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Posts posted by kyyrma
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Anyway, the mission: its architecture was on the simpler side, but it did what it had to do. I mean that as a compliment, since the areas and situations were effective at the mood they wanted to convey - some moments of genuine dread, which is not easy to create in a game, and some moments where you genuinely feel like a master thief outwitting a complex security scheme. I liked the sort of experimentation the mission went into; together with its style, it reminds me of some of the 2000-2001 era Thief 1 FMs. And I like those missions.
That's a really nice way of putting it. I agree that architecture is my weakmpoint Walking around the map during testing I often thought to myself "Damn, I know tons of T2 missions that look better than this." It could have been even more basic, if Airship and RJFerret hadn't been whipping me to add more detail until the very end. I'm really glad they did.
But I'm happy to hear the gameplay and atmosphere held up. I like to think that those are what I'm strong at, so it's good it comes through
Regarding the loot limit: it is too high. I balanced it so that on the highest difficulty you either have to find ALL loot, or miss a few items and open the safe. Looking back at it, that might be a bit annoying if you don't figure out the safe combination.
Diego: Yes please, if its not too much hassle! Thanks for the consideration.
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I give up. Where are the clues for the safe?
Hint 1
Think of a man who deeply loves his children, what could he use for the combination?
Hint 2
There is a letter on Tengrove's table.
Hint 3
The letter is dated on the 14th of April, but...
Reveal the passcode
1504. It's Tengrove's daughter's birtday.
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Thanks a ton for all of those Diego! If you have the access for it, you could also add those in the Gone in Smoke thread (that was the working name for this FM) on the beta forums. It pretty often happens that FM threads become a long list of bugs and glitches, which might give other players a bit negative impression
Oh and that last image made me do a reality check! I'm pretty sure its not from my FM.
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Well, that's off my bucket list then. Not much left to achieve in life now to be honest!
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So, did I manage my goal of making it into your personal top 10?
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One other thing and this was annoying as I was caught out by it
That is really weird. Possibly a wrong target on the light switch. I'll look into it, thanks.
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Glad to hear the key didn't give you too much hassle! Nothing would be worse than having players drop the mission / miss out on content because of a badly placed key.
Regarding the glitch you found, it must be because the dresser in question is a re-sized object. It would be easy to fix, but I'll wait and see if more bugs crop up before thinking of issuing a patch.
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That's quite the coincidence, pretty cool! Maybe I should just delete my last message and say it's an intentional reference...
But I guess that type of character is a pretty common trope in fantasy fiction.
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Thanks!
Unfortunately my experience with Diablo ended with the second game. I assume there is a similar character in the third one? I tried looking on the Diablo wiki but I couldn't find him
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Pretty decent small/medium sized mission. I liked that a lot of the things are well hinted at such as the safe combination, all except for one: I couldn't finish the mission legitimately because...
I couldn't find the key to the locked gate in the sewers to find the body of the dead captain. The readable journal in the bar hints that the beggar took the key, but the only place where I'd think the beggar would hang out (in the weird straw bed type thing with the candles on the barrels) turned up nothing. I noclipped around and also found the area with the beggar that has the badge talked about in another readable and a "spider fetish," but also couldn't find a way into that area either.
Unfortunate! You were right on the money with where it is hidden.
It's on top of the two pipes next to the straw bed. There is a glowing mushroom in a bottle right beside it.
I'm adding this in the OP post for future reference, because my testers also found this to be a bit too difficult.
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Thanks guys!
Correct me if I'm wrong but...
This is the first mission for TDM where we have breakable glass! I know Doom 3 had breakable glass, but up until now all display cases and the like were shatter-proof in TDM.
At least I can't quickly think of many other FMs where it is used. I think the risk vs. reward element in deciding whether to cause a commotion or finding another way around is great, so hopefully this inspires more mappers to use it.
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Screenshots:
Mission: Breaking out the Fence
Version: 1.00
Released: 17/03/2014
Theme: City
Author: kyyrma
Testing and additional content: RJFerret, Airship Ballet, Goldwell
Breaking out the Fence continues the story from my first FM In a Time of Need. The player once again takes the role of an anonymous Thief who is getting tangled with an organization called the League of Seafaring Merchants. This time you will be sneaking your way into an import shop down at the South Docks and getting your fence Terry out from a pinch you have indirectly got him into.
Prior knowledge of the story is not strictly necessary, and the level works just as well as a one shot stand-alone mission. Note that the story briefing is quite long - if you don't appreciate walls of text in your game, all the relevant information is on the last page. However if you want to set the mood and enjoy a good tale of skullduggery then give it a read.
- The difficulty level is moderate to high, and compared to my last mission it is much larger. The average play time should be around 1 - 2 hours depending on how much you decide to explore the level.
- You will start the level with only a blackjack, compass, spyglass and a map. You have to find the rest of your equipment while on the job. If you can't find a pair of lockpicks, remember to keep your eyes peeled for keys!
- The only differences between difficulty settings are the objectives, with higher difficulties requiring either a no-kill or a full ghost playthrough.
- Injection needles have been made a loot item, so remember to pick them up if you are going for loot completition
I've succumbed under peer pressure and decided to have a poll where you can rate the level, but I would really appreciate your comments as well! Please get back to me if you have any questions or critique regarding the mission.
Help! I'm stuck!
How do I find the key to the closed off area in the sewers?
There is an area with barrels, candles and a straw bed in the sewers. On the wall above there are two metal pipes and a glowing mushroom in a bottle. You can find the key beside the bottle.
Download links:
If the mission is not yet available from the in-game downloader, you can use the following link:
Installation:
- Drop breakingout.pk4 in you darkmod/fms/ folder
- Run TDM and select New Mission. Breaking out the Fence should now appear on the list of downloaded missions.
- Install and play.
Known issues:
- AI pathfinding can be slightly erratic at times
- Outdoors can cause performance issues on low-end hardware
- Sleeping AI can glitch through the bed if KO'd or killed
- There remain some audio issues such as pop-in and incorrect sound propagation
Thanks:
- My testers RJFerret and Airship Ballet for their invaluable input and help during the creation of the level
- Goldwell for providing his vocal talent for the characer Terry
- All the TDM devs for creating such a great game
- All the people who have answered my newbie questions at the Editor's Guild
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What if they started on a path?
path_waitfortrigger (triggered by the player who also triggers the conversation) -> path_wait (synchronized with the duration of the conversation) -> path_corner (onto their patrol route)
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It would appear that for some reason the GUI files or xdata are not found. That's what happens. Could you check your console (Ctrl + Alt + Tilde) when you start the level and see if there are any error messages related to readables there?
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I can answer your first question in short:
Have your brushwork or model for the frobable drawer selected, right click and select Create entity... from the drop-down menu.
Select Movers > atdm:mover_door
To fine tune how the frobable object moves, add / change the following spawnargs in the left hand pane:
(Left is the name of the spawnarg, right is the format it takes values in)
rotate x y z
translate x y z
move_time (in seconds)
frobable 1/0
frob_distance (in doomunits)
Interruptable 1/0
There are tons more, but those should get you on the track for basic frob behavior. I really recommend reading through the A-Z mapping guide available in the wiki, and going through the whole excercise. It teaches you pretty much all the basics so you don't have to ask everything individually on the forums.
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Now don't be a sore loser Merry, I'll make sure to send you a signed hard-copy so you can hang it on your wall
And once more congrats on the release RJ! I'm glad I could help test this mission despite being a bit unreliable due to work. Funny thing, I was playing the review copy of Thiaf at the time. Every time I found the time to do some testing on your map, I was reminded by how much more I enjoy the Thief/TDM flair of stealth.
It's a great FM with an original twist to it. Highly recommended!
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Glad you double posted, otherwise I couldn't have liked that twice
Thanks!
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What is the best, simplest way for triggering audio that plays once?
Lets say I want to play a sudden spooky door shutting sound when the player crosses a certain point. How do I do this?
The wiki doesn't really have anything on triggers, so I'm pretty lost with them.
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Has anyone here actually finished the game?
I posted impressions after my playthrough here:
http://forums.thedarkmod.com/topic/14880-thief-4-is-trash/page__st__1750__p__337461#entry337461
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No. Procedurally generated based on the shade values for the original tiles. It's a bit inefficent at the moment since I don't merge continous areas of light together as one but everything you see is automatically generated. I can barely use a map editor to save my life. My approach to the tool is that it will eventually it will do all the work of extracting assets, building material files, sound shaders, gui files etc so I won't be put in a position where I'm distributing copyrighted material apart from maybe a dmapped .map file and stuff that I can say is original work.
That is absolutely fantastic. It's only been a week, but any new developments since?
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I actually think its a syringe of some sort. The liquid is red, but it could be a tranquilizer.
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That's not encouraging. Though it's hard to know how much of my distaste is coming from visual glitches. I can't remember my settings off-hand, so I'll have to look them up when I get home.
Relentless stuttering and visual glitches seem to be a pretty common complaint. I also had poor performance until I switched to the 32-bit executable. Not sure why it helped, but it steadied my framerate a lot.
If you have an AMD GPU, they just released new beta drivers specifically for Thief. I haven't had the chance to try them out, but a lot of users have said they drastically improve performance.
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Everyone has been posting such amazing content lately that I feel bad posting this... I finally got over my slump and I'm back on track with my map so to celebrate that a screenshot.
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At least the shroud thingy pulls back enough that it isn't tag teaming with the hands to blot out a huge section of the screen.
While I had my doubts about the shroud, it would actually be just fine if it weren't animated. Now every time you turn your head, the shroud sort of rotates counter-clockwise. It's really distracting.
Fan Mission: Breaking out the Fence (17/03/2014) by Kyyrma
in Fan Missions
Posted
Once more people have cleared the level, there is something I'd be interested in hearing your opinions on.
When I was building the level, my inspiration was actually more Deus Ex (which I had recently been replaying) than Thief. Whereas Thief usually gives you most if not all tools right at the start of the level, and allows you to be creative with them, I wanted to take the tools away. This way finding an item is like a key, it allows you to do new things and try new routes. I guess it should also make it feel more rewarding.
I wonder, does it show to the player?