-
Posts
350 -
Joined
-
Last visited
-
Days Won
6
Posts posted by Ladro
-
-
I simply loved the objectinteraction in Penumbra with that tiny handy icon showing up... That's also why I liked to hear the news about the slow-door-opening-by-mouse for TDM so much. Maybe that feature could eventually be generalized to all movers, like drawers et cetera. I find myself fiddling to open the right drawer quite often, so that could definitely do with some tweaking...
I agree. It would be an outstanding feature for TDM, a great physical intercation like in Penumbra.
-
-There will be smaller and more frequent updates in the future.
I'm really very happy about this one.
Thanks for this choice!
-
Not really a Mod, but at least it started out indie: Penumbra. Great game! I don't know if it has a huge fanbase/community, but you can sure as hell consider me a fan!!
Me too I really like Penumbra series. It's a pure indy game made with 2 euros and an immense amount of passion by 2 guy from Sweden, really cool effort and result. Not a perfect game, of course, but with a lot of influence from Looking glass games, IMHO.
Their next upcoming game it's really interesting too. This is their dev blog, very interesting ideas e explanation about original gaming in general, highly suggest:
-
I did a bit of an experiment with ghostly effects, and came up with something fairly decent. This is a proof-of-concept shot. If anyone actually needs a ghost for a mission they're working on, let me know and I can get it working a little more fully (have to track down why the shadow won't turn off).
Awesome!
-
Thank you both for the update :-)
So, we are waiting for the TDM release
-
It's there any WIP mission News ?
The xmas missions contest released was so beatiful that now i'm addicted, i can't wait for new missions to come
-
Release! Release! (Tormato).
YES!
-
Yeah very disappointing. Someone should send the "editor" a message.
They noticed some really flat games, without any innovation on modding, and not a single word for the revolutationary TDM that already produced these good maps by the community with a so short time :-(
This is not disappointing, it's a shame!
-
Really a Big THANKS to all Mappers!
And well done to Melan
-
And lastly, I personally find it disturbing that people still try to tack Thief/Garrett stuff onto TDM, as if to "fix" something that is "broken". This Garrett fetish has no place in the TDM world. If people want Thief voices, then go ahead and play Thief for all that's holy, but leave TDM out of this fetish.
I agree 100%.
-
Some screens from the mission I'm working on
http://img137.imagev...1_122_784lo.jpg
http://img258.imagev...2_122_61lo.jpg#
B)
Awesome, really!
-
I'm very happy about this news!
I really loved St.Lucia, thanks for this update! :laugh:
-
Nice mission Bikerdude, i liked originality.
I liked a lot the onwater green room on the sewers, really cute!
Congratulation for your first mission, and especially my congratulation to make it in only 5 weeks. Go on for the next one!
-
"sudo apt-get install <package>", or "yum install <package>" over The Windows Way™ any day of the week. For this reason the TDM updater is awesome IMO.
+1
I agree 100%
I like a lot the TDM Updater, IMHO it's a gem and a lot of games should use this method. Repos crosses with P2P is the future of data distribution.
And i agree that if someone want to create a non crossplatform frontend/launcher for mission management (of course i prefer a crossplatform program ), but in this case it's not a problem at all, anyone it's free to create whatever beaùcause it's totally out of TDM project itself.
-
Yeah, 1680x1050...I'm only able to play TDM and Thief 3 at 640 x 480 on my old Geforce FX 5200. Although I can bump that up to 800 x 600 in Linux.
Just my two cents: using AntiAliasing more or equal of 4X, IMHO it's pretty useless to have higher resolution.
-
-
Really nice mission, thanks for sharing Carnage!
I liked the mansion. A simple map, but with strong thief's taste
If it's your first mission, you get a double congratulation from me, bravo and go on mapping more!
-
Ah yes, I mentioned it in the text... but it is a very good idea to try constrain the player into shouldering...
I'll have to think of how to do that now
Thanks for the reminder
+1, i agree with the cool idea.
-
Really great mission overall - one of the most fun thus far. Thank you! Review here for anyone interested.
I like your review, i agree!
The best passage, IMHO:
mission that brings us ever closer to silencing the critics of The Dark Mod and showing once again what is possible with those that embrace itIt's absolutely TRUE!
-
-
I'm re-playing the mission (i like it a lot!) and i've noticed that there is a great music mission atmosphere!
There problem is that, i don't know if it's a bug (of my configuration - i'm with Linux -, the mission, or TDM), that some times the music is't not working in some rooms (it do not start when i enter in some rooms so i ear only normal sounds).
I noticed also some really good visual with lights:
The light transparency switched on in the nursery room it's beautiful!
Or
Too it's beautiful the light up on purple glass semi-trasparent in the General's big room when you open it with a lever.
Bravo Sonosuke!
-
Amazing mission.
It's incredible that this is a mod with another engine!
My congratulation to you, Sonosuke!
-
Really really FUN mission, RailGun! :-)
Thanks for sharing!
I liked a lot the map architectural side.
Congratulation and continue to work on other maps!
-
If we wind up creating a campaign, a player would only bring over a certain percentage of their overall take for equipment purchases--probably 10%.
Very interesting.
Connected with this subject in some way: is the crew or anyone working on a *ingame* shop, like in "Horn of Kanzo" T2 mission from Sterlino?
I think it's not a bad option. With an ongame shop (of course in a big city or campaign), you need to get gold to buy equipments and proceed on the current mission (not only the next one).
Amnesia - The Dark Descent
in Off-Topic
Posted · Edited by Ladro
IMHO, graphics was not so advanced. Noy so better then TDM, anyway. The difference in Amnesia/penumbra is the interaction factor, based on physics. The game itself is a sequence of puzzle to solve with physics, with an horror/lovecraftian story behind to have an high tension. I see in the teaser that this next game will be exactly the same structure.
A great mix, but in Penumbra the gaming was too scripted and monotone, IMHO, not open and free to explore like in Thief.
In 6 months about: August 2010.
A little indy gem in today gaming.
I don't like some things in this kind of super scripted game, but, hey, for a 2 men work it's really *incredible*. And what athmosphere and interaction!
I can't wait
I don't think so, because "This company" it's 2 guy driven from Sweden, Thomas and Jens, a very zero budget project.