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SirGen

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Everything posted by SirGen

  1. That's good to know. I agree, Thief Gold is totally awesome! That is a really great idea! For some missions it would make sense to have a physical location, e.g. a town setting. Manors and woodsie places could just have a menu that could be accessed the same way you would access the objectives screen. "Whatcha buyin'? Whatcha sellin'?
  2. Hahaha No way! I wish I would've known that!!! Seriously though, I do miss gold having some worth. A big element of the Thief games for me, was knowing that the more loot I find on my current mission, the better chances I have of surviving the next mission. I consider 2400 gold a good take per mission. I realize that TDM's format is different than Thief's, so it's not really conducive to loot carrying over into other missions.
  3. I like the idea of going prone too; as long as it won't break any missions. My issue with the four step system you mentioned is if I need to hurry and crouch, then hurry and stand back up to run, I can't do that. I would have to go prone, go back to crouch, stand up, then run. I think that Metal Gear Solid 4 solved this by requiring the crouch button to be held in for a certain amount of time to go prone, while quickly tapping it would still go back and forth between standing and crouching as it does now.
  4. My first play through of Thief 1, I didn't know that flash bombs hurt the undead. I also didn't know that black jack attacks damaged bots in Thief 2. These two things made huge differences the next times that I played through these great games. I wonder what else I don't know
  5. This was the only thread that I could find for The Transaction, so I'll post my thoughts here. This was easily one of my favorite missions. Thanks for making this great level Sotha!
  6. I wasn't aware of this feature. I don't remember it in the training mission. It is very cool! I like it more than the keyhole peeping because it seems more realistic.
  7. Haha! It's funny because even thought it's just a game I don't like killing guards when I get caught, but I do if I can't escape. I gladly kill thieves and bandits though. I'm such a hypocrite
  8. Another minor issue I have is how long enemies chamber their attacks when wielding daggers. I haven't studied enough to know if the actual swinging animation is slower than the swords, but it definitely holds in the chambering position for too long; making it too easy to block. At first the timing threw me off, but now it is too easy. It seems that the short sword is slower than the long sword as well. Again The actual swing may be just as fast but the chambering seems to pause longer. It seems that the smaller, lighter weapons should be faster rather than slower, but I think it would also work just fine if they all swung at the same speed.
  9. I really liked Trapped! Memorable part: Suggestion: I think the mission could use a few more enemies.
  10. This is a minor issue, and I'm a little embarrassed that it still affects me. Whenever I open a chest the sound effect causes me to hurry and check the nearest door to see who's coming through it I have probably played around 50-60 hours (maybe more) of TDM, but I still check almost every time. It would be nice if chests opening and closing could have different sound effects than doors have.
  11. I updated all the missions. Are there any known problems for doing so?
  12. Wow another great level! Memorable part: The main hall of the museum is a sight to behold. The entire level has very good architecture as well. Suggestion: Not really a suggestion, but there were so many halls with with no cover, be it shadows or physical cover. It made sneaking really hard, but that's not necessarily a bad thing.
  13. I'm not very good at writing reviews so I've decided to write a favorite thing/memorable moment about the mission and then a suggestion. Memorable moment: I really enjoyed reading Eustice's Journal. A good story that was very well written. Suggestion: A prequel perhaps? I think it would be fun to actually steal the Angel's Tear. Good work Sir Taffsalot! Now I'll go back to playing Part 2
  14. Well I'm very happy with how TDM plays as it is right now, so I'm not too bothered that ledge hanging won't be added. I just thought it would be a fun addition, without realizing all the problems it could cause.
  15. Perhaps the player should only be able to hang from a ledge that they can already mantle, without the ability to move sideways. This would stop them from accessing areas that the mappers wouldn't expect. It could be looked at as a "pause" in the current mantling system. You press jump just the same as you do now. Your character grabs the ledge just as they do now, but instead of your character automatically pulling themselves up, they hold their position on the ledge until you press forward. Mantling would be exactly the same as it is now if you never stop pressing forward during the mantling process.
  16. I'm regretting mentioning a stamina bar because hanging from ledges was my main focus. Perhaps a "hanging bar" could be used much like a breath bar.
  17. @AluminumHaste Although I feel differently, that gave me a good chuckle
  18. @New Horizon Yeah, although I really like the depth that stamina bars can add to a game, I agree that adding one to TDM could drastically change things. My main focus of my first point, was that I would like to see hanging from ledges added to TDM. Stamina bars are not necessary for this, it just occurred to me that not even a master thief could hold onto a ledge indefinitely. I don't think that this would change TDM's gameplay too much.
  19. I would really like to be able to hold onto ledges. Mantling could be about the same, but instead of automatically pulling yourself up; the player could just grab the edge. You could then press forward to pull yourself up. (I can see a stamina bar playing a role in this, but that's another matter that could enhance the game, but might add too many complications.) I too really liked the extreme crouching under tables and desks. Currently TDM's combat is fun, but it could benefit from more variety from the AI, like dodging/sidestep and combos. Even if keyhole peeking isn't realistic, I think that it will be almost necessary to have if the AI is going to start noticing open doors. I think It would be great if ambient sound could muffle the players sound. In many stealth games I always found it odd that guards would pay attention to the sound of my walking, but pay no attention to fellow guards or other civilians. It seems that this is a complicated matter though.
  20. I really enjoyed (am enjoying) Winter Harvest (I haven't quite beaten it yet ) I'm not sure how much credit goes to Shadowhide and how much goes to Bikerdude; or others who may have helped. Overall I like the mission, however I can't seem to figure out how to leave the castle and return to the house. Anyone care to tell me how? I'm tired of re-re-re-checking every room. I guess I should have posted this on the V3 thread
  21. What a masterpiece! I loved the scale of the building and how different the upper levels were from the lower levels. The readables made the place come alive. I know that killing Isn't professional (according to Garrett the the greatest thief of them all) but after reading that Harckoff wanted to kill my noble lord because he wouldn't pay the protection money made me want to kill anyone who wielded a weapon for Harckoff. It was cool to have so much going on besides just the main objectives. I'm really looking forward to more missions for William Steele!
  22. The performance is not too terrible; it's definitely still playable and enjoyable
  23. @Melan Is Komag unable to share these masterpieces due to copyright? I would love to replay some old Thief levels with TDM engine.
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