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Melan

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Posts posted by Melan

  1. Obsttorte: Fair point! I got a whole lot of my ideas from pictures of Victorian slums, not to mention London: A Pilgrimage, and it is precisely because of their sociological angle. :) This is an image where the architecture could be 100% translated to TDM. It would even visportal well.

     

    ERH+: Yup; look at the kid to the left in the second carriage. The little miscreant moved his head!

  2. Oh... that crown! :ph34r: That's the price of building something in such a small amount of time. You try to think up the story and implement features as the clock is ticking, race furiously to correct a host of problems, scrap a part of the mission you had in mind, test, retest, revise, retest again, hit the release button, sigh in relief, then slip on a banana peel and break your neck. ;)

     

    Some smooth taffing there!

  3. Thanks, Lex!

     

    I can see both points. PD2 was a less conventional mission, while this is a new iteration of techniques and ideas I have been doing since my first FM. I personally consider Erasing the Trail conceptually weaker than All the Way Up, and a flawed project in many ways - I stalled a third of the way through building it, and while it wrapped up decently I think, something is still "off" about the end result. Which is why I will not make new city missions for a while now, and focusing on other kinds of thieving. (Helping others is a different issue.) On the other hand, AtWU is not a very accommodating mission, while this one is fairly easy below expert (where the loot goal forces you to explore and be very attentive - it is kinda too strict). I can easily see how they can appeal to different people. And of course, PD4 will once again be another kind of mission.

     

    I forgot about including the high-res map, but will do when the mission is revised (watching Fen's LP, the ghostly voices need a bit of a toning down :D). Actually, my very first mission back in 2007 came with a printable player map to pore over while playing the mission - it's time to revive the tradition!

  4. Lex: Thanks! Both of the main objectives can be completed without killing your targets (directly or indirectly), or indeed, even setting foot inside their respective residences.

     

    In Grunt's case, you are on one of the right tracks to complete the objective, but that's not one of the non-lethal solutions.

     

    In the Almsmaster's case, doing it non-lethally requires some lateral thinking and a bit of careful cross-examination of what you have at your disposal. As far as I know, it hasn't been done yet, and I'd rather let someone from the community discover it on their own before spoiling it.

  5. I found copies of the line drawing, but no labels. The labels are the problem.

    It looks like I forgot to include the high-res map in the mission archive! Here it goes (I have also added it to the OP):

     

    erasing_map_highres_zpscjs2h0qv.png

     

     

     

    Something about the tangled layout of the streets could also get one feeling paranoid about missing an area by not finding just the right way to it, although I think if one is methodical and paying attention to the map and the streets that shouldn't be a problem. I'm personally finding the map really useful for seeing how to get around, actually; it's better than most.

    Could be. Slight spoilers follow on the mission's design:

     

     

     

    The construction of game space in this mission is intentionally oblique; it is an experiment in designing an environment where a lot of things connect, but not always in a way that would be the most straightforward or easy to navigate. There are ways through the mission which need to be opened up to become useful (permeable), others which can be easily traversed at one stage of the mission but not another (i.e. carrying someone, or if you have alerted a group of AI), and connections which are one-way entrances into other areas. So a certain amount of misdirection is present, and intentional as part of the greater puzzle.

     

    On the other hand, I tried to leave plenty of landmarks and signposts to get your bearings at any specific point, and generous options to escape a pursuit or draw away your opponents.

     

     

    • Like 1
  6. Thanks for the detailed commentary!

     

    For now, I will touch upon one point: the mission deliberately avoids repetition by making the majority of its architecture customised. I used prefabs, but where possible, it is hand.made on the spot. The idea was to rather have one room that stays in the memory than three that don't. (And now it is easy to guess why it took so long even with tons of help from Bikerdude - it went from a three-month project to a 10- or 11.month one.)

     

    Many of the assets will definitely be in 2.05. This includes in particular gigagooga's sound work, but also painting skins, and some of the textures (although we will have to make a selection there).

    • Like 2
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