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Melan

Development Role
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Everything posted by Melan

  1. That's a nice shot, and it does have a good atmosphere - well realised. I also like the premise of the mission; these "escape" missions always tend to be fun. Don't worry about your unfamiliarity with the asset library. Things will fall into place through practice. Also, very often, less is more - you can achieve good consistency with only a few objects, and that's good for mood as well.
  2. Welcome back, and hope we will see something from you again! Sadly, I have not been very active either; the last time I touched DR was in 2016 - I am planning to change that, but life always gets in the way. Whether you will make something or just play the new missions, it is great to see you again!
  3. Blade Runner Blues plays faintly in the background...
  4. Clearly, The Rats Triumphant was ahead of its time.
  5. I have no idea how the treads could ever work, so I am content to describe it as SORCERY!
  6. This has been a decent investigative mission. It is built and lit in a fairly plain way, and it is scaled too large, but finding and interpreting clues makes it flow well - it is well-paced and logical, neither too difficult nor too easy. A pleasant mission. I wonder, though:
  7. This was a very nice first release, and quite well realised when it comes to the balance of difficulty vs. clues. The secondary objectives are nice optional asides. Perhaps it was a bit light on AI (one or even two more guards would not have hurt), but exploring the judge's home was fun, and the mission had multiple individual touches which add to the experience. Visually, it is fine; the sewers are very plain (and look like early work), but the upper quarters are much better. I hope we will see more from you after this FM!
  8. I don't know. Every time I tried to make something new in DR (or even fix one of PD3's minor bugs), I got hit by terrible burnout. Also, PD4 was supposed to have features which have been covered in a better way by other authors since. So maybe, but not any time soon. Hopefully not as late as the ten-year gap between Disorientation and Rose Garden.
  9. I expected a small mission from this speedy collaboration, but it ended up both larger and more complex than I'd thought. There is a lot to do in a mission that grows beyond its boundaries (visiting areas which at first looks like distant scenery is a cool feature), and throws you a few unexpected curveballs. I did encounter the LOD popping a lot, and got hit with the hidden objective. I think this one is very badly communicated in the first version (no idea if it has been fixed since), since you expect one thing, and have to do something completely different. But apart from that, this was a v
  10. That's a sleek gondola, Epifire! Very moody.
  11. If you would like to, go for it! The accent I had in mind was something like Edmund Blackadder, one of Shakespeare's villains, or one of the Thief aristocrats. As the description goes, "this is a character fit for a sinister nobleman, a corrupt merchant, a crime boss or an evil mastermind. He is sophisticated, pretentious, ruthless towards others, but cowardly at heart. He is given to dark, brooding thoughts, and feels at home in the City’s shadows."
  12. This was quite a nice Autumn surprise! Not terribly big or difficult, but well-realised, and with the plus of emotional investment. Definitely strong on mood. Many fine little details make the picture even better - I liked the subtle, unsettling little changes over the course of the mission. It was all just right.
  13. This has been a cool mission to get reacquainted with TDM after a long pause. Challenging, consistently well written and atmospheric, and always top notch in appearance. An excellent continuation of the nautical themes in your previous missions. Good to finally see Wrecker's Reach put to use, too. I hope the other side of town (which was not featured in this FM) also sees the light of day some time.
  14. I am posting these on behalf of bikerdude (from Shadowhide's big city map). LONG.
  15. This specific map is also particularly finicky to work with. It is organic, detailed and confusing.
  16. So this Crucible mission has found a new purpose? Great!
  17. I will be the contrarian, and interject that stepwise does not work for me. Roughing out the entire level, then doing another activity across the entire level would just lead to quick burnout. I build scene-by-scene, although with extra rounds of expansion and refinement. Good thing I am not part of the industry - just a fan.
  18. Spooks speaks from my perspective as well. I like Bikerdude quite a lot, and he has not only been instrumental in making my maps releasable (my building habits are often over-ambitious), he has also shaped them in good ways, helped me find the laptop I am currently typing on, and more. But I do treat creative ownership of a map seriously, way more seriously than he did. This actually includes his maps, which he reformatted and partially reused in ways I would have considered downright disrespectful if he had done it to someone else. There was also an imbalance in our working relationship, in
  19. This behaviour is not fucking acceptable, period. What the fuck.
  20. Wow! These are some mighty impressive shots! I really like the hall by Aosys. That's grand.
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