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Ryan101

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Everything posted by Ryan101

  1. This is a good, solid FM; had a satisfyingly "classic" vibe that i very much enjoyed. Great work!
  2. Whew. An exhausting mission - and a difficult one. Maybe you caught me at a bad time, but my brain is fried after all that. I'll leave a more detailed critique eventually, but I... liked it overall, I suppose. Great architecture and atmosphere, and a good, appropriately Victorian-gritty story to go along. That said, for some reason this one frustrated the shit out of me. Maybe set the loot count on expert a little down, but I guess I have only myself to blame for figuring I was badass enough to reach 2,000 without resorting to noclip. Guards were omnipresent and unforgiving, as well. Thief purists will probably be delighted by how difficult and intricate this mission is, but at the end I only felt a profound sense of relief when I lurched into the mission complete screen. Make of all this what you will! Edit: the performance warning is also quite accurate. I've a fairly badass computer and this mission could only chug along in a number of areas. Be extra careful, cause the guards sure as hell don't lag.
  3. Excellent work - for some reason I was expecting more, but that could just be cause the last two missions I've played have spoiled me rotten as far as mid-game plot twists go. By no means take that as a critique; straightforward missions are usually pretty satisfying to play, and this was no exception. This is a mission I can see myself playing again, if only for the wealth of options we have in breaking into the manor and the various secrets I'm certain I missed. It also struck me by how quiet it was - you put some of the best ambient TDM tracks to great use here, creating a suitably low-key, yet menacing atmosphere. Another thing I liked was that the City Watch outside aren't automatically hostile to the player. It's one of those niggling details that always rubbed me the wrong way about Thief and many FMs for the Dark Mod - I assume the player character doesn't look terribly different in full darkness from your average peasant, so why all the chasing me around with your sword, dude? Lay off. If I could levy one critique, it's that perhaps the mission isn't challenging enough. YMMV, obviously. I never felt like I had to resort to blackjacking any guards, and their patrol routes were so generously spaced out that I often had the run of the place. Sprinkling in a few more AI patrols might up the tension a little bit. One other thing: the lighting in the streets section is a little too dark. I had to pump up the brightness just to see anything. It's a lot better within the manor itself, but I often found myself bumping into things outside. But I digress; I'm eager to see whatever you do next with this plot line. Great job!
  4. Holy smokes, can't wait to try this out. When it rains, it truly pours for TDM
  5. I apologize sincerely if I've contributed to that lack of confidence in any way - rest assured this still ranks among my favorite maps, and in a field that's absolutely crowded with quality, that's no small praise! I mean any and all critique in the most constructive manner possible. That said, yes, definitely work on what you want to do, not what you feel obligated to do. Considering your talents, I'll eagerly consume whatever you put out, anyway
  6. Whew. This was a doozy. Excellent mission all around. I can only echo praise that's been kicked about in this thread up until now, so you can just add my voice to all that I was struck by the top notch, professional quality of everything... Anywho, I got 7/8 secrets, and am incredibly gratified to find that my has not gone unrewarded, at long last A stupendous mission overall and I want to play the next one, like, now.
  7. An almost incongruously good map for a first effort. The narrative flowed really well, making great use of voice acting and readables both. Map got wonderfully confusing in the way that Bridgeport FMs tend to, only occasionally verging towards being irritating, which I'd consider a win. I nearly missed the optional objective, especially given that it's delivered on a side of the map that I can see players never visiting. Still, it was a delight to see a in action, and all the more so for the protagonist's sarcastic delivery. One minor critique: I got stuck in a dining room for, I kid you not, ten minutes as I patiently waited for the room to -not- have someone loitering around inside of it. You probably know which one I'm referring to. Maybe stagger the AI patrols in there a little more? Other than that, great job.
  8. Awesome, awesome mission. Really liked the twist. Map ended up being a lot bigger than I anticipated, and the plot unfolded nicely, and in a way that was pleasantly unintentional: Well done. If I had to levy one criticism, it's that loot becomes almost trivially easy to find in the latter half of the FM, which makes the first half a little less important when it comes to exploring. But I digress. Excellent map, and one of my new favorites.
  9. Always down to beta test. My rig is also capable of running most TDM maps, so lemme at 'em.
  10. This is one of the few missions I feel an immediate need to replay, so sprawling and intricate it is. I took a particular path which eventually proved difficult to break off from, but I could easily see myself going another way. I particularly like how it's made difficult to hit all the optional objectives going along one's chosen path, as if they should just remain targets of opportunity (though the expert loot objective seems to demand that you do a bit of backtracking) while keeping to the main goal. In terms of plot, I feel as if this mission would benefit from in-game conversations, rather than just readables, though I know that's a lot more difficult to pull off than just jotting down a text file. Still, something other than readables would have helped increase the mystery with Lazarova. For a prologue, this was stupefying in its size and presentation. I can't wait to see where you guys go from here. Oh and I suppose I should mention that I had to restart this level at least once due to a gamebreaking bug. I got it by quickloading once, and the game claimed it couldn't load a body or some such, because it was already present. Weird, and it didn't repeat on my second try, so... *shrug*
  11. And now with the mission actually done, I can safely say this was a really good little mission with pretty excellent atmosphere and a foreboding story, perfectly suited for Halloween without slamming us in the face with clumsy attempts at scaring the player. Only sticking point is within the spoiler; good job overall.
  12. Loved the first one and would be honored to beta test- oh fine In all seriousness, though, it's great to see so many sequels to awesome FMs on the way!
  13. Yeah, I actually thought I was already up to date, as it happens! Whoopsie.
  14. After getting around my own self-inflicted issue, I polished this FM off in about two hours. Fantastic work. I especially like the prank objectives - they're an inspiration in unorthodox mission goals, especially the latter optional prank that I won't spoil. It's enough to make me want to see an FM entirely based around similar goals. I also enjoyed the callbacks to a certain other FM - Bridgeport feels like a really interconnected universe when such details are worked into the fabric of a mission. Great job!
  15. I get a "get next entity" error when I try to start playing this. Any idea what's up? (All I can offer right now is that the intro promises a great mission.) Edit: seems I haven't updated TDM yet, that's almost certainly it. Ignore me!
  16. This is a great improvement over La Banque - I especially loved the office section, it was really the most visually striking part of this mission. It's also one of those missions that makes me feel incredibly bad for the person I'm stealing from.
  17. More assassination missions would be lovely - not enough of 'em already, in my opinion.
  18. Now I know you didn't credit Stephen Russell in this but goddamn, whoever voiced the main protagonist is a dead ringer for him. The whole intro sequence made the nostalgia obsessed man-child in me very happy. Fan missions can also use more guard conversations in general, cause Jesus Christ, that was pretty damn amusing. Anywho! This was really excellent in pretty much ever way. I, too, liked the upper floor sequence especially, with its bird's eye view of Bridgeport (or the City?) I would have preferred perhaps more resolution for the main plot, but maybe that story has yet to be told. Great job either way! Edit: one other quibble (extremely minor;) the whole "gotta thieve to pay the rent" refrain is rapidly reaching the point of self-parody as far as protagonist motivation goes. It fits that Thief aesthetic but I mean, c'mon, there's gotta be other reasons for being a master thief out there...
  19. I haven't played the newer Thief, if this is some sort of reference to that! I find the attitude kinda weird considering I said I liked your mission, too. The high loot cap isn't a huge deal or even a bad thing, just different from what I was used to. Again, personal quibble. I'll emphasize again that I came away with more good feelings than bad, so definitely keep doin' what you're doin'. I thought the secret passage switch thing was a bug, to be honest. Is it intentional that it can only be interacted with once?
  20. Enjoyed this one quite a bit - two issues I came across was the switch in the secret passage no longer being frobbable if you accidentally prevent the trap door from opening fully. Kinda game breaking unless you have a previous save. Second was the sacks of loot not being fully cooperative. They're kind of a pain to move around - but I suppose that was the point! Anyway, I really loved the idea of side objectives and hints, they're an excellent use of the before-mission shop. My only complaint there is that there's really no reason -not- to take on side objectives, since they cost nothing, but I struggle to think up a way to make them more meaningful beyond making the player have more stuff to do. Hm... Oh, and the minimalist in me balks at the frankly embarrassing amount of loot in this FM, but that's more of a personal quibble. Was also one of those rare missions where I didn't mind screwing up and killing guards - this is too much money to leave in the hands of mercy, after all.
  21. Excellent work! Nice, mysterious story (lot of omens in this one) that's well told, mostly through readables and judicious use of cutscenes. The ship is very well made and I think my favorite detail was the rather simple addition of swaying that made it seem like we were actually moving. Very life like! I also really like the sequence towards the end with the house - excellent use of music to establish tension. This is also practically begging for a sequel (which I'm pretty sure you're cognizant of ) so get it done quick, damn you!
  22. An assassination mission done perfectly - I like the implications of some of the journals you read, what they say about the main character, and how it calls the central premise into question. Bravo! This really looked nice, too, and I liked how exploiting the AI's tendencies became more about stalking prey, rather than pure avoidance. Very Hitman-esque. I'd have preferred more readables, but what little I saw was brilliantly written and wove themselves into the plot fairly well - favorite bit was the wife's journal. Is this the start of a new series of assassin missions? If so, gimme more
  23. A handsome little mission - I mostly enjoyed the narrative flourishes and voice acting, although at times it all came off as a bit "too" blunt for my liking (I kinda rolled my eyes at the Garret reference, as well as the typical noble "I may be a drunk, but who cares what my servants think?" shtick.) I gotta give props for a good intro with the sewer section - it was very atmospheric and I appreciated the fence character leading you around and explaining the mission, rather than relegating it all to a text dump at the very beginning; it's a narrative technique rarely used in The Dark Mod. I'm echoing Moonbo's narrative bug complaints, btw. Where'd you learn to do the water droplets thing on the windows? Loved it. Gameplay wise, I don't have much to say other than that mission was well constructed. Good work.
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