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Everything posted by GUFF

  1. Ok, was able to finish. A few hundred loot from max. Pretty good. It's like several small missions pieced together with a lot of largely empty space between them. A few patrols could have been more interesting there. In general the play area was probably too big, and that includes most of the indoors stuff.
  2. It was off. And this is the issue, actually. I loaded up my game, turned it on and the automatically opening combo locks work now.
  3. Don't know if this helps, but I played the other parts of the mission and it's also an issue with the other combo locks... .
  4. I am using 2.06. Edit: I also tried 2.07 beta and the same issue is present. Tried on Easy and Hard difficulties, same problem.
  5. It's just random ... I agree though that there's not much in terms of clues. It's just that when you reach the correct point you'll find all you need.
  6. Even you, the prisoner? I guess it makes sense since there are mushrooms in your cell.
  7. The aesthetics were as usual for your missions really solid and this was a great large indoor area to explore, and a step up really this time with the AI placement and patrol routes. I just think that as far as the entire story and tying everything together it was a bit weak. Your first mission was the best on this end.
  8. Needs a lot of work, if you mean just visually. Most of it looks very sterile with little detailing. Especially the outdoors parts that look too pristine. There was even some oddity inside such as a floating candlestick-style light on top of a block which wasn't attached to any candle. The treasure chest that contains rope arrows is a little weird. Visually/thematically you'd think you'd usually find them among other tools, not just in some very oldstyle game device at a treasure chest right near where you'd need them. As far as gameplay goes there's a lot of area here where not much is to be found. A lot of helmeted guards everywhere. Light levels seem a bit off everywhere, especially in the main hall of the building where you go from in the dark to fully visible without any real indication that you're stepping into the light. Not much loot to find, not much going on story-wise. The objective was very easy to find. Not many readables to be found. Guard patrol routes were often very basic in terms of them not ever stopping at any point during their route. I'm going to say there's a lot of space without much going on in it. This is probably something that yes could largely benefit from sending it through a process of testing/critique from others who are veterans in mapping.
  9. This is a very good mission of short/medium size that you could definitely get a beginner to try and like to get into the genre, I think. Very straight-forward with everything important hinted at clearly enough and not too long for a single sitting. Lots of ways to put out lights and not as unforgiving in that regard as some of the other missions you've made where the AI will relight basically everything you put out (Lich Queen's Demise for example, a better mission overall for sure but the undead AI love to relight almost everything making it less of a good mission to get people into playing the game) The 2 KO limit was probably a bit of a bother to some. I personally just KO'd the noble because I figured he may notice some looted things missing (a detail some love to put into their missions! And definitely did exist in this one too for at least one or other piece of loot) and I left everyone else awake.
  10. Great stuff. Everything worked fine and I was able to complete it without getting stumped on what to do next (had to reload the very end bit once to think about what was meant). Much longer than I thought it'd be, too! Some novel stuff in here like the electric lights on the ship that flicker and are permanently disabled (they blow) if you turn them off and that rat bit mentioned which I didn't even know about but feel tempted to load up a savefile and test out. Really tight patrols in both missions so I basically knocked everyone out. Most everything about the mission was excellent-- visuals, performance, not too long or short, never got stuck. Just a bit vague on the story (although maybe this is on purpose given what you said was the inspiration)...
  11. Is there some significance to all of the voices that trigger random lines walking in certain areas? Talks about the Grail of Regrets and other such things. Setup for next mission(s)?
  12. Fairly solid work! Big mansion, good plot twists/map changes partway through, only complaint is similar to others with the grills. Probably would have been better due to the sheer number of them to have them act like in most other missions where they're door-like.
  13. Really good for a first mission. Lots to explore. Plenty of objectives and everything works with few to no issues. I suppose the only complaint I could have is certain things only appear on the map after reading certain notes meaning some backtracking occurs i.e. the Lute guy in the pub and the key for his chest in his home, as an example.
  14. I watched part of the archived stream and when you started talking I immediately thought "it's you! of one of the NPCs in the game!" Mission looks pretty good, too. Very good mission intro, just like you said in this thread.
  15. Your best mission yet to be sure. The aesthetics of the out-of-nowhere second part of the mission after you've done the initial goals were a bit off, but overall really nice mission. Much longer than I thought it'd be and very good use of space in that initial building you get into to do the stated initial goals. Second half was kind of raw, though. The outdoor and in the area with all of the patrolling zombies, to be exact. Very good special effects with the red light monsters and all of that. The "John" apartment and its effects were really well done. Only complaint was getting into that room with the zombie on Balcon's floor, there didn't really seem to be a way to drop into his room without making sound and waking him up since the access grates didn't seem to have ladder-like climbable properties to get low enough to drop down without making a sound. The plot twist was completely unexpected but had that kind of feel a lot of things in some old great T2 missions that pulled similar twists had. Very nostalgic on that front. You should definitely continue. It was solid. A lot of good missions have polarizing reactions. You can't and shouldn't make content to please everyone, usually ends in mediocrity.
  16. Whatever happened with Thiefmissions.com updates anyway. Does he just not have time? Is he unable to give someone he can trust from the community access to update?
  17. Sure, here's the savefile https://drive.google.com/open?id=0B-rvJq1eUDoCejdQVGVnRFNKc2c&authuser=0
  18. So I ran into a bug while replaying it. Not sure what caused it but it could have been that I didn't place the seal from completing an area right away. What happened was I finished one area, went onto the next and completed it, then when I entered the spirit realm at the place where you use the seals, my inventory was messed up and I had the stuff I had in the real world minus the seal I didn't use before. When I went back to the real world I was missing my keys and a bunch of other stuff that I could then only access by entering that specific spirit realm. Weird bug, to be sure.
  19. Thematically not as impressive as Ulysses: Genesis with the theme of the whole automaton experiments but did offer I think an improvement in terms of map layout and patrol routes setting up the gameplay when it comes to assassinating targets which is a large part of what Ulysses: Genesis was about as well. If you didn't want to be seen when killing the plague-mask targets you really had watch patrols and wait for the perfect moment to strike, and then often clean up afterwards by moving the body and dealing with any potential messes (blood stains if you sniped them with arrows, that kind of thing) so that the others who would often patrol through the areas the plague masks would inhabit wouldn't see any of that and go into an alert. Whereas in Ulysses: Genesis it was incredibly easy to just knockout the targets (gas mine the platemail guy), bring them to a secluded area and then stab the unconscious bodies with your sword or blow them all up with a mine if you were feeling fancy. There were plenty of alternative routes (small water tunnels or air ducts) to get into and out of places, as well. Pretty solid mission and perhaps more compelling in story than the Thomas Porter series since Ulysses is still very mysterious in that we don't know much about him and how he ended up in that cell in the first mission. There's definitely room for continuing that story if you make more missions about him.
  20. 1 year and 4 months later, I'd have to say it now looks like this: 1. A House of Locked Secrets 2. WS1: In the North 3: Requiem 4: Ulysses: Genesis 5: Penny Dreadful 2: All the Way Up I could name a bunch more missions I really liked as well, but that's my top 5 now as of mid-2015. Shifted quite a bit due to new releases. One thing I think I can say about TDM mission releases compared to Thief mission releases is that the average quality of missions is much higher even if most missions are only small to medium sized. I think just about all of the authors have put out great stuff, and I've noticed that bikerdude usually helps out especially with newer mission creators so that probably has quite a lot to do with the quality bar being set so high. Real pillar of the community guy there. Really great game community here from what I've casually observed being just a player who enjoys this genre. Shame there doesn't seem to be more player interest in it but it could just be the genre being niche since most people don't like to spend 1-3 hours sneaking and exploring through areas and uncovering things, I suppose. It's not in your face action, quick-paced and easy to pickup, though there's nothing wrong with what it is for those who like the genre.
  21. Definitely my new #1 favorite Dark Mod mission here, maybe even my favorite Thief mission all of all time. Even the first "tutorial" mission was really good once you got past the initial part of the priest telling you how to use the symbol. I did not find all secrets in either mission and was missing over 1000 loot in the 2nd mission, so there's definitely room for replay. This mission is as long as Requiem was but less linear, and had a lot of really interesting elements to it. Parts of it such as the spirit world shifting remind me of parts of some of the greatest Thief missions I've ever played such as the final mission of the T2 campaign The Black Frog. None of the puzzles would stump you if you thought logically about them, except maybe the final part where it's not so obvious what you need to do. Lots of exploration, quite a few secrets to find and the story of the mission was again pretty good and built on some of the TDM mythos as well as some of your own from your last mission. The only real shame here is I think how small the Thief/TDM community is and how comparitvely few people will end up playing this for how good it is. This mission is so good that if this mission alone were some standalone small indie game sold on Steam or something I bet it'd have had quite the following when comparing to the quality of just about every other short few hours long indie game out there. Really well done here. When you announced you'd be making another mission I thought it'd be good, but this exceeded any expectations I think anyone had. Does have a bit of performance issues but that's not that huge a deal except on lower end systems, I'm sure..
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