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Cookie

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Posts posted by Cookie

  1. Nice map, enjoyed playing it. Really nice mapping, especially on the highest floor.

     

     

    Only weird thing: the player is getting told that the vault is basically impossible to enter by digging a tunnel and in the end there is a tunnel where you can deposit the loot? Other than that, nice work
    (By the way, I really like your mapping timelapse videos. You have a really great sense on how natural looking interiors should be made and it also shows in this FM.)

     

    • Like 1
  2. Just played this one, excellent work.

     

     

    A very good mission, but I have to agree with some of the things that were mentioned here before. The intro was really well done (no other TDM mission had a better one in my opinion), but it also raised my expectations beyond anything that could have been done. The visuals were great and the city a bit too clean and empty, but still 5/5 for me on this part. The "problems" are the bathhouse and the ending of the plot. Although visually great, its feels too small, but maybe thats just me expecting a "Life of the Party" kind of building that even surpasses the expectations the player has at the beginning of the map. The idea of the bathhouse manager being a killer with questionable motives is fine, but if you design your plot this way, with such an amazing intro, you might understand that the player might want to experience a more satisfying ending ( the reaction of the son, what to do with the gems you found and so on). I hope I didn´t sound too demanding, I just expected so much of this FM and in the end, it was "just" great and not the masterpiece I eagerly awaited. Nevertheless, you did a good job, I just wanted to mention that you came really close to create the best FM so far and this itself can be seen as an achievement, I guess :)

     

  3. As I don´t really know what kind of games you are looking for, I´ll just post some free games that aren´t f2p :P

     

    1. Pokemon 3D:

     

    A fanmade 3D remake of Pokemon Gold/Silver/Crystal with additional features and online support (For fans of the games)

     

    http://www.indiedb.com/games/pokmon-3d

     

    2. Lambda Wars:

     

    A mod/Total conversation, available on steam, formerly known as HL2 Wars, RTS with HL2 stuff (Build your own combine army :D)

     

    http://store.steampowered.com/app/270370/

     

    3. Tunnels of the Underworld:

     

    2D spaceship action game with random generated maps, ai and lots of weapons (Really funny in multiplayer, many gamemodes)

     

    http://tou.has.it/

     

    4. 0.a.d.

     

    RTS inspired by Age of Empires, already playable, but still in development (Good content, really nice graphics).

     

    http://play0ad.com/

     

    Hope you like some of those ideas, if you want more examples just ask.

  4. Didn´t find anything about this game here yet, so I decided to bring it up.

     

    Note from the developers:

    "Enderal - The Shards of Order is a total conversion in development for Skyrim and the sequel to Nehrim: At Fate's Edge by SureAI. The story of Enderal is not set in the Elder Scrolls world of Tamriel, but takes place in its own universe, creating a new, interesting world completely unrelated to Skyrim with a complex, dark storyline and thousands of secrets to discover."

     

    Although some of you won´t like calling this one a total conversation (especially when compared to TDM), SureAI did great things in the past and created some of the most anticipated pieces of work in the modding community.

     

    Personally, I am really looking forward to play it and if anyone hasn´t heard of this project until now, well now you have :)

     

    Moddb page: http://www.moddb.com/mods/enderal

     

    Teaser Trailer 1: http://www.youtube.com/watch?v=GL8x66tKVmg

     

    Teaser Trailer 2: http://www.youtube.com/watch?v=KstWmmVMMIQ&list=UUN1U4B52UrYrib8qlOI-xRA

     

    EDIT: More stuff :)

     

    Teaser Trailer 3:

     

    First story trailer:

    • Like 2
  5. Nice little FM, enjoyed it.

     

    Bugs:

     

     

    1. The looter inside the church, that went up the stairs got stuck there after he tried to return to the first floor and just ran in circles in the staircase.

    2. All traps trigger way to slow, didn´t get hit by any of them.

    3. The undead, that enters the floor to the ladder in the tower stays in there and blocks the path.

     

     

    Annoying thing:

     

     

    Screen shaking was way to much, for a short time effect it would have been fine, but it keeps going, sometimes turns off and starts again, not scary after the first moment, only annoying :/

     

     

    Other than that, great mission and even more impressive considering the short amount of time you had available.

    • Like 2
  6. What I really like about this mission are the possibilities given to the player in terms of approaching things. Some parts are quite linear but most of it is like this:

    You have this huge monastery/cathedral building and you can enter it from each side, from different floors and it is really satisfying, if you manage to leave the building, run around it quickly and enter again from a different side to pass a guard wandering around, instead of just standing in a dark corner and waiting for the time to pass^^

     

     

    EDIT @jaxa:

    As far as I have explored it, there are two possibilities to get a sword:

    1. pick it up from a dead bandit in the first floor

    2. get it from the armory, but you need the key for it first

     

  7. Seems like I am the first to vote here...

     

    Nevertheless, awesome FM, the improvement to your first one is huge, I really enjoyed it.

    Only a voiced intro/character and more detailed outskirts could have given this one a better rating, great work.

  8. Originally I wanted to write about the pros and cons of the mission, but Jon Irenicus already covered everything^^

     

    Overall, I think the FM is a excellent example of how to create an enjoyable FM on a small sized map. A shame that you didn´t create more maps.

     

     

    The only things that really bothered me were the loot goal and the "no knockout" objective. Usually I always play maps on difficult, but these things turned me away from it. In the end, I was only able to find about 1100 out of the 1900 loot, which was enough for medium difficulty. But these are only small things in an otherwise great FM.

     

    • Like 2
  9. What I noticed, especially after playing all your FMs so far, is, that you always build those really large mission, that, in the end, lack several things to make them outstanding. First of all, I think your mapping skills are very solid and you have shown improvement with every new map. As said before here, you have a good hand for storytelling and an overall idea how a good mission has to be designed. The loot is also in good places, the objectives are clear and well placed, and the player generally gets a good experience. What I don´t like and what others already mentioned, is the problem of the large map scale. It feels like you start building a map with great ideas and a lot of motivation, you start building the rough basics of it and then, in the end, you notice, how much time you would have to spend to fill it all with detail. This was the problem in all of your maps so far and it also was the reason for me to not rate any of your maps, because it would rig the results. Why? Because the appearance is always good, but thanks to the size, lacking in detail and often being made of simple geometry/corridors. Because the story and the gameplay are good, but lose their value thanks to backtracking and running around doing nothing (another thing are those empty streets, where only some higher spaces are accessable and sometimes hold loot needed for the objective). I am writing this, because I thing you have the potential to be a great mapper, but you are always putting such a big burden on your shoulders with your ambitious goals and it is always resulting in good but not great missions. I hope, one day you design a small Melan-like map with lots of detail and advanced geometry and show everyone, how good you really are. Until then, dont´t give up and keep on improving :)

  10. I started playing this mission and like with your other FMs, I am really enjoying this one. The only things that are quite annoying are the bugs and glitches. Here is a small list of the ones I found so far:

     

     

    - The mirror in "your" house is glitched for me - Jon Irenicus mentioned this

    - In the kitchen of the inventor´s guild guys flat above yours the snow is falling through the ceiling (but this is not happening in the attic?)

    - Near the tavern backdoor, the pile of crates in the corner is glitched from one direction, map exterior is visible (notice: I entered the backyard by climbing over the high metal fence after picking up the loot near the higher placed window) - Jon Irenicus also mentioned this

    - Also the upper part of the wall behind the tavern is covered with a really low-res texture compared to the rest

    - The sleeping bandit in the sewer hideout is talking when you enter the door to this room

    - The candle on his table also easily glitches through the table if you pick it up and drop it after darkening the room

    - After opening the sewer stair door with the key, the vent like metallic object behind the door glitches through it when it is fully opened to the stair side of it

    - The vine cellar, that can be entered from the sewers by pushing aside the crates is also a tricky challenge. It is very hard to get past the crates and I also managed to glitch in the wall whilst trying to get on one of the crates

     

     

     

    These are all the things I found so far, hope this helps :)

  11. I just finished this mission and here are my thoughts:

     

    Mission:

     

     

    The part on the ship was were well made, enjoyed it. Loot was hidden at good places and the design of the map made sense. The land part lacked detail and it felt confusing were to go after the men arrived, climbing the hill felt like glitching, and if you ever do a v2 of this map, you should change the part after the house, because it is really dragging down this otherwise excellent mission. Also, more detail at the coast could be added and a hd 2d skybox while on sea (some distant land, actual sea with moon reflecting in the water...). In the end I enjoyed the mission, but it wasted a lot of potential.

     

     

    Bugs:

     

     

    - after leaving the ship, a tiny rock at the beach is floating

    - the hidden loot place (caliph letter) had a light bug when observing it with the lamp activated

    - if you manage to get on the desk in the lieutenants room without being seen, the ai won´t notice you after, even if you stay in the light

    - the hidden door to the room with the sceleton could be opened with the cook´s key, but it still appeared red and made the "wrong key" sound, of course

     

     

     

    Overall very nice mission and I hope you improve its flaws in the near future :).

  12. Not many games/mods out there which I am eagerly awaiting, but the few ones are:

     

    1. Enderal (Nehrim was one of the 5 best games I have ever played, I expect another great "game" here)

    2. Half Life 3 (No description needed, sequel of the best FPS of all time in my opinion)

    3. The Elder Scrolls 6 (Hopefully with mod support, very important game for community/developer relationship and first person RPG games are awesome)

    4. Underhell: Chapter 2 ( Chapter 1 was easily one of the best gaming experiences of all time for me; great atmosphere)

     

    Game I would really like but will likely never happen:

     

    - The Settlers 3 HD remake with better AI (best strategy/construction/economic game of all time in my opinion)

  13. @cookie: it's two conversations intertwined rather than a misunderstanding.

     

    My fault then. To add to Paralytik´s point, as far as I know, Valve originally wanted to add an additional gel, which would have let you

    walk on walls (and the ceiling?), but stepped away from it, because of players motion sickness and the point you have added.

  14. The detail about players never looking up is not only a problem in games; generally people don't look up IRL either. All of you who own the Portal games should really check out the developer's commentaries while playing. Among many things, they address exactly this problem, and how they try to condition the player early on to pay attention to the vertical axis, since the games rely heavily on both vertical and horizontal movement and problem solving.

     

    Sorry if this might have been misunderstood, this was not about vertical movement, but closed windows, with loot hidden behind them and the point that it is sometimes hard to notice, which windows are "real" and which ones are just window-painted texture walls.

  15. One thing I have noticed is, that many city missions make it hard for the player to notice, which one of the 20 windows on the 4th floor

    is actually accessable and hides a flat filled with loot needed for the objective. This often results in running around multiple times and

    checking every single one of them. Just a thing that might be considered by mappers (you are still awesome Melan :D).

  16. There will always be someone criticizing about the state of the game, but the truth is:

    TDM has achieved something no AAA title on the market aside Skyrim (Portal 2?) could for the last 5 years. Being an awesome game experience and also supporting community work. Even the few missions available on 1.0 release had more valuable content than 80% of todays AAA´s...

    It doesn´t matter that TDM didn´t sell for 50 million dollars, but it sure would have deserved it more than most games that did so in games history.

  17. 1. Ulysses - Genesis

    2. TP4 - The Transaction

    3. WS1 - In the North

    4. St Albans Cathedral

    5. The Alchemist

     

    Honorable Mention:

     

    - Nhat Campaign (for great overall gameplay)

    - A night to remember (for awesome theme and atmosphere)

    - Requiem (for great mapping and for the huge amount of work/effort put into it)

    - The heart of lone salvation (felt closest to the design of the original games)

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