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GUFF

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Everything posted by GUFF

  1. 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.
  2. 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?
  3. Sure, here's the savefile https://drive.google.com/open?id=0B-rvJq1eUDoCejdQVGVnRFNKc2c&authuser=0
  4. 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.
  5. 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.
  6. 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.
  7. 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..
  8. Seemingly small mission but excellent use of space and AI placement makes it a longer experience than other, similar sized missions. Everything was hinted at well, including the optional objectives Visuals are quite nice. It's not the absolute best looking mission, but it does look very nice and has some of the newer stuff that I've seen Bikerdude putting into missions he's worked on or touched up in the last year such as the pagan lights. Only issue I ran into was similar to another posted with guards going into alert. Talbot and the guard who patrols into his room randomly getting angry about me stealing things, although this is strange because as far as I know there's nothing to steal in that room aside from the keys off their belts which they did not go into any kind of alerted mode because I stole--this all happened well after I was gone and several patrol cycles later. Perhaps there's an issue where can somehow see into the room next to it with the safe, even with the door closed? Quite a few things to steal in there.
  9. I saw the update in the in-game downloader but gnartsch was correct in that some mirrors don't have the new version as I didn't download the new version. Had to download the pk4 and delete the old version's mission directory, then insert the pk4 into the darkmod/fms directory.
  10. I generally post about TDM missions here rather than there because there's more discussion of them here, but I actually did post in that thread over there before it was linked here it seems. There does seem to be some people who just don't want to learn a new game or play a new game engine for whatever reason even though the similarities between T1/G/2 and TDM in gameplay are massive. I don't get that.
  11. The visuals in the new mission are pretty great. It just felt kind of devoid of readables or interesting things going on. There were a lot of empty rooms and loot was sparse for the size of the mission. The original mission was mostly the same as I remember, but there's no longer a one-way exit from the prison so you can't miss required loot anymore and be stuck unable to finish on expert. It still has some typos "loose" instead of "lose" in some readables, "brotherooh" instead of "brotherhood" in the objectives. The horse near the hammers has an idle voice that is a hammer priest's voice still. I laughed about the "fifty shades of black" book again when I saw it. I haven't played the second mission (the museum) again yet. Maybe tomorrow.
  12. The in-game downloader is erroring out trying to download this (it also only tries to download the 3rd mission only for some reason? smaller package, 25.0mb). I thought it may have been because of the old missions still being on my hard drive initially, so a possible conflict with trying to overwrite them could have existed so I deleted them but the error persists. So I just downloaded the version in the thread instead and dropped the pk4s in my darkmod/fms directory after deleting the old vfat1 and vfat2 directories, works fine.
  13. Pretty good. Sneaking the basement on the new mission is rough, but at least you get plenty of water arrows to knock out some lights at key areas. Probably not meant to be ghostable? One final thing is that yesterday? I checked the in-game downloader and it downloaded this mission set again as "Quinn Co."
  14. I liked it. Like with your previous mission there was unfortunately only one way in. Not much to do in the city section (which was fairly detailed and nice looking, though!), either. Your missions so far have been small but highly detailed. Good voice acting (both the intro, the main character voice clips and the guard conversation). The story was really suspenseful trying to think about what happened, who may have done what, until you do find out anyway: No idea how you'd get those gems without using a water arrow, though. That area is in plain sight of the non-moving guard at the beginning that should always see you if that torch is still burning, unless you knock him out or distract him somehow and raise your stealth score doing it.
  15. This new version was definitely better. Visually I don't think I remember the dense fog in the original, and the pagan wisp light things are definitely new. Gameplay is all exactly the same (objectives) so it wasn't too hard to get through it due to what I remembered. The crypts were definitely harder. Had to be more careful down there.
  16. Pretty good. For a small mission, a lot of things to do and some replay value. I'm not sure how ghostable this is with all objectives and getting all or all possible loot. Dropping off the key back in the desk for example, and getting the loot in his room seems impossible without knocking him out. And of course in the offices there is that one guard in the middle sitting on the chair, definitely needed to use some water arrows to create darkness for getting past that that. One issue I had was that the .
  17. The effect when you finally see... is INTENSE! I had headphones on and wow. Nice small mission, though. Lot of small details here and there. Kind of has some things that remind me of the Deceptive Perception FMs for T2.
  18. Only one issue I've found with the new version, it doesn't overwrite the old one. There are two entries in the TDM missions list for it. The old one was in a directory simple called gatehouse but this one is in a directory called gatehouse1_3
  19. I just checked DarkMod's ingame mission downloader for any new stuff today and saw this, then checked this thread. Sounds good. I liked the previous version but if you added to it in the way you added to other missions you've updated it'll be worth replaying for sure.
  20. Great stuff. I never played the first versions but this was very nice. A combination of city, sewers and a hammer cathedral all in one. Lot of hidden stuff to find. Big mission. I only found just over 3/5 of the loot and continued exploring and found the rest of it. One of your best missions for sure.
  21. Finished in 58 minutes... 8 stealth score, 15 loot short of max, and all objectives on hardest difficulty. Only had 1 body discovery somehow Very good. Everything is hinted at well. I liked the automatons. Very steampunk-borg like in their design. Some of the areas were rough to sneak through (trying to get upstairs...) but overall very well balanced. First time I actually used mines in Dark Mod, too, I'm sure. The gas mines worked well with the expert difficulty objectives.
  22. Thanks. I'd probably play this again from scratch anyway. It was really good and there were some places I couldn't get to and places I heard people talk about that I never even saw.
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