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Everything posted by Tarhiel

  1. @DeTeEffThank you for pointing out those thongs, I did not know when or on what to use them. the crowbar was self-explanatory. Regarding the evidence - I had all of those and I read all of those till the last page, yet the mission objective did not check-off as complete.
  2. Congratulations on the release! That was an interesting premise, having to tail your target throughout almost the whole map, reminded me the of the Assassins level from T1 It was very unique, having to go through quite a lot of map, and then your mission only started, once you started tailing the guard - and tailing was through a long part of the level. I found it interesting that you couldn´t explore right away, you had to remember to do it later, once the tailing part ended, basically piggyback your way back. And I also liked the detail These were the things that could be improved - please, do take them as a constructive criticism, not a griping: - first, that needlessly empty area at the beginning of the map - there is nothing to loot for a long time and for no reason, just like that, from the certain point on the map, there is - it creates discrepancy, because I as a player have no idea why I should I bother to look for a loot, when few meters away there was nothing at all. I was able to see that thanks to a console command. Just cut that part of the level altogether, and move the start area somewhere closer to the populated area with loot or fill it with something meaningful for player to see and do. - Ai was too prescient - not that they could see me from miles away, but they could see me in the dimmest light, they could find a corpses in a complete darkness and what made the level almost unplayable - once one(!) them see you, all of them go bonkers, started to look for me all of them at once. That completely killed any joy of playing, and I was playing on the easiest difficulty. - I was not able to find the third readable required to mark the main objective, - when I was returning back to the apartment, streets were full of guards - was that intentional, or did I accidentally alerted one of them, who then brought over all his friends?
  3. Delightful mission, as always So many surprises: - first, women protagonist! Now I know why ZeplminTemplar wanted those female line voiceover, hehe - I liked the detailed intro, almost like from Dishonored - there´s boat in the intro cutscene, which is not anywhere in the game - hats off for doing something like that! In the beginning area I haver encountered the same problem as AluminiumHaste: - combined lockpicks! - while I understand some players will not be happy with this change I liked it, considered it unusual peculiarity, but I wouldn´t want to see it in every mission. You know what I would like? (and that would be a very welcomed change for me) - a key ring. A keyring, where all the found keys would get automatically attached and you would just use the keyring on the lock and wouldn´t have to sift though keys (just like they did in Mission X for T2), which is just bothersome - THAT is something I would very much like to see here. - there are new arrow and food icons, which I like a lot (arrow ions in these contest mission in general), they seem more crisps and clear. And the food item bag was a nice touch! - Contracts - I must applaud you for this idea - they were not boring, each was different, and there wasn´t too many of them, so you wanted to do all of them, and they were mostly optional! Very good idea. I especially liked the one with the disgruntled salesman at the gates - overall, the length and level design were very good. I have one question though:
  4. Okay, when I started to play this mission, I had no expectations whatsoever. To say my mind was blown off is understatement of abysmal proportions - this was fucking awesome! Right from the opening intro, the nostalgic and bitter atmosphere permeates through and I did felt like I was playing Disco Elysium all over again for a while - it was bitter and made you think, but you couldn´t stop. It was only after first few hours I had to look and found out this was a winner of a contest - and deservedly so. From the masterful leveldesign - man, where did you learned this??? To map so good? - I have read in your comments this is not your first map, rather your first released one, but you deserve all the praise for it - it easily can rival Goldwells, bikerdudes levels, etc... - I am talking that kind of quality. It´s quite vast, but more importantly full of details, various new objects that can be taken and slowly unfolding story as you progress - which is quite subtle, as you have to "connect the dots" between various readables and what you find or saw. And what an intricately created world! I loved the fact there was a historic explanation of all the various cramped buildings and materials they are made of. When I mention readables - they are tastefully written (hats off to all the people writing and perfecting this) - what I saw here, is Golden Grail of well written readables in Thief/Darkmod missions. There is so many other things I would like to write about, but I have to run to my training, so I have only one plea: please, make more. Make many more and welcome amongst Taffers! PS: And few questions at the end:
  5. Hi everybody, Can somebody tell me where I will find a code for House Ursine
  6. Dammit, sorry, I was meant to put full rating, and I pressed 1 instead of 5 (facepalm). Can somebody from admins delete my vote, so I can vote again?
  7. I have just finished this mission: I am at loss of words - fantastic work, from level design, to new gameplay mechanics, secrets (so well hidden secrets, I was able to discover only 4-5 of them). And that secret area
  8. Where did you found the melting machine + energy for that? You would not be able to get to the crystal cave otherwise. As for the crystal cave:
  9. Thank you. I was trying to do that (put my own keybinds into darkmodkeybinds.cfg), but failed to put 1/0 at the end, so it didn´t work, therefore I asked. About not posting in very old topics - I noticed it is old, but it was relevant and I didn´t want to create another thread when there was one asking precisely what I needed. Thanks again.
  10. Yes, but is there a console command one can bind to a key/set of keys? Because I would like to be able to change it on the fly, without the necessity of going to the menu.
  11. I knew you are a gifted level designer after playing Volta 1 and 2 mission. This just confirms it - unusual setting (mining site/archeological excavations set in Middle-East-ish setting), lot of verticality, cleverly, but never unfairly hidden loot and delightful lightning. Not to mention plethora of new assets and new zombie design. I like the clear objective, which always stay at the center, 5 hidden secrets, which were joy to hunt down
  12. Absolutely splendid mission, this was joy to play, from beginning to the end. The level design is fantastic, as always, one of the few mission where I had almost 100 loot, bare few trinkets in the final confrontation cave + 2 omitted vases in one of the already searched rooms. One of the few missions in the long time where I had no trouble finding keys and clues how to continue were hintful enough. Superb work. On a more personal note: I had noticed news about Grayman´s passing some time ago and I am sorry to hear that. My condolences to the family and closest friends; As a member of community, I am sad we had lost such a talented modder.
  13. Hello Bienie, Very nice atmospheric mission, congratulation, only now I had a time to play it Maybe the following is no longer relevant (I might had the very first publicly released version of this mission and maybe there were updates in between) but for what it´s worth: - I have read the previous comments and I too could not finish the main objective as I render unconscious The Cleaver, I am too the "blackjack first, ask questions later" + I didn´t even realized it´s the cleaver, I thought it´s a random thug, only few seconds later, when he was out, but since the game didn´t failed, I thought this is an expected outcome and it didn´t bother me until very end. ) I tired also put the Unconscious Thief the face down as one previous player suggested, didn´t work for me. - I was able to find 7 out of 10 secrets, the rest I had to look up - one I overlooked (I took it before, then I loaded an older save and took a different road and forgot about it) but the other two I would not be able to find out: - was not able to find the Marshall rat anywhere, where is it? There were several rats across the map, but I haven´t seen a single one with a red scarf around a neck. - Matilda´s ring: this one bothers me the most - I found the ring, I found the advertisement giving you clear instructions as to where to put it - only to try every damn window (I noclipped even to those above, I was so desperate) on the Fulke Street, not only on the north end, the whole street, but NONE of them activated the objective completion. So I guess it´s a bug. There was also this bug: This sounds I am complaining a lot, but I enjoyed your mission very much! I especially liked the Thief fan homage
  14. Interesting. I did a clean install of 2.10 and, for some reason, it imported by itself my .cfg file (I did a difference check and they were identical) and game seems to be running fine.
  15. Can we just copy Darkmod.cfg from 2.09 to 2.10, or do I need to modify it before use?
  16. Guys, how casn I upgrade from 2.09 to 2.10? TDM_update doesnt´t seem to work for me - it says everything is up to date, but I am still on 2.09.
  17. I know this s a stealth + immersive sim games forum, but maybe somebody will find this interesting: I have stumbled upon this interesting mod I found out thanks' to Pagb666 channel: It´s a GZDoom total conversion of Doom, set in post-apocalyptic world, called Ashes: Afterglow. It comes in 2 parts: the first´one, Ashes 2063 was released few years ago, then they did remastered version of it + released the second part, Ashes: Afterglow. where they concluded the story. It has 33 maps in total (Doom 2 had 32), some of them secret. This installer contains both of them as a standalone install. If you´re a fan of postapo, give it a try: it has a decent story, lots of easter eggs and maps are getting more complex as you go. Second part especially brought in a simple crafting mechanic and hubs (possibility to return to the previous map and being able to explore parts which were previously inaccessible). i am in a 2/3 of the second part and enjoying it immensely.
  18. It is standalone, but they made it in such a way that you need to own Gothic 2 on Steam or GOG, to be able to download it - the game itself though, does not require you to have G2 installed or any file form it, it is standalone and has everything it needs. Some of my friend had already finished playing it and said it´s definitely worth playing.
  19. Congratulations! Looking forward to play it
  20. Congratulation on the release! Looking forward to play it
  21. Sorry for the later reply: It was these secrets:
  22. Ha, good question: I do not enjoy killing characters in general and I generally take the stealth approach, usually blackjacking them, but: And I think I found only 3/5 secrets, have no idea where the others might be
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