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Melan

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Everything posted by Melan

  1. Don't ask that question, please. It will be like a normal fan mission. [edit]Also, when and if the rest of the campaign happens, it will be on a mission by mission basis.
  2. Because the last time he did that (in Autumn in Lampfire Hills), it turned out that there was a hidden tomb full of traps and the undead right below his suburban cottage?
  3. I replayed the mission yesterday: Builder be praised!
  4. Springheel: yes, back in the streets around the great stairway! I even thought them running around would give me a big advantage in the hideout. ... So much for that idea, eh?
  5. Yes. It has been an almost painfully long seven years (!) since Ink and Dust, but DrK is determined to finish the series, and the next part - a prologue mission - is to be expected soon.
  6. They were kinda Lewis Carroll, if your idea of Lewis Carroll is murderous hellbeasts in surreal and deadly hells.
  7. The basic issue is that the publishers looked at a niche title that sold N units, and asked "Yeah, but how can it sell N*10?" The end result is a game that won't satisfy the original fans (because it is not a good niche game), and it won't capture new fans (because it is not a very good mainstream game either). Also, you can't jump. Seriously. You can't jump except for the places where the designers intended for Garrett to jump. That's the kind of game it is. Have you played Dishonored, though? Dishonored is a thiefy game done right, and even the DLC are very good (maybe even better than the original campaign).
  8. Can't those defaults be fixed in a forthcoming release, though?
  9. Mission authors can set keys (and any other inventory object) to be droppable or sticky by using the droppable spawnarg (0, 1).
  10. Springheel: Yes, I am using the released version.
  11. Springheel: It was the standard difficulty. If it is unintended, could the AI get triggered by trying to open the safe? I tried both that and picking it.
  12. I just replayed it yesterday, and lost miserably. Great fun!
  13. Well, there are at least four ways out of there. In order of obscurity:
  14. Like "people believed the Earth was flat", and the idea of ius primae noctis, that's a common misconception people have about the Middle Ages. The low average life expectancy you find in these estimates is due to exceptional child mortality, which messes with the data. Except for plagues, famines and prolonged warfare, people who survived childhood could usually expect to live to their fifties or sixties, and often more.
  15. If it happens, it will need help with optimisation. Prowler had a notoriously open-air layout, which is against TDM building principles.
  16. Thanks for your comments! Very fair. This was my first TDM project, made at a time when TDM had a much more limited asset base, which I struggled with a lot to realise what I wanted to create. Originally, this was supposed to be mission set in a slum, but we just didn't have the right assets to make that - so it ended up the way it is, with rather simple texturing. The nicer parts, like the mansion interior, are mostly Bikerdude's later additions, especially after he fixed the original's horrid performance issues. It is also worth mentioning that on its own, the mission may be a bit hard to understand, as it heavily cross-references Prowler of the Dark, an earlier Thief Gold level, not just in its story, but physically, in the spatial sense. There, you broke into the eastern half of the same Builder complex you would return to now. Return to the City was intentionally built as a link between Thief and TDM, and the title itself is a reference to this connection. I wanted to rebuild Prowler in TDM, but never got around to it.
  17. That lion texture is certainly a keeper! The winged lion is interesting, but maybe too closely associated with Venice. And I like the old door. Not sure about the concrete. The first one we have in a similar version, while the others are from a category we already have in abundance.
  18. Square Enix's awareness of TDM probably rates very, very, very low. The Doom 3 engine is more than ten years old, Thief is a niche franchise they burned their hands with, and anyway, no AAA game studio is interested in recreating a 1998-style game. They had their idea of Thief, and it was the game where you could not jump.
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