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Baal

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Posts posted by Baal

  1. I finally got around to playing this and I really enjoyed it. It's a cool twist on standard Thief/The Dark Mod gameplay and very well executed.

     

    Pros:

    • Your targets are easily recognizable and I love the mask model.
    • The layout (placement of ai, lights etc) of the map is interesting, challenging and fun.
    • The story and how it justifies the kill goal. Here it is a central gameplay element where it normally would be considered failure.

    Cons:

    • I really don't like the yellow tone of the default lights. The mission would look much better with more varied lighting.
    • You can simply knock (most of) your targets out, drag them to a dark corner and stick your sword in them. This made it a bit to easy.
    • When rescuing a hostage, I had no idea if I had to escort them out or free an escape route. The (only) one I freed seemed to escape on his own but I'm still unlcear on how it is supposed to work. I didn't like the way he just started to run and maybe alert everyone when I tried to be stealthy and unnoticed.

     

  2. Thanks for the feedback. It's appreciated.

     

     

     

    The captain was by far the most annoying character. [...] Then while I was searching through the captain's room, he came in, sat in the chair, and just wouldn't leave. I also didn't find any readables in the captain's room, despite checking very carefully.

     

    [...]Is this where the prank objectives originate?

     

     

     

     

    You can get everything important from the captains room while he is sitting there. Use the rafters.

    Only one of the prank objectives (the painting) is mandatory. The second is a secret and not to obvious. I guess most players would miss it entirely if it weren't mentioned in this thread.

     

     

     

    Finally finished this. Overall, I consider it an excellent mission with fantastic visuals--among the best visuals TDM has to offer so far.

     

    Some more specific comments:

    Thanks, glad you enjoyed it. To address some of your points:

    • The generator can not be turned off mainly because that would have made the scripting a lot more complicated and I didn't want to put more time into it.
    • I like backtracking in games. A map that is not too obviously laid out for the players convenience is more believable and interesting, in my opinion.
    • Even with 3 difficulty levels it is impossible to suit every players preferences. I'd rather make a mission to challenging than to easy. I think the starting gear is fine for a small mission like this. There are a couple of arrows (mostly water) to be found in the mission, though.
    • I agree about the readables concerning the cook. We should have trimmed that down a bit because it was just ambience.
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