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kyyrma

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Posts posted by kyyrma

  1. Proper scary one this was. One glitchy thing though:

     

     

     

    I got killed by the haunt the first time around, so I reloaded and figured I'd leave using the bell tower: that way the haunt would never get me. However, that got the haunt to spawn up on the stairs, which blocked my exit as the front door was still locked. He then went into the little hallway to the belltower, and I couldn't get past him. I tried all sorts of things, but couldn't get past him so I ended up reloading an earlier save, triggering the door spawn, and then just sprinting up the bell tower.

     

     

     

    Glad to hear it!

     

     

    There was still one escape route left, although not quite as obvious. You can climb through the window in the stairs. It can also be used to enter the church with the help of a rope arrow.

     

  2. Maayyyyybeeee? (Yes! Loved it!). Does Mr MacLeod do lots of that sort of music? The slow semi-spooky decrepit castle at midnight with candles kinda music that you'd think Black Metal was all about until you actually listened to it?

     

    Good to know someone found it! MacLeod pretty much just makes music, tons of it. Every genre and style imaginable.

     

    Just finished your mission, and it was great. :D

     

    I loved the critter at the end. Wow. :P I also love the rope arrow and climbing. Thanks for a spooky fun time.

     

     

    Thanks! I'm still playing through your mission, very neat stuff!

     

    Great mission enjoyed it very much! :rolleyes:

    The vibration when u get near the creature was weird though?

     

     

    I expected the vibrations might divide opinion :P The idea was to make encountering him as scary and disorienting as possible, and one of the "cheap" ways to do it was the vibration. I think the effect works well if the player immediately runs out from the building, but if you stay and linger it can get tiresome.

     

  3. Here was me thinking I had looked everywhere - nearly 500 loot missing

     

    We decided to make the loot placement a bit trickier then in most missions, because it's not a mandatory objective. This way those who enjoy scrounging for secrets can have a self-imposed challenge trying to find all the 500 loot, but no one will get stuck because of a loot limit.

  4.  

    Ah, that explains it. I just wasn't sure, since some of them seemed to be canniabls (you know the meat on the table of that hut outside).

     

     

     

    Cannibals? Well you never know, there is always a shortage of food in the frozen wastes... :P

     

    The idea I had when placing the tools was that the graverobbers use them to pry rings, bracelets and other valuables from the frozen stiffs they pull from the ground. The easiest way would be to hack off an arm or leg and just bring it to the cabin to thaw.

     

  5. This was a ton of fun to build, and hopefully it will be a blast to play as well. To give a bit of background on how this was made:

     

    We first came up with a basic concept and layout, roughly decided what purpose each room should have, and then came up with a loose timeline of events in order to be able to make consistent readables and details in the map. After planning we simply passed the map back and forth hot-potato building it segment by segment. Once the general build was done, we continued through a number of detail rounds until we had the map in its final state.

     

    There were naturally a number of setbacks along the way, including sudden refusals of the map to compile and infuriatingly hard to locate leaks possibly caused by merging maps by copy-pasting large numbers of brushes. Still, this would probably be my preferred method of working on FMs in the future. It's absolutely fantastic to know that when you hit a slump or are too busy to work on the map, someone else will pick it right up.

     

    Once more thanks to AB, who was able to put so many hours into this during such a short timeframe. It was intense, but the results were worth it.

    • Like 2
  6. I agree. Any thief worth his salt (which apparently isn't our protagonist) would be wearing oiled sole leather boots and wouldn't make much noise on any surface. The clip-clopping is a hold over from the Thief franchise and some fans of the series like it I guess. It would be really nice to have authentic footstep sounds on surfaces in quiet boots. Granted, they're still audible on various surfaces to keen guards, just not the coconut clip-clop from Monty Python.

     

    I think the clip-clopping is there to give the player a better aural image of how much sound he is producing. Sure it's not realistic, but it makes perfect gameplay sense. And really, the footstep sounds in TDM are already much more subtle than those in Thief/Deus Ex.

     

    Edit: Regarding the topic - a slingshot seems unnecessary. We already have the bow, no need for a second projectile launcher. Also junk items can already be used as a distraction.

  7. One more pic before i go to another area.

     

    http://imagizer.imag.../910/12tueW.jpg

     

    Really nice. I love the yellow lights, gives it a very peculiar mood.

     

    Also, if you didn't yet figure out how to make those boats float in the waves from the Training Mission, you can also check Breaking out the Fence. IIRC the boats were just doors that get constantly triggered.

     

    Edit: The map with boats is Breaking Out. Thanks numbers :D

  8. Ran with 2x/8x like suggested, this time I got 39 FPS (compared to 43 before with higher settings). Bumping up AA and AS I get the same result, curious.

     

    Testing this a bit, I notice that there is quite a bit of FPS fluctuation when even slightly changing position in front of the table.

     

    Would it help to have a common save file that guarantees everyone has the exact same position?

  9. ->Outlast + Evil Within

     

    That is a pretty good analogue. It's a real shame the second game was never released on PC, it was brilliant in its own right. Especially because of the part

    with the friggen' BEAR!

     

     

    I guess I'll give Alien a whirl this weekend, been reading reviews and so far it sounds really intriguing. A bit System Shockish, even?

  10. Yep. :D As i wrote elsewhere, for the next part, if any, i'd love them to do it completely open world. One thing that's cool in Thief despite the negative things is, that you actually can spend your money on stuff which really helps you, like the wire cutter, vent tool, and the weapons upgrades, and arrows...

     

    I agree that the tools were interesting (I'm all about gadgets, which is why I've always been a bit more fond of Deus Ex than Thief...) but I dislike how they are used to wall the player from content. Instead of having multiple uses, the wire cutter, vent tool and rope arrows are all basically "keys" that allow you to unlock very specific obstacles. If a sequel does happen one day, I'd like to see the tools make a comeback, as long as they get more than one purpose and allow for some creativity on the players part!

  11. Been replaying NuThief recently, trying enjoy it as much as possible. I even purchased the companion app for iPad because someone told me that the lore unlocks would make the story make sense, but no such luck.

     

    My biggest gripe is how small the actual missions and heists are. Sure, the City is a big open thing, but it's just there for you to get from place A to B. The worst offender I think are the random houses in the City, which never have any people living in them. Where is the thrill of stealing when you just poke around yet another empty apartment for pens and inkwells?

    • Like 2
  12. Be honest now, how scary is this game? :D

     

    I happened to get it for free along some other titles when upgrading my GPU, and I'm antsy to play it. However my nerves are shot up enough as it is with my current schedule, and I'm not sure if I want to wind down with something that pumps even more adrenaline in my bloodstream. Should I give it a go, or should I save it for a week off?

     

    For reference, my personal tolerance for terror is around the level of original Condemned: Criminal Origins. Usually can't stand games that don't give you any means of defending yourself.

  13. I'm leaning towards finally getting wall text(as opposed to wall signs) working but I want to decide what would be a better way to implement them. Do I take the existing art and make fonts which I can then use in XData files or should I just implement the list of possible text strings as wall decals.

     

    The font would be the best long-term solution, even if it would be more work.

  14. I just had a go at this mission today. It felt pretty complete.

     

    Thank you for the detailed feedback.

     

    There were three people beta testing the level during a period of roughly a week before release, two from the forums and one a friend and a colleague IRL. It's possible however, that because I incorporated a lot of the testers ideas and also let them help out on the actual mapping here and there, they too might have developed blindness towards some issues. You never see anything wrong with your own baby after all.

     

    Despite all the testing its apparent that some rough edges remain, and I'm most puzzled by the objective logic acting up. The good thing is that there has been a lot of very constructive feedback, and I can look into patching the level into top form soon.

  15. My condolences Sotha, but the things you mentioned were tested, through multiple revisions, and obviously plenty of others have not suffered your issues. One thought though, which might help ease Kyyrma's worries regarding the alarm, perhaps try on Easy difficulty...

     

    I think in a last minute tweak they were made to glow on all difficulties. Can't check right now myself as I don't have TDM installed, but I seem to recall so!

  16. For the rest of who have played this level, could you second any of Sotha's experiences? I need some honest, brutal advice here, because if these issues exist I need to know so I can fix them:

    • Ambient noises are too high, annoyingly so (I'm taking this must mean the rain effects)
    • Voice acting is drowned out by ambient sounds
    • Ambient sound doesn't fade out properly when indoors
    • The surveilance camera alarms are set off unreliably (on the side path leading to the pier?)
    • The target that has to be knocked-out doesn't react to the player, can't be knocked out
    • Killing the fence does not fail the mission

  17. Sotha, all of that sounds very bizarre. The level was very rigidly beta tested, you can see for yourself down at the beta forums. More than that, all the issues you have laid out have not been reported by anyone else is in this thread. Could there be something else than sloppy map building at work here?

     

    You wouldn't happen to be running some not yet public build of TDM?

     

    Nevertheless, my apologizes for such a terrible experience. I'm afraid I can't offer much solutions yet, but I'll round up the beta testers and see what could be wrong here.

  18. FYI...

     

    I'm going to replace the carpet with a custom texture later on.

     

    While you make a fair point - and I'm pretty sure we have pretty much the same reference pictures by the way! - I think Biker might be right in that having those metal strips could make for a more visually pleasing design. I'll try out both and see which one I like best, periodical accuracy be damned! :P

     

    Any chance of sharing screenshots of your design? I'd be interested to see what you are doing with the train idea. Drop me a PM if you are not ready for public yet!

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