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Posts posted by Baal
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Should one have played the first two? Because I haven't gotten around to that yet.
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Cool, I have to try this sometime.
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I can't remember if I wrote my opinion here before.
This is still one of the best Dark Mod missions. The manor is beautiful and the open nonlinear architecture is outstanding. My only complaint is that I found it a bit to easy. But it was still great fun, even the third or fourth time.
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I did too and enjoyed it much more than the first time. Murder is fun.
I didn't figure out the safe combination either so I dropped the unconscious Beaumont in front of it, opened it and ran into a corner.
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"Picknick am Wegesrand". Not exactly the same story as Stalker but it's a good book.
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It just wasn't the same without the bunnyhopping.
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Thanks to everyone sharing their opinion.
V-Man, I have seen your Let's Play. Thanks for doing that. I always wanted to see how people play the mission and I hope more will surface in the future.
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I finished this a while ago but was to lazy to write my opinion down. I still am so I make it short.
This is an impressive piece of work. It is very imaginative and full of cool ideas, that are perfectly implemented. Congratulations!
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I just recently played Prowler of the Dark. Cool mission (as always). It's not that big so I doubt performance and optimization would be a huge problem.
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Darkradiant maps are like onions. They have layers.
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Actually, the rope arrow was never supposed to be obvious. When I put it there I was fully aware that it is very easy to miss and I was counting on that. The intention was to hide it in plain sight. I was talking about the vines that you missed. But it wasn't meant as a complaint; I'm just interested in how people play the mission.
Anyway, keep doing what you are doing.
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Did everybody miss the vines? They were not supposed to be hidden but you never know what is obvious to players and what not.
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What about:
export LC_ALL=C; darkradiant
Again with version 1.8.0. Case is important.
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A quick Google search tells me that this could be a bug in the boost library (in the case of 1.8.0).
Try the following command (on the command line again):
export LANG=C; darkradiant
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Can you run it from a command line and give us the output please?
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Hey, I said that I like Fens videos and I doubt Biker was beeing overly serious. That might be typically british so I hope Fen doesn't take it the wrong way.
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Where exactly?
In the videos above.
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Ha ha, watch Bikerdude roleplay a slightly drunk burglar.
@Fen
Your let's plays are fun and I admire your rambling superpowers. Thank you for choosing our mission. I was looking forward to seeing someone else play it.
He is right about the rope arrow though. That bit drove me a little nuts too.
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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.
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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.
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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Sometimes things take a little longer. You can always ask Bikerdude for help; he's used to working with obsessive germans.
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Ok, but what is the reference?
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Oh right, I forgot that it's a german mod.
I don't know. But it seems to be very popular so I guess it must be playable for non german speakers.
Beta Testers for Quinn Co 3 1/2
in Fan Missions
Posted
I'm in, too.