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HammerHand

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Posts posted by HammerHand

  1. 6 hours ago, Amadeus said:

    Ha, well welcome back! Thank you for playing, I'm glad you enjoyed it :).  As far as your notes go, 

      Hide contents

    there will definitely be no backstory given other than what you can conjure up in your brain about the clues I've given. 2) I was thinking about that, but thought a hidden objective might be more fun to reward the thorough player. I don't like the idea of everything being FED to you on an objective list. 3) Yeah, that readable was problematic, I'll consider changes if/when i get around to updating it

     

    Thanks for reacting to my ideas. 😃

    As for point #2,

    Spoiler

    a hidden objective will actually be really fun as long as it triggers when completed. It's an immense feeling of achievement when as a player you do something extra and the game notices it. You've already done this with the 5/5 secrets. 👍 I made the previous suggestion because in my playthrough, even though I was ghosting, I went through the trouble of making the mage defenseless but there was no recognition of this by way of "hidden objective completed" notification.

     

    Once again, you've completed a monumental task already and I greatly appreciate it. 🙌

  2. I was going to open an account just to praise/comment on this mission. I didn't even remember that I already had one as my last post in this forum was nearly 12 years ago. 😅 But I'm glad I'm revisiting TDM after all this time.

    I want to congratulate the creator of this map. It was brilliant with excellent lighting and atmosphere. I loved the idea that indoor electric light sources could be interacted with. Another thing I found fascinating was the clues to every secret - at least to the four that I found:
     

    Spoiler

    1. Creepy cellar (marks on the floor)

    2. Thief's reward (the terrace is well-lit and visible from the garden)

    3. Gems in the tank (half-eaten apple)

    4. Neighbour's stash (clearly mentioned in his journal)

    Another impressive aspect of this level was how loot was distributed rather evenly throughout. You could find something of value almost everywhere, but not so much that your loot objective would become absurdly easy.

    Readables were both concise and useful, and it was awesome that you could carry the more important ones with you.

    I'm sure there are tons of more positive points that others have already mentioned. However, there are a few things that I think you could improve upon:

    Spoiler

    1. Perhaps you could include a backstory for the prison cell and Mr. Unholy Bones in the cellar. (Or maybe you already have and I'm just too dumb to figure it out)

    2. On higher difficulties, you could add objectives about destroying the bracelet (upon reading about it in the Builder's notes) and the voodoo doll (after finding it) by throwing it in fire, etc.

    3. Remove the English bits from the mage's note. I spent a long time trying to figure out the two remaining digits from "Amos, Builders, bracelet, Boris, and taffers". I know Boris suggests burning the code and that's the clue as to where to look but you could just put in some Arabic gibberish or something in the lines of "a page written in a foreign language".

    I hope you find this useful. 😊

    p.s. I went back and found the last secret. It was something I'd noticed earlier but forgotten to explore. I suppose things jut out for a reason. 😜

  3. Thanks be to eberyone involved in making this great MOD

     

    I have a request: please fix the rotating sky problem. And yes... I have read the faq and totally uninstalled ATI Catalyst, but am using driver version 9-4_xp32_dd (cuz it's the last Theif I/II-friendly driver for ATI) and I have an ATI Radeon 4850.

     

    Pleeeeease for the love of God, Satan or whatever entity you do/don't believe in fix this swirling, rotating, hypnotizing screen.

     

    Thanks in advance :)

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