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chakkman

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Posts posted by chakkman

  1. 3 minutes ago, wesp5 said:

    While this might be true, a loud noise alerting everybody nearby would be a great compensation to this. 

    Which would make me ask for the point of doing such a thing though. If you alert half the map anyway, then you can just shout "Hey ho! I'm the Thief! Here I am!". ;) 

    In my opinion - interesting suggestion. Would it make sense in a real life scenario? Nope, not at all.

  2. Sounds like a good idea to me. I'm all for breaking glass, also windows (the "penalty" is that it should be very loud to A.I. So, a thing you surely will only do very rarely.).

    I think this will take a lot of consideration on the mapper side, though. Amount of arrows in the starting gear and in the mission itself, consideration where to put destructable lamps, and where to avoid them. Not to mention that I don't know how much effort has to be put in the technical side (making the lamp destructable and killing the light it sheds). 

    Thinking about it, I think it kinda defeats the "stealth" element, doesn't it? Why would you make loads of noise and possible alert half the A.I. in a mission, for pretty little benefit? A thief surely will do everything to avoid that kind of noise and attention.

    • Like 1
  3. I played it through in 2014. It's not a bad game, but, it's far from a great game either. Since I played Dishonored the first time, I don't really feel motivated to play Thief 2014 again. The Dishonored games are masterpieces in comparison.

    • Like 2
  4. I haven't played the mission yet, so, I can't comment on it. Regarding the criticism: I think it should also be allowed to note some things you saw as points of criticism. Actually, IMO, negative criticism is better than positive, because it points out what you maybe didn't think through thoroughly, or you simply didn't see when you created the mission on your own. I'm aware that there is a lot of work involved, and people do it in their spare time for their own or other people's pleasure. But, that really shouldn't be a reason to praise everything to the skies. Actually, I've seen my fair share of average missions which have been totally overrated.

    Again, that shouldn't knock anynone's work, and, I have no idea how this mission is. Just wanted to point out that noting negative things shouldn't be taken as discouraging, but rather the opposite. I've seen some mission authors for Dark Mod going from average to absolutely fantastic missions, because they learned what it takes to make good missions. It's an art, and obviously takes time to perfect.

    • Like 3
  5. Spoiler

    I just opened the grate, and I'm facing a gas hazard now. Thought that the pipe might lead somewhere, especially as there is a non-openable grate leading to the cellar of the adjecent building, but, couldn't find anything.

    Any way to turn off that gas, or are we just supposed to walk through it and lose health?

    Edit: Nevermind. Found out how to do it. ;) 

  6. 5 hours ago, nbohr1more said:

    I think the default gamma was raised to 1.2 to reduce banding and color precision artifacts at the low end of the brightness scale.

    That might explain why I have to set it to below value 1 to make it look good here. Actually, I set both gamma and brightness below 1. Gamma is 0.9 and brightness is 0.8.

  7. Sorry for digging this out, but, one thing I always wondered: Shouldn't a gamma value of 1 in Dark Mod give you the best experience when you're using a monitor with a gamma value close to 2.2 (which I think is the optimum in terms of realistic colour reproduction)? I have a monitor with very good out of the box colour reproduction, and almost ideal gamma. Yet I have to turn down the in-game gamma to about 0.9 to get a good result. I must say though that I prefer it darker than what the average player probably has, so, that might be the problem here. Still, I usually have very good result leaving the gamma on default setting in most games, which is probably calibrated towards monitors which display ideal gamma.

  8. I just finished this. Nice mission, I really enjoyed it. :) A few issues, but, overall a very nice experience.

    Spoiler

    I liked the story and theme of the mission. Interesting approach with the time machine. Reminded me a bit of that Dishonored mission, with the past and present mix of the Aramis Stilton manor. The story was well told in general. Maybe a bit too obvious and direct, in other missions you often only get a glimpse of the whole picture, and you don't get to meet all the characters too. I generally prefer that, but, that might just be personal preference.

    The architecture of the map was good and well laid and thought out. I sometimes thought the architecture of the actual building was a bit too "linear"/symmetric. I'm not a big fan of chaotic architecture, but, it all seemed a tad sterile. Just a small nag though.

    The difficulty was alright, although I found that there were too many elite guards on the highest difficulty in the mission (dunno if there are differences between the difficulties). Especially in the museum, I found the amount of elite guards too excessive. Note that these are the absolute ultimate enemies, as they can't be knocked out, and can#t be killed easily either (as far as I know it's possible to shoot an arrow through the few centimeters their visor is opened, but, I never managed that...), so, they should be really sparse. Also, in other missions, they're usually the captains of the guard, or at least high ranked officers, so, I wouldn't really use them in such frequency.

    The secrets were great, maybe some of them a bit obvious, with readables or hints quite near them, so, there wasn't really an issue with finding them. The one I had to search the most for was the hidden switch in the tavern storage room.

    The readables were generally good, as were the side quest, although I must say that I'm not crazy for these "Help people to find the way to their loved one", or "Help a merchant out to save his business" side missions, as they seem a bit strange, when I just rob out the whole place, and then I'm supposed to save these people which I just robbed off everything they have. ;)

    I noticed some issues with textures and assets overlapping, or not being properly lined up, and I also found a few places where I simply got stuck and had to quickload. Could have needed a bit more polishing in that regard, but, I understand that it's hard with big maps. Also, the elite guard guarding in front of the museum got stuck on the right side of the stairs in front of the museum (it was basically walking on the spot the whole time, until it got alerted by me). Luckily there was a side window I could go out.

    So, yeah, nice mission, and, looking forwards to play your other ones now.

    • Like 1
  9. "Ignorant" opinion: I doubt that 99,9% of the general population would notice the difference in game, so, this is a bit of a geeked out discussion. Also, if there are some significant downsides which can't be overcome, then I'm always for the solution which offers more and causes less trouble, regardless whether or not it looks 0.001% worse.

    • Like 1
    • Sad 1
  10. 2 hours ago, JackFarmer said:

    Unfortunately, the project has become somewhat more extensive than originally planned. It took me about two hours to test each mission. So you should allow at least12 hours for all five missions on the first run.

    Is this a campaign?

    I mean this one specifically, I know that there are more "Hidden Hands" missions.

  11. You know what I find most significant? That he's still working on missions after all this.

    That said I can't and won't comment on the decisions made. I'm sure there were good reasons for them, and, I really don't know the people involved in this mod as people who would recklessly exclude someone.

    I really like bikerdude's work, and, his missions are welcome additions to the mod. I think I played them all by now.

    Looks like he's in touch with some people here anyway.

    • Like 2
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