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161803398874989

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Posts posted by 161803398874989

  1.  

    That's okay, no hurry. I'll confess I also skip over the generic TDM intro video in each FM. :D Recently, I liked the rather cool TDM intro seen before the briefing in some of Goldwell's missions, but I think even that would get old after a while. Maybe a bit less than the generic intro we use, but probably no logo is entirely impervious to the "let's-just-click-through-it" mentality we all share to a certain extent.

    Funny, I always watch the generic TDM intro video! I only play very rarely so it's like sitting down to watch a movie, I want to get going from start to finish.

  2. The player beeing able to move through the environment relatively quickly also provides the means for him to flee from the ai. It has been stated often enough that many players tend to reload a save game if they got detected, completely neglecting that the agility of the player is one of the things he succeeds in over the ai. An environment allowing to utilize that benefit accompanied by a more restrictive save game mechanic "motivating" the player to make use of it might provide for a much more dynamic and tense gameplay in the end.

    Interestingly enough, stealth games for me (and also a lot of other people, I think) are more like a puzzle game. I enjoy outsmarting the AI by finding out all its patrols and then sneaking by. If I get detected, often patrols will get messed up, not to mention that on many missions (especially mansion missions), it's very hard to even get away properly.

  3.  

     

    Quality from you as always, grayman! However, throughout the entire mission I felt like there was scant little to go on. I just wandered around through the city, hoping for clues, and basically just stumbled across the theater after checking out all the things. And then finding Deacon also was just walking around town and hoping I'd run into him. For me he turned out to be the poor man, but I had no idea where this fella was going. I came across him earlier in the mission in the Inn, but he wasn't there. I ended up finding him near the chapel.

     

    I think the first part (no information) works fine from a narrative perspective, but then finding Deacon was just frustrating. I'd give the player more information on that, though that's tricky with the differing possible diguises.

     

    You did a great job with telling the story of the Warrens, not very many words needed! It really does feel like a desolate place where plague has hit. Some nice verticality in there. Overall good time.

     

     

     

    Also

     

     

     

    I don't know what's going on with these people and their maps, it's so blitheringly obvious!

     

     

    • Like 1
  4. Wow. Excellent mission. Very well done! Had tons of fun with this, lots of variety in locations, interesting characters, and tight gameplay.

     

    I like that it really was business as usual. Normally authors like to make a joke with those things and end up having the protagonist involved in some kind of epic story.

     

    One negative point: lots of typos and grammatical errors in the readables. Always a good idea to have someone else look over them.

  5.  

     

    Great mission. Visually interesting, guards not aggressive on the streets like someone else already said, good amount of secrets, secrets hidden well but not too difficult.

     

    The most fun situation was when I was trying to steal the crown in the great hall. I was hiding behind the thing, trying to pick the small door, and had to keep popping up and down to pick the lock. Very tense, very interesting, very fun. Thanks.

     

     

  6. What language is your keyboard on? This is copied directly from your post:

     

    [spoiler]test[/spoiler]

     

    As you can see, it doesn't work for me either when I copy.

     

    If we look at the raw text (click the button in the top left of the editing screen), you see that there is a ton of formatting copied. You need to have the

    -tag in plaintext.

  7.  

     

    I know. I've already tried like 10 times in the other thread but for some reason doesn't seem to work. I'm not sure what I'm doing wrong. I already knew how to do the spoiler thing. Maybe a mod can help? I also tried to hide it in sections but it didn't work either.

    Have you tried a toy spoiler? Like just a sentence.

     

     

     

     

    like this

     

     

     

    • Like 1
  8. Double post, because I forgot to add some things.

    1. The music and voice acting was superb. Someone complained that the music was out of place for the setting, but it's a fantasy setting, so I don't see why you shouldn't use more modern music if it adds to the atmosphere. Really liked this, especially in the entrance hall and the bar area. Like I said, I really felt it was a very cogent whole.

    2.

    In the off to the side section where you jump down to the balcony, you can climb up on the open window panes and get to the roof of the factory bit. At first I thought this was the way to get back to the main mission (yes, I missed the gigantic pipe right in front of me), but it ended up being OOB. Super easy to do, definitely could use a little protecting against.

     

    3. I've a question. How long will the second part of the mission take me? Maybe I'll go back and finish it before starting Volta and the Stone.

    • Like 2
  9.  

     

    The first part of this FM. Holy fucking shit. Bloody awesome. Straight up the most fun I've ever had in any TDM mission. Great storytelling, not just in readables but also visual, incredibly nice touches all around. Seriously good stuff. If I had a criticism of this part, it's that the whole section "off to the side", where you jump to the balcony and then go through various vents before ending up back at the apartment, was too linear for my tastes. I had been playing for quite a while, reached all the objectives, so that jump was something I was trying near the end, I really didn't expect to spend another 15-20 minutes going through that area.

    As I got down into the sewers I was expecting the mission to end, but instead there was a twist with a portal instead of the mundane ship ending. Took me completely by surprise but I thought it was a clever idea, and well-executed. So then there's this cutscene with the things flying by as the skull talks about them etc. etc. and the whole thing feels like it's setting up the direction the series is going to go in. I thought the cutscene was really well done as well, overall the narrative is very cohesive.

    I was really surprised when, instead of the mission ending and getting a "To be continued..."-screen, I got dropped into a whole new, desolate, high-probability-of-zombies-incoming setting. I was already tired, and I don't like the undead stuff much to begin with, so once I realized that this was going to be a whole new area which required exploring and doing adventury-stuff I decided it was better to stop playing. I feel like collecting the crystals would be much better suited for another mission. Upon reading the thread I see you only collect two crystals in this instance and it just strikes me as a very odd way to pace things.

    I wouldn't say I hated the second part, absolutely not, the twist is great, but tagging on a whole 'nother gameplay section, so different from what we've been doing before felt really jarring in an otherwise 10/10 mission.

     

     

    • Like 1
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