. Can't believe nobody mentioned yet that PREY is free on Epic right now. This game is absolutely incredible! Loved every bit of it! You can also grab Jotun on Epic, which is short and nice, but obviously nowhere near the quality of PREY.
    5 points
  8. If you ever wondered what a .proc file actually contained & why, there's now a wiki page page on it: https://wiki.thedarkmod.com/index.php?title=PROC_File_Format It's a treatment of a complicated subject, so I can't guarantee I've got it 100% right. Just more right than anything else I've seen about it.
    5 points
  9. You can make whatever you want. https://www.thedarkmod.com/missiondetails/?internalName=swing1_2
    4 points
  10. I remember when the Blender limit was 19 characters. At least the developers of Blender have generously allowed us a whole 63 characters to play with, although why the hell anyone thinks it is acceptable to have hard-coded name length limits in 2022 is anyone's guess. The aforementioned "skin trick" was something I came up with as well: each model had a material name like "sk/my_model" which then used a skin to map the model surfaces onto the real textures. But this is only useful for models which have their own custom texture; it is not so convenient if you want the model to use a regular, arbitrary Dark Mod texture. I'll have to check the state of the import/export scripts. The custom property approach should certainly solve the problem and I'm sure it has been discussed before, but I don't recall if it actually made it into the code. Perhaps if it hasn't already been implemented, the time to do so is now, given that the 63-character limit is clearly causing problems for some people.
    4 points
  11. New pre6 release is available in the first post. The playerstart visibility is fixed, and I could finally resolve that bug causing the weirdly stretched geometry in the render views.
    4 points
  12. Another great addition to TDM. The names behind this one kinda gave away it was going to be a treat. As far as level design goes, this one's up there among some of my personal favorites. The snowy city ambience followed up by decaying underground libraries and crumbling halls was right up my alley. The first half is a tried and tested recipe for success - you can almost feel the cold as you explore the rather sizable portion of the city and break into various shops and apartments to take anything you fancy. It looks good, plays good, with plenty of verticality and some new mechanics thrown in. Speaking of which, I think the spectacles in particular really spice up what would have been a great mission even without them. The second half of the map is no less impressive and shows just how good the authors are at crafting interiors. For people like me who adore exploring forgotten places it is a true feast to the eyes. Pretty creepy too. You really nailed the 'ancient, crumbling' look. After knocking out and exterminating the inhabitants, I took my time to explore the whole place and adore the grand libraries.
    4 points
  13. Not just a cosmetic issue in fact — it would be better gameplay for a guard to stop and enter a "Huh?" state for a couple of seconds, giving the player a cue that he had been spotted and giving time to run away, rather than have the guard act as if nothing was wrong and then suddenly enter a combat state. Perhaps this could be solved fairly straightforwardly by setting different delays for the various levels of state transitions. I.e. transition from 0 (unalerted) to 1 (huh?) could be instant, but the further transition from 1 to 2 or more (actual attack) could be significantly longer.
    4 points
  14. FYI, I finally got around to updating the VR mod to 2.10. Just follow the installation instructions: https://github.com/fholger/thedarkmodvr/wiki/Installation There are no new VR features. Development is currently on hold because I'm rather busy working on Half-Life 2 VR. I do want to return to TDM VR as soon as I have the time, though
    3 points
  15. Maybe this is just an attempt at trolling, but your mission would include everything I do not like about TDM, so good luck.
    3 points
  16. Why u no YouTube? Here we go https://www.youtube.com/channel/UCSqIEwL7Olwd_krFWhEsTIg/videos https://www.youtube.com/c/Boylag/videos
    3 points
  17. The wheels are grinding again for new Content!
    3 points
  18. In the basement of my map, ominous dark figures have gathered to conspire. They are called "The Skinless Ones" by those who have encountered them and lived to tell the tale. A year have they waited, for the Skin Dresser to once again return...
    3 points
  19. I think it comes down to the ability to tame a horse and its subsequent utility to humans. I remember a FM where a pagan had "spidey babies", it would be cool to see a mission where you played from that perspective. Anyways, I just didn't put much thought into what "team" the horses were on in my FM. The stated reason for no killing is to give you a clean getaway, so we'll just pretend that a dead body of any sort leaves clear evidence of misdeeds, whereas stolen goods are harder to investigate
    3 points
  20. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.10 REQ Ver. 1.11 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *This mission makes use of volumetric lighting in several scenes. While optional if you wish to see this feature enable the "maps" lighting model and I recommend you also disable image sharpening. If you do not like the effect or are concerned about performance use stencil shadows* *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
    3 points
  21. Nevermind I was over thinking it. Just had to use a rope arrow in the proper place lol. Got all secrets and loot, great mission.
    3 points
  22. I sometimes wonder how much hearing/vision-impairment accessibility considerations factor into some of these choices.... Of course we all understand the main reasons developers (or rather their pay masters) cut corners like this or try to shoehorn in trendy features in their place. (E.g. using detective vision and awareness flags instead of audio cues as the primary way to track enemies' locations and awareness states.) Greed and ignorance are certainly the major driving forces here, not magnanimity and egalitarianism. But if you follow any current discussions about disability friendly game design, you will notice a trend that calls for the homogenizing of UX designs and removing any sensory skill checks imposed upon the player. It's hard not to see the move away from analog material noise and alarm barks in modern stealth games as an extension of this mentality. Personally I am in two minds about this. One the one hand, it is not nice to arbitrarily exclude people from experiences they would otherwise enjoy just because they can't see, or hear, or perform quick/dexterous control inputs, or orient themselves in simulated environments as well as other audience members. Indeed, I myself have advocated for improving accessibility options for players with motion sensitivity in TDM. But on the other hand it is equally unjust to keep people from accessing unique experiences or discovering stories that they would enjoy, just because other people exist who are not so fortunate. Thief and its progeny are fundamentally niche products. The demands they place on the player's skills of sight, hearing, and spatial orientation are the core of what make them appealing. They defy the idealistic motto that games should be for everyone, and that is just one more reason they have been pushed out of the mainstream market.
    3 points
  23. Yes! Written in Stone is/was one of the missions I am currently playing, and this was the conclusion I came to as well. I think the story (what I have found of it) even supports this course of action. These are clearly not happy people. Killing them is a mercy. However it seems I am just not good enough at combat to kill all the enemies with the resources I had collected to that point, so I ended up putting Written in Stone on the back burner in favor of other FMs. At some point I'll return to it and most likely finish it up using notarget. The world geometry itself is lovely and I want to take my time to admire it without having to worry about enemies. In terms of trying to diagnose what made the balance between exploration, puzzle solving, and enemy presence not work for me in this mission I'd draw a comparison to Iris and Hazard Pay, which presented similar challenges for exploration and puzzles but did not make me want to genocide the entire map. The first useful thing they did was prominently signpost important locations for the player, often with actual sign posts in the game world, and in Iris's case with markers on the map. Secondly they provided lots of safe corridors (that were easy to find) for efficient traversal between key locations. These safe spaces also often included overlooks or vantage points with clear views of the hostile areas so they player can get an understanding of the layout and plan their next moves without time pressure. And lastly in places where the player does not have the benefit of signage, maps, or prior visual scouting, these FMs revert to a much more linear level design. (Like a vine with side branches, instead of a spider's web or tree like labyrinth.) Now that I think of it, a lot of my most favorite TDM FMs follow these rules: Requiem, William Steel In the North and Home Again, Volta 1 and 2... That's not to say I think being lost or needing to make your own safety (Rambo style) have no place in TDM. (Perversely, Down in the Bonehoard has become my favorite T:TDP mission, and it breaks almost all these rules at various points.) But in those cases where being lost or ultra-violent is the intent, I believe the change in playstyle should be supported by tailored story beats and a generous equipment loadout.
    3 points
  24. My first map (way back as a wad file for original Doom 3) was of my basement. I had a demon popping out of my refrig. So yeah, there's a tradition to map what's close at hand. Vids are great, but it's hard to use them as a reference, to try to remember where you saw a particular problem solved. A general Google vid search (relying on YouTube's automatic speech to text transcripts) I don't find too effective. For written content about DR mapping, some reasonable starting points are the Dark Radiant user manual and Fidcal's A to Z Beginners Guide, https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!. I'm doing my 2-cents here and there on the wiki too. The writing continues!
    3 points
  25. That part in the Sword blew my mind. We did a very small section like that in Snowed Inn and there is something similar in TPW but nothing thats full on a little big world mission afaik. Also agree that we don't have enough trickster-ish levels and exotic locations. There might be a couple levels on the horizon to fix that
    3 points
  26. Holy cow, everything they said about this mission is true! I've only just managed to get to the other side of the wall and I'm already thinking about starting another playthrough in order to keep exploring more of the starting area! You really have created something amazing here. I'm so glad to hear you are planning to make make more content for TDM. You really have shown you have a profound talent with this mission, and not just because of its size. In terms of interconnectedness, navigable verticality, variety, and verisimilitude I think this might be the absolute best free-roaming level I have ever encountered in any 3D game. Period. (Previously I split that honor between TDM's Sir Talbot's Collateral, and Metroid Prime's Chozo Ruins.) Personally I think there is so much you could do here even if you limited yourself to just reconfiguring areas and objectives within this one map. I believe Goldwell is onto something with the idea in Shadows of Northdale of a reusable hub area that would form a setting for multiple missions; but this is the very first TDM map that I feel one could easily use to do that--without any major alterations or creative compromises. I mean, even as I've been exploring the decrepit tenements, haughty mansions, and brutal fortresses of Red Rook and reading about its sad history, I cannot help but imagine another story: A district in strict lockdown and quarantine against the remnants of a zombie plague. A murderous authority more interested in preserving its own veneer of power than protecting its subjects. An innocent populous walking the knife edge between rebellion and starvation. Then a downtrodden thief comes across a certain piece of incriminating evidence, and they must deliver it into the right hands to end the madness and bring the villains to justice! (Maybe the allusion to recent events in certain corners of the world is a little crude, perhaps even offensive some might protest, but I would play the hell out of that mission. We need power fantasies in these dark times.) Anyway, before I jump back in, I'll leave a bug report for you on the off chance that it may be useful: I too have run into the problem of the level crashing to desktop whenever I try to drop an item from out of my inventory. I have a personal rule that I must drop a health potion any time I reload from a save. (It keeps me from save scumming.) There were no problems the first 2 potions I discarded, but now it has started crashing whenever I try to drop that particular item. I think this was after about 3-4 hours of play time, incase that is significant. Luckily for most players I'm sure this will not be an issue, but for me it is a bummer.
    3 points
  27. Okay, when I started to play this mission, I had no expectations whatsoever. To say my mind was blown off is understatement of abysmal proportions - this was fucking awesome! Right from the opening intro, the nostalgic and bitter atmosphere permeates through and I did felt like I was playing Disco Elysium all over again for a while - it was bitter and made you think, but you couldn´t stop. It was only after first few hours I had to look and found out this was a winner of a contest - and deservedly so. From the masterful leveldesign - man, where did you learned this??? To map so good? - I have read in your comments this is not your first map, rather your first released one, but you deserve all the praise for it - it easily can rival Goldwells, bikerdudes levels, etc... - I am talking that kind of quality. It´s quite vast, but more importantly full of details, various new objects that can be taken and slowly unfolding story as you progress - which is quite subtle, as you have to "connect the dots" between various readables and what you find or saw. And what an intricately created world! I loved the fact there was a historic explanation of all the various cramped buildings and materials they are made of. When I mention readables - they are tastefully written (hats off to all the people writing and perfecting this) - what I saw here, is Golden Grail of well written readables in Thief/Darkmod missions. There is so many other things I would like to write about, but I have to run to my training, so I have only one plea: please, make more. Make many more and welcome amongst Taffers! PS: And few questions at the end:
    3 points
  28. dev16487-9919 is public. At the very least, the Linux crash should be fixed there.
    3 points
  29. @Wellingtoncrab, just found the Stained Visage. Oh my. I don't know how you do the atmosphere, but it makes me want to weep. I won't ask for advice. Clearly I can go home now, and come back again for a more thorough dig another time. A bit sad it's ended so quickly!
    3 points
  30. [This is a repost from the TDM Discord - meant to post it here as well at the time but the file size limits didn’t allow for a direct upload - thus the download link directs to the discord mirror which hopefully remains up and doesn’t seem to require discord credentials to access, but let me know if anyone encounters issues] Stop losing sleep over one of life’s most important questions with the book_sp1 skin pack, featuring six new cover variants including silver, gold and jewel treasure bound tomes with full normal/specular maps! The archive is ready to drag and drop into your TDM project, though all images are derived from public domain sources so really they are free to use however you like without restriction or attribution required.
    3 points
  31. I can only imagine what playing that mission in VR would feel like.
    2 points
  32. Ive already finished the mission and theres one I can say.. That was really great adventure and a pleasure to play it But damn.. Why only 2 holy water in the shop, huh? I cant defeat thoes demons in the factory, or meaby i can find another one somewhere else? By the way.. Great work indeed, Mr Goldwell! Looking forward for another stories from you, sir Best regards from Poland!
    2 points
  33. Yes, I know and @JackFarmertoo, but I don't like YouTube because of all the ad, tracker and country restriction crap it has, because of this I prefer Pieped, CloudTube or other privacy front ends, where you have all the channels from YT, but without the restrictions ads and other Google crap, Piped even blocked annoying intros and promotion blocks. I also use the FreeTube, it's a desktop client for YT with its own proxie.
    2 points
  34. At times while building I've thought something like, this room is half stone and half wood. So I'll take the preset for WOODEN_MEDIUMROOM and CASTLE_MEDIUMROOM and average them. That's about as much micromanaging as I'd want to do though.
    2 points
  35. I managed to find more loot than there was available in the mission! Any idea where the extra 54 gold come from?
    2 points
  36. Safe combination, outright spoiler. I hope I'm remembering it right, and it's the same on all levels (I played on Expert).
    2 points
  37. Delightful mission, as always So many surprises: - first, women protagonist! Now I know why ZeplminTemplar wanted those female line voiceover, hehe - I liked the detailed intro, almost like from Dishonored - there´s boat in the intro cutscene, which is not anywhere in the game - hats off for doing something like that! In the beginning area I haver encountered the same problem as AluminiumHaste: - combined lockpicks! - while I understand some players will not be happy with this change I liked it, considered it unusual peculiarity, but I wouldn´t want to see it in every mission. You know what I would like? (and that would be a very welcomed change for me) - a key ring. A keyring, where all the found keys would get automatically attached and you would just use the keyring on the lock and wouldn´t have to sift though keys (just like they did in Mission X for T2), which is just bothersome - THAT is something I would very much like to see here. - there are new arrow and food icons, which I like a lot (arrow ions in these contest mission in general), they seem more crisps and clear. And the food item bag was a nice touch! - Contracts - I must applaud you for this idea - they were not boring, each was different, and there wasn´t too many of them, so you wanted to do all of them, and they were mostly optional! Very good idea. I especially liked the one with the disgruntled salesman at the gates - overall, the length and level design were very good. I have one question though:
    2 points
  38. I felt that I needed some practice before I sank my teeth into my main map (which I won't reveal), and so I did a test map. This test map in turn turned into my apartment, which is a good tip for anyone wanting to map, but doesn't know what to map: Just make your apartment, or some other area you know well, and put a Dark Mod spin on it. If you release your map, you don't even need to tell anyone that it's your apartment, or your neighborhood, they're running around in. ...and alongside that, I've just finished writing a 23 page manual on basic mapping with Dark Radiant, so that I don't have to watch through Springheel's video tutorials yet again. I know just how unstable YouTube accounts can be - I've given up on trying to make accounts on that platform altogether now - so don't count on anyone's tutorials being around on the internet ten years from now. Write them down!
    2 points
  39. Well spotted! Yes, that's him.
    2 points
  40. You might find exactly that sort of thing (complete with the badly-voiced melodramatic cutscene) in a modern Doom mod, because hobbyists have mad ambition and no restraint. Your average AAA would be more like: First you cut to a way too long melodramatic cut scene because the main character is also in a soap opera. Then you're dumped into a random arena (that's really just a single room with one staircase and some boxes in it) with 500 10 alien robots are firing machine guns from every direction (because the one guy who somehow made the 500 aliens work in the demo quit after management verbally harassed him), also everything explodes every 5 seconds and everything’s on fire and the MC can fly in midair Matrix style (in certain contextual locations and in the cutscene that plays in the middle of the fight) and runs and bounces round at 200mph 15mph (because someone in the focus group said the fast movement made them feel disoriented and they got lost in the identical linear corridors--and the movement was was obviously the only reason) and has more weaponry 3 (console friendly but also somehow egregiously unbalanced) loot-box unlocked weapons with more ammo than an entire army and sprays the walls with bullets as 94 5 monster trucks one of your co-op player unlocked in a loot-box back flips and explode and if you die you have to start all over again before the first cutscene because you can’t save where you want because reasons the pre-teen-male console demographic aren't used to manual saving. Then you cut to a melodramatic cut scene because the main character is also in a soap opera... and the game ends there because the developers could not meet management's holiday launch deadline. But don't worry they will sell you the real ending (96% of which was already in the game files on release day) as paid DLC 6 months from now.
    2 points
  41. @Zerg Rushlittle do you know, during beta testing that horse was briefly responsible for the death of every other AI in the map!
    2 points
  42. So far fantastic mission, I'm just cleaning up the last little loot and have run into a problem. I very much loved the voiced protagonist here, she's great. Nice change from the perpetual world-weary thief trope.
    2 points
  43. I finished this mission yesterday, and, I really liked it, nice mission. I especially like the variety of your missions. It felt a lot like Northdale Act I in that regard. You can break into shops or homes, you can deal with the black market store owner, you can rob him (yes, nice Dishonored vibe there ;)), there are side quests/contracts you can accept, and there's a lot of variety in terms of the locations as well. Makes the missions interesting. I also like that there's always a certain linearity in your missions. The player gets lead in a way, instead of having a complete open world, which might get confusing in terms of order of objectives. There always seems to be an obvious and "logic" way you go as a player in your missions. The difficulty was perfect. I don't like too hard missions. I played Written in Stone a while ago, and, while i enjoyed the first part of the mission, the later part was way, WAY too hard for me. I liked that your missions also cater to the more casual player, not the super skilled pwnzo0r player, which many other missions seem to be designed for (which, obviously, is bad for people who just got into the mod). The visuals were great, as expected. The two Northdale missions are great in that regard as well. If anything, I'd criticize that, sometimes, you seem to design some spots overly narrow and small. Most places are OK though. The one thing I didn't like was the voice acting, and also the script of the playable character. The tone, and also the lines she says are a bit too happy for my liking. E.g., I don't care if the thief who just robs noble's homes rather would be in the pub, or own a home with such a nice garden, stuff like that. I rather like the dark tone of your other missions. After all, it's a dark theme and a dark world. Just a minor niggle though. Overall, I really enjoyed the mission. Well done. :)
    2 points
  44. As @Zerg Rushsays, "good" and "free" are not a happy combination for VPNs. I used ProtonVPN Free for a while, but it took months to get off the waiting list and given an account, the performance was terrible, and any kind of file sharing (e.g. BitTorrent) was completely blocked. I now have the basic package for $5/month, which I consider extremely good value even though I don't use it all that frequently. You have a big choice of servers with good performance, and some of those servers support BitTorrent (I use the ones in Iceland). Be aware that most VPNs don't support IPv6, so if you have an IPv6-enabled ISP, your IP address can "leak" even while the VPN is active. Some VPN software (including ProtonVPN) will therefore include an IPv6 "kill switch" to prevent this from happening, but you should always check it's working by going to a "What's my IP address" site and ensure that no IPv6 address is visible.
    2 points
  45. @Tarhielthank you for generous words and your time spent playing the mission. I am very glad to read you had a meaningful time with it. I am especially glad to hear you enjoyed the readables as I worked as hard (if not harder) on those as any other element of mission. My eternal gratitude to @Amadeus as editor who helped immensely in making them bearable to read. When it comes to how I learned to make the mission it’s really the same stuff involved in trying to accomplish anything really: you just keep accepting failure and frustration willingly well past the point your body and spirit are telling you to stop. It will seem like everything is an endless and impossible mess until suddenly it isn’t: and you and the thing you are trying to do are in finally sync. You also learn to accept a thing is “finished” (or perhaps you are “finished” with a thing) well before it is ever perfect. Since the deeper meaning of anything exists as an undercurrent below the surface, expressing it plainly poses some risk it may lose that very meaning for which it was created, so I will endeavor to answer your questions about the story up to the point I can: Thanks again for playing!
    2 points
  46. It’s just an example poll for the contest itself so I wouldn’t worry too much about it. If you are looking to score a particular mission they all have their own threads you can still vote in.
    2 points
  47. If an intermediate state like this is added, it should still be possible to blackjack the guard during the time. At the moment most of them become ko-immune before they even have their weapons drawn...
    2 points
  48. There is an eye icon in the post editor toolbar, this adds a
    2 points
×
×
  • Create New...