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Deadlove

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Posts posted by Deadlove

  1. Good work Sotha!

     

    This is a very small but rewarding playthrough. Very tight spaces and good patrols, lots of timing required, but also used the good ole fashioned blackjack each AI one at a time and then hide them. I put all the bodies in the starting room and in the "hidden area". No guards visited either of those places to find my stash of bodies.

     

    The skull I had to keep sneaking up and turning one tumbler at a time because I didn't have enough time between patrols to unlock it in one sitting. That was the most tense moment of the mission. :ph34r:

     

    I've played PREY, so the surprise with Emily was very fun, but not a twist I haven't encountered before. Have you played PREY Sotha?

     

    I initially knocked out the house master, but after I saw what he did to Emily, on my way back through the house I put an arrow through his head. while he was unconscious. :D

     

    Thanks Sotha!

  2. This mission fucked up all the time with my old graphix card, but since that time I've gotten a new one and revisited this FM years later.

     

    I'm happy that I played many other TDM FMs in the meantime, because this one pushes the boundaries of what "can" and "can't" be acceptable, and some folks are just not happy about it. I'm not one of them, this is a great FM.

     

     

     

    The use of the metal ring as a lever was clever, and I wish that more authors would make static objects do something in the map. It keeps things fresh and uncertain. Some players seem to disagree, but I think those people are used to what to expect and since this FM throws many curve balls and surprises, it's hard to swallow at some points.

     

    The aesthetic design is really gorgeous, and the multi colored lighting is very interesting for this mission, since not many TDM missions offer this time of feeling. The monastery is also bit very well, with all the arches, ceiling beams, pillars, etc.

     

    The story was minimal, but served well in both furthering the gameplay and also furthering the plot.

     

    I was not a super giant fan of all the running around looking for keys, but again, the mission pushed the envelope and put keys in places like a spiderweb. All areas of this mission needed to be searched, and it gave new meaning to really moving at crawl speed and looking in every possible direction. I enjoy this kinda thing, so it was quite my cup of tea.

     

    The mission is actually quite linear and medium sized, with lots of backtracking. Some of the objects are a little bit obscure to figure out where they go. I initially thought the Holy Hammer would go on the altar, not the skull, but it wasn't hard to figure it out. The demon gargoyle talking to you searching for his eye was a nice touch. All the audio cues were nice, the deceased Builder talking to you to help his soul find peace.

     

    The gameplay might not have been the most smooth, but it was fun anyway. I'm a fan of the noire / mysterious style of not spelling out every little thing that has to be done, so I'm biased to this type of mission. I didn't think the ending was that magnificent, but it was a nice touch and different from other FMs. A little bit of abstract thinking, as well as running around and getting familiar with the rooms that were visited versus the rooms that were still locked help me secure my bearings and better navigate my objectives.

     

     

     

    I'm excited for the city mission Shadowhide, Biker and Melan are working on.

     

    Thanks Shadowhide!

    • Like 1
  3.  

     

    Yes, I found the key when I was up there and decided to pick up the body and toss it down to annoy the zombies.

     

    I had to read through spoilers to figure out how to use the key; that was certainly a different mechanic than what we're used to.

     

    But I've wandered through as much as I can find, and still haven't satisfied any objectives. I guess it's time to go back to the spoilers.

     

     

     

     

     

    The room with the trap mirror that causes HP damage has a stairwell down to a cellar with a AI head on a ragdoll skeleton on concrete with an upside down builder hammer. There's a bunch of boxes down the hallway that need to be moved and you will find the padlock. Don't stand on the lid while it's opening or you can get caught between the lid and the wall (it lifts the player) and then you have to noclip to get out. Down the ladder is where you'll find the last will and testament.

     

     

     

    I completed this on expert difficulty. Loved it. Melan is probably the zenith of TDM authors. The mysterious style of not completing the story through words, but allowing the visuals to tell the player what has happened.

     

     

     

    My take is that the ones who buried the body ended up turning into the zombies (Choera Morbus) and it was because Jacques was a sorcerer. This mission can in a way serve as a foundational story in Bridgeport for the reason there are zombies. It started in Whitechapel Row. The birthplace of the disease that if they body is not buried in 10 days with a Builder's Blessing it will raise from the dead. At least, this is the most grounded work that can be attributed to TDM lore thus far. Thank you Melan. :-)

     

    Good usage of St. Lucia in the church, bringing more TDM canon into other areas of the world, making it more enriched.

     

    Also, the window to the church being smashed, signaling the player to locate their entrance from the pieces on the ground...great use of environment and very clear use of environmental places that I knew where I was and each location had a distinct feel. Exploration was necessary, but time spent with the map allowed the player to learn it and very easily decipher what was going on. It just takes time wandering and looking around. This is a slow play style, as I spent 1 hour and 30 minutes on this small mission.

     

    There is a lot of architecture here, very pretty. I am looking a lot at the way the brushes are constructed room to room and how you create environment, I applaud you illusory techniques to making the 3d cube grid come to life in its own world. Interesting that you created this idea from a building in real life. Since using DR I have started to look at buildings, construction, angles and colors in a very different view.

     

    Do you have your own set of textures that are not part of TDM stock that you use to build missions?

     

    I agree with others that the zombies are not hard at all to navigate by, there is sufficient darkness, even through at first it seems a bit dreadful and overbearing. This only provides that much more satisfaction once you complete the mission.

     

    I got caught in between some of the roofs, broke the mission a couple times landing on portal division lines in my climbing, and there are a couple z fights going on.

     

     

     

    All in all, this is a splendid mission for a speed build, and I hope that you will build more speed builds Melan, as they are very productive for the community to gather and rally behind when they come at such a high quality.

    • Like 1
  4. Little Johnny lost a tooth and he imagines the tooth fairy is going to bring him money in trade.

     

    You know this because you overheard his father telling his mother that he just switched out the tooth for money and Johnny will be so surprised when he wakes up.

    Who wants to steal the coin that little Johnny's parents hid under his pillow while he sleeps?

    • Like 1
  5. This is the house that Jack built.
    And this is the house that Jack burnt down.
    Some might say Jack shit.
    Some might see the Jackal.
    A jack of all trades, playing cards that were dealt in my hand.
    Can't help that it got you jacked the fuck up.
    Guess that just how it is when see the Jack in the box.
    It's one of the many names you can to look for when you're looking to find it,
    The guest always present but never noticed,
    There's a long and hard road out of Hell,
    But a much shorter and easier ticket into it.
    Jack is sick of getting jacked off,
    Having to jack Jill off.
    Go up the hill and fill up a pail of water
    Jack will burn the down and kill the whole world.

     

     

    Meet Jack Palmer, the protagonist to HERESY. :-)

    Jack is an assassin character!

     

     

    • Like 1
  6. My problem at this point is:

     

    Final steps for both Windows versions:

    - move standard HRTF datasets (default*.mhr) from hrtf to %appdata%\openal\hrtf

    - remove OpenAL32.dll/wrap_oal.dll from the game folder if existing
    - Download alsoftrc.sample, save as alsoft.ini to %appdata% and change "#hrtf = false" to "hrtf=true" (remove "#"!)

    - make sure your audio sample rate is 44,1kHz or 48kHz

    - turn on OpenAL in Darkmod.cfg (seta s_useOpenAL "1")

    - set TDM to stereo sound

    ---------------------------------------------------

    I got that far, but can't seem to locate or know what to do. The download mentioned is just a text of code. I don't get it. I'm sorry for not being as up to par. Just trying to really enjoy TDM with some positional audio.

    Thank you.

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