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Oktokolo

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Posts posted by Oktokolo

  1. I don't know whether there are numbers available from individual mirrors, but even if there are we'd have no idea how much they understate by, what with TDM and mission packs being available via torrents or even magazine cover disks.

    I would assume, that only a minority is not using the ingame downloader to get their supply of missions. Whatever source feeds that ingame downloader should therefore be able to count nearly all downloads (minus a tiny and most likely fixed amount of well-informed betatesters and forum dwellers).

    • Like 1
  2. A well done mission.

     

    It was a bit of a key hunt for me but it well fit the scenario and i liked to sneak around collecting all that valuables, keys and equipment. Was a good idea to provide multiple places to find basic tools. I missed the lockpicking a lot (i know, it's story-related).

     

    I purposedly let the vineseller's door open and "his" spiders attacked a guard. After killing the spiders, the guard switched into frency mode (maybe he got poisoned) and either killed or got killed by another guard. Nice idea to provide that sort of use-once "weapon" to the player.

     

    The geometry really looked realistic and there where loads of persons with logically sound backgrounds.

    But guards did the weirdest of things on patrol. Sometimes i saw three of them piling up behind the kitchen's door in the tower with that bridge. Often guards collided and got stuck on each other for some time. But i updated to 2.02 just before i started this mission, so that could be the reason for the unexpected AI behaviour.

     

    Got three minor graphic glitches:

    Transparent wall in the small guard house:

    post-29952-0-94402700-1404906898_thumb.jpg

     

    Missing mortar in arch near beggar:

    post-29952-0-57142000-1404906899_thumb.jpg

     

    Wall part not reaching the floor near spawn point:

    post-29952-0-37237400-1404906898_thumb.jpg

     

    And i really need to know: Where are the keys for the armory and the mansion with the well lit guarded entrance and garden?

    Completet the mission accidently by visiting a gate in the bridge tower but got a save near that temporal location to try any hints about that keys...

     

     

  3. But with such a small mission, I had to get creative in amping the difficulty a couple places.

    For a harder challenge:

     

    # Make the guard inside use a less predictive route.

    # Add a moving butler, maid, chef or wife to the inside.

    # Give the patroling guards outside and in the garden torches.

    # Use some noisy materials and clutter to cover appropriate places.

    # Add some movable cover in front of that hole in the garden and light the place to make the entrance harder.

     

     

    Ya may also open a "how to beef it up"-thread to get loads of other suggestions from all sides ;)

  4. Nice Mission. Played it on hardest with stealth score 1 and some coins missing.

     

    I liked:

    + Innocent hungry man and his outdoor "home" (doused his candle but didn't harm him).

    + Walled off room and backstory of the poet forced to visit the builder's collegue (took his two builder crosses and rope arrows).

    + Two side uses for the rope arrows (switched off the generator even if useless and took the coins at the balkony).

    + No keyhunting / spawns / overly complex scripting or other annoying "creative" stuff - just a good ole thieving mission.

    + No bugs (i did not stumble upon any).

     

    I did not like that much:

    - Rather obvious hole in the wall that none could ever miss when looking at at daylight. There needs to be more cover.

    - A guard i can't blackjack. I am not a ghoster, prefer blackjacking everyone standing between me and my loot. (doused the candle and took the two golden plates from the table to make him get fired).

    - Upper floor room looked rather empty.

     

    Overall there is room for more clutter / ambient / open windows / pickable doors. As it looks like there are no bugs to fix, i hope for a version containing the tavern and collegue interiors.

     

     

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