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GUFF

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Everything posted by GUFF

  1. I can't figure out where the mission ends. Approaching either gate (on the high bridge or outside where the notice is posted) will not end the mission after all objectives have been completed aside from the optional loot objective. If it helps the ways I completed the objectives were Was playing on Expert, too, if that helps. Other than this, great mission. Was hard at times to figure out where to go at times.but not excessively so.
  2. It's definitely worth playing T1/T2/T3 missions if you aren't already. Lot of good stuff is out there and it's similar enough that you'll be able to pick it right up. With most recent missions using much better textures than the original games and a 800mb enhancement pack, it won't look too terrible either. Except for maybe AIs, but oh well.
  3. I think that's just from the community art assets that have been used for years now because the original games didn't have much variety or pretty much any kind of wall decals like posters to use. I think the one you're referring to is probably a beer poster with a mermaid on it?
  4. I've played the first mission so far and it's pretty great. References to the author's superb previous mission "Eclipsed" are in some readables, and maybe even references to another of my favorite T2 missions "Dark Messiah" with the "Shadow Dream" if I remember its story correctly.
  5. After playing it, I can see why this mission was liked so much. ~3.5 hrs completion time for me. This is a big and interesting mission. For it being one of the first 20 missions made and over 4 years old now, it's all the more impressive. Certainly by far the best in its series, with the first two being small missions that were very demo-like and the fourth and final one not being anywhere near as great as this.
  6. Just posting again to say by the way good job, I replayed your first mission and this was a massive improvement in every way.
  7. I've only played the mission under 2.0 and 2.01 and it worked fine. Maybe delete the mission directory and redownload the mission? Edit: Seems the other trigger is stepping into the master bedroom's bathroom with the dead body. Just tested this.
  8. 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... [spoiler]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.[/spoiler] [quote name='lost_soul' timestamp='1395038477' post='340666'] Correct me if I'm wrong but... [spoiler]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.[/spoiler] [/quote] I remember being able to do this in another mission, I'm certain. The Alchemist, maybe?
  9. It should work. It doesn't seem to activate until you learn about it via readables. The
  10. Nice short ~20-30min mission. Visuals were great. Storytelling was there and adequate. I liked the Garrett reference by the fence. Where it falls short is I guess the mansion was really small and more of just a larger than average house, and there was only one point of entry. I didn't have any problems opening that way and getting in without being spotted but that being the only way was a bit disappointing. Guard patrols were the strength of the mission, well done and I liked that you set them up to notice certain doors were open and investigate. Every objective or key or well-hidden loot or whatnot was hinted at with the exception of the non-loot value objective itself which stumped me for a couple minutes because I didn't keep it simple and am used to authors (usually for T2) hiding switches for that kind of thing in overly hard to spot places. I laughed when I found it because I had been looking in all sorts of more elaborate hiding places for it.
  11. Finished it but no hidden objectives found as far as I know. It's a pretty interesting mission with the reuse of the map and some substantial changes between nights/"difficulties." My favorite mission of this type I think is "A Weekend Getaway" for T2 by Jason Otto. I wasn't able to find any hidden objectives but I think I may "know" one but wasn't able to find all of the things to trigger it. Also on day 3, the "mysterious item" objective...
  12. Probably the most interesting prison themed FM I've ever played. I liked these things a lot: I couldn't figure out where to do this optional objective...
  13. Having played pretty much every FM available right now, this is my top 5 I'd say: 1: WS1: In the North. 2: Requiem 3: The Lich Queen's Demise (really the entire Porter series is good but some of them are far better than others) 4: Lords & Legacy 5: WS2: Home Again There are so many other great FMs, though. Just to name a few... Swing, Glenham Tower, A Night to Remember, Penny Dreadful: Grail of Regrets, Flakebridge Monastery, Crystal Grave, Alberic's Curse were all were good times. If I really went through the list of FMs I'd probably find more to name there, but I think that top 5 of mine isn't gonna budge for now. It's pretty amazing that I've caught up to finishing all of the available Dark Mod missions up til now (except the few that haven't been updated to 2.0+, since I just got into it with 2.0). It's probably owed to many being small/medium sized. I'm nowhere near finished playing all T1/G/2 missions after playing them for nearly a decade, there's just too many.
  14. Really good looking mission but like Sotha I have to say most of the explorable areas seem rather empty. A lot of exploration to be had but not a whole lot inside those areas to find. I liked looking around but again it seemed very empty of things and AIs. The objectives although different were very well placed in terms of difficulty to figure them out. Assassin was the easiest and could be done in just minutes. Thief required far more exploration, middle of the road. And Saboteur required doing far more and thinking far more than on Thief as well as doing some of the things you had to do on Thief. I had minor performance issues outside but only in certain areas, like the beginning spot for Assassin difficulty. I had the cash box bug as well, but the link in the original post to v1.01 is broken (expired, it says-- should use a free mediafire account or some other non-expiring hosting for these things) and the in-game downloader only seems to grab the original version.
  15. This was very good! Performance took a slight hit in some areas but nothing really bad. I liked that many areas had multiple entrances if you explored and found them. This is what good stealth gameplay is all about. Great design there. Couple issues though-- Getting all loot became impossible because... The killer... Edit: The loot objective doesn't work, either. Found all loot as confirmed by post-mission stats screen and it didn't tick off during the mission.
  16. No I meant the original was bigger than the new + translations. But I think the issue there is actually not an issue and just the compression used. Was probably less compression on the initial release. I played through the latest downloadable via in-game version again and it worked fine. No missing textures or anything. Haven't tried to break it by getting outside the map at spots I could previously, but...
  17. Another issue I noticed is that the directory of the original archive I downloaded before it was added to the in-game downloader is 46.1mb and the one from the in-game downloader is 25.3mb. I haven't played the one downloaded from the in-game downloader yet but someone on the TTLG thread was posting about possible missing texture files.
  18. Small issue: FM is on the in-game downloader now, found an update (translation), but when finished downloading there are now 2 entries in the FM list for WS2: Home Again. This is because it downloaded and installed the update into \fms\ws2_homegain instead of \fms\ws2_homeagain.
  19. Had no performance issues! For such a big mission that's really surprising. Really solid rooftops exploration to be had. I found a few areas outside of where you intended to get to, like skacky did. Looks like they're probably the same one--the tower with the archer was at least. I had no issues with the other things he mentioned. This is probably the most amazing rooftops/"thieves highway" type mission since, well, Life of the Party. I wouldn't say it's better than the last WS mission, but it's still really good.
  20. It's probably just that those who maintain TTLG.com as well as many other thief-related sites aren't exactly that active these days. Thiefmissions.com for example rarely gets updated, and gnartsch even runs a site that has a list of stuff missing. I don't think TTLG forums users are really as averse to Dark Mod as many here think. It's likely mostly just that they'd need to adjust to the game and many (most?) probably need a new computer for it as well being the most important sticking point. You probably need a ~3ghz CPU, ~8gb ram and a ~$150-250 GPU to run Dark Mod well without it choking in parts of many missions, whereas T1/G/2 and even TDS run quite well on much lesser specs, even with many of the higher res texture/higher poly object enhancements that are available for them. Wikipedia on the other hand really is a wasteland where people who are part of special interest groups and have inside connections or clout go deface and edit in bias especially on more serious topics and can do it with impunity, not even following the stated rules in doing so. Anything political is the absolute worst when it comes to this.
  21. The only issue I guess is that some maps have AIs sitting around a table with loot on it that you can only get without a high alert level by dousing a candle or overhead light fixture with a water arrow. Knighton Manor and The Builder Roads come to mind, with the latter having an actual objective to not raise your alert level to a certain level or fail the mission when at the highest difficulty.
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