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Amadeus

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Everything posted by Amadeus

  1. I just finished it last night, absolutely fantastic mission! This was a blast; love the design, the atmosphere, the lighting. I also love that ... This FM was short, sweet, and definitely your best yet! Well done!
  2. Man, three mission releases in a week?! And in October!? Love it! Congrats on the release, I'll be looking forward to playing this
  3. You might just be better off triggering a speaker when you want it played. I could be wrong, but I don't think the location system ambients work like how you want them to
  4. Agreed; these notes are nice, brief, and clearly visible. It also adds a nice little bit of immersion, having those notes written to you and posted by.... someone
  5. This is a really nice little section. I do think it can be expanded a bit though to fully flesh out some of these mechanics. First, you could also introduce water arrows because those expand moss arrow patches (at least last time I checked). Also, once the body is hidden, you could have another AI come into the room to "check your work". Finally, there could be another tiny section where you need to hide a body in a fully lit room, but to do so you have to drag/manipulate the body under, let's say, a shelf. Absolutely love the style though, very T1, very cool
  6. thanks for making this. I'll check this out in a little bit
  7. I think it's reasonable to assume that players will think that a body behaves differently than a candlestick, or a bottle or whatever other moveable junk a player may find. Players frob arrows, health potions, all kinds of other inventory items; I don't really think players will worry about "frob consistency" when dealing with a body. I did try out Daft Mugi's NewFrob and it's quite nice. There are several FMs that require players to shoulder a body to complete it (Penny Dreadful 3, Volta 2, Painter's Wife) and there are no FMs that require fine manipulation of an AI's arm or leg.
  8. This was a super fun mission! I love all the detail spent on fleshing out all the little nooks and crannies (very satisfying to find loot in some tricky places) as well as the atmosphere. There is definitely some killer atmosphere here, and in such a unique location no less. One small critique would just be the performance; for such an ambitious open area, there are some pretty laggy areas, but nothing game-breaking. Overall though, this was a ton of fun!
  9. I second Welli's opinion. Designing gameplay features for the sole sake of "realism" isn't really a great path to go down. Movement and combat should be fluid, immersive (a much better ideal to pursue than "realism"), and, more importantly, FUN. Lowering bow-draw hold time while leaning doesn't seem FUN to me, just a needless obstacle for the sake of "realism" (in a magical made-up steampunk world where vine arrows and manbeasts exist, guards and civilians are completely oblivious to a thief crouching right next to them in near-total darkness, and Corbin can carry dozens of pounds worth of inventory equipment and not make a sound). Features should be developed to create the illusion of realism and not be focused on whether or not the human head can tilt this way or that. Perhaps we should implement a feature where Corbin should hold his breath when AI is patrolling near him so they don't hear him breathe? [insert obligatory irony tag here] EDIT: I should also mention that I think Daft Mugi's Lean Gold fits the bill of being fluid, immersive, and fun.
  10. Ha! Looks like A Good Neighbor has finally been dethroned
  11. Congrats! I'm very much looking forward to playing this. The screenshots look great
  12. Let me just be the first to say.... I vote "before"
  13. I quite like the new 2.12 lean, especially the crouch lean. In Daft Mugi's video at 1:23, you can clearly a big difference in shooting a water arrow while crouched. Overall, I think this is a really nice feature!
  14. Yeah, you might be better off using the "nodraw solid" materials
  15. I don't think there is a proper "floor scrape" decal that is curved, but for A Good Neighbor I used textures/darkmod/decals/dirt/stainwallfade and then just shaped a patch into a curve.
  16. Orange you glad we finally have these lovely prototyping materials?
  17. Sounds like you are looking for Full Moon Fever by Spoonman
  18. Thanks for playing!! As for your question, I'm not sure. this might be a bug. Will have to look into it
  19. Thank you very much for playing! I'm glad you liked it! As for your question:
  20. It never occurred to me to have modular city sections but that's a pretty neat method. And it's nice that it increases performance too.
  21. Oh yeah, I remember the screenshots you posted for Vertigo; those were really good. Time can certainly get the better of us when it comes to mapping time and relearning DR. Best advice is to just keep Vertigo small, and you can use that experience as a springboard for making the larger Life of the Party FM. Thats how I went from A Good Neighbor to Written in Stone (and both of these still turned out wayyyy larger than their intended scope and co-authored by two other authors)
  22. Out of curiosity, are you still working on your "Life of the Party" style FM?
  23. You have to give it a shaderParm spawnarg I believe. (make sure the patch is a func_static, not worldspawn). For A Good Neighbor, I used "shaderParm3" ".9"
  24. No. You submit it to flood, who manages abandoned works, who then distributes the abandoned FMs to those who ask. This is all information that can be found in the original post of this thread
  25. When the AUTHOR of the mission in question declares that the mission is abandoned... that's it. This is not that hard guys. If you didn't make the mission, you don't get to declare it abandoned, easy peasy
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