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Posts
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Posts posted by Jesps
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So this is soonish then!
Yep, I'm hoping to begin beta testing in a weeks time, or so.
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Thanks for another GREAT mission, Sotha!
Completed it twice, first on expert, then on hard, with lots of knockdowns, and more exploring.
I voted:
Gameplay: Exellent.
There were lots of sneaking fun, and multiple entrances is always a plus.
The alarm, and the fact that you can use game physics to shut it off is a nice touch too.
Appearence: Exellent.
The starting courtyard seemed a bit bland. But there were lots of custom ressources, and nice details, like the alarm mecanism.
I especially liked the round cornes of the wooden handrails, for some reason.
Story and text: Exellent.
It was a basic story, but the fact that there were so many other readables in the map, and a side story is a bonus.
The card players seemed a bit over sensitive, but after a few tries I managed to alert only two of them when I doused the candle, leaving the third to play cards alone, poor guy.
3 times Exellent? This calls for a picture of Mr. Burns.
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Fantastic mission!
Gameplay: Good,
The beginning was a bit confusing, I could have used a map. The few ais made it a bit too easy to sneak around, save for the tavern.
Some thngs that were climeable looked exactely like other things that were not.
The cathedral was fun to explore.
Appearance: Near Perfect,
The arcitecture was great. Especially in the cathedral and the tomb. I especially liked the pillars and curved celings.
Are you the Master Builder himself?
Story and text: Excellent,
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I remember some mission where a guard would get stuck in a func_static chair, and then start shifting back and forth REALLY fast. And that would kill him.
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Yay another map!
Too bad I dont have time to play the map right now, but then I have something to look forward to.
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Looks amazing, can't wait to use it
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Happy birthday DarkMod!
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For what it matters Jesps, I think you should have won. The story may have been basic, but I distinctly remember having fun on your level not being able to complain about much.
That actually means a lot, thanks. To be honest I dont personally think my map should have won, but the fact that someone does makes it all worth while.
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Congratulations Sotha! And congratulations every one who participated (including me).
This contest showed some of the great diversity available in the Dark Mod. I mean we had everything from "standard" heists and mind-boggling obstacle course, to teleportations en masse (which was one of the best imo). Some of these maps are sure to be inspiring maps in the future.
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Very nice cave-mission !
Especially I liked the plain view on the water in the starting area.
And the fact that underwater-sight has limited visual acuity.
I don't think having noticed this anywhere else so far.
I'm glad you liked it.
There is only one thing that bothers me.In the start-area under water there is a locked wardrobe.
Is there a key for it anywhere ?
I have searched the mission from top to bottom at least 3 times, but can not find anything.
It doesn't seem to be nearby, since these places I checked even more thoroughly.
Thanks !
No there is not key for it. You need to pick the lock.
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Wow, crazy mission
It was a very fun mission. I'm sure it will be used as inspiration by authors in the future.
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Finished the original version.
Gameplay: Good
There were too few guards, in my opinion. I think you could have gotten away with making one or two areas very difficult to sneak through, because you could just climb the pipes outdoors instead. The non-linearity and hidden areas/things prevented boredom.
Appearance: Near perfect
I loved the arcitecture in this mission. Nothing more to say.
Story & Text: Good
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So if anyone knows the name so I can google more styles that would be awesome, and if anybody has objections to being in fencing, didn't want to start a new folder and didn't find a better folder.
A Google image search for "wrought iron" gives a lot similar objects, including fences and gates.
Add "roof" to that and it gives at least some on rooftop wrought iron decorations.
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I'm too damn old to care whether people are nice or vindictive
That pretty much sums up what I feel. One more for puclic.
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Did I just missed it or is there no blackjack in the whole mission?
If there is I missed it too.
Nonetheless it was a very good mission.
The start was a bit blocky, but when I got to the tower... wow! Nice atmosphere, especially on the zombie infested levels. The arcitecture was beautiful (though something tells me the Builders don't belive in gravity )
I did run around for some time trying to find 7 (seven) loot to complete the mission, then read here that the silverware is loot.
The map had a nice flow to it, and I newer got bored.
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In Mad's Mountain I found it easier to build the caves as a model in Blender, rather than using brushes/patches.
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Thanks for this mission Baddcog. And thanks for the link MD.
Doom crashed when I was on my way back from the
temple
, and the savegame was corrupted, but I'll definitely try it again.
I wont be voting untill I actually complete the map, but I think
the map makes good use of the vertical theme especially in the rift/mines. It reminded me of the Cragscleft mines and the Bonehoard maps for Thief 1.
The extra objectives gave me a feeling of a player character who doesn't care (or think) about the dangers if there is riches to be found. Very Garrett-ish
The AI were a challenge to sneak by, but it was mostly not impossible (a good balance)
When buying gear in the puchase menu, it would have been nice to see the gear you already have.
I notices some misaligned and streched textures
There were some chests with some unfrobable loot. If I closed the chest and noclipped into it, the loot became frobable. Seems like the frobblock brush works the opposite way of what it should?
Congratulations on the release!
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I really liked the way the caves look. I probably would of gone with patches which would of taken forever and I'd get too frustrated
I tried with patches first, and it took forever, and I did get frustrated. So even though I'm no expert on Blender, it was very easy to build the basic cave structure in Blender. I still had to build caulk brushes around them, and make monster clip brushes, but that's the same with patches...
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In addition to hiding when an archer is shooting at you, you can pick up a moveable item and hold it in front of you to block the arrows. If it is made of wood, you may even get some free arrows.
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You can move, rotate, and rezise brushes/patches as well as move and rotate models in the 3d view.
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Congratulations on the map!
The teleportations were well done. I enjoyed running through a hallway, only to realize that I was back where I started. Then turn 180 degrees and discover new territory! It really broke my sense of reality (which is what illusions should do, I suppose)
I loved the ambient sounds. The did a good job adding to the atmosphere.
There were some neat effects, like the blocks that became a bridge, closet to Narnia creepy spider place
The ai were a bit easy to avoid (too many shadows)
The key in the desk drawer (liftkey): I was completely unable to pick it up. In the end I opened the map in DarkRadiant just to see what the key opened, then noclipped through the door to the elevator.
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Yup the mushrooms are one of the things I really think turned out great, its a taste thing I guess. (But they were a pain to place!)
Oh those numbers
in the math book are just a joke. They dont refer to any thing.
Vista and TDM?
in Off-Topic
Posted
The game works fine on my Vista 32 bit. There were some issues with earlier versions of DarkRadiant, but that was mostly a settings thing, I think.
However, I have never been able to get the Doom 3 editor to work.