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Mr Lemony Fresh

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Posts posted by Mr Lemony Fresh

  1. I know this is a little off topic, but since we're on the topic of funny things that guards say or do, I laughed so hard when I heard this

     

    "HORS DERT! ALL WERKED UP FOR NUTHING :angry: " ..... :mellow: why does he say horse dirt? shouldn't he have a filthy mouth because he's a common thug? what was wrong with 'horse shit'?

  2. I played doom 3, then I found about system shock 1 and 2, which lead me to find out about thief 1 and 2, which for a while had just been faint curiosity

    (thanks big brother, great communication skills :rolleyes:)

     

    When I first started playing thief I have to be honest, I played it like it was quake :D It was the first game i really had to think to get around, but it was new and refreshing to me despite being 9-10 years old already.

     

    I know thief 1 and 2 were superior in gameplay quality to doom 3, but I've always head a softspot for ID soft games, (probably because of the brutal artstyle) so I'd still recommend doom 3 to anyway, i played both the first D3 and expansion pack and enjoyed it. If you paid for the game and aren't playing it, really keep an open mind and play it, because it's not as bad as everyone says, it's just criticised harder because of everyone's expectations for a company of their magnitude.

     

    I also really loved Deus Ex, which felt like a combination of theif's stealth (although not nearly as good) and system shock and something else, but I really disliked the second one and never finished it, i disliked it from the start, started playing for about 20 minutes then stopped because the fun metre was bouncing around 0.

    I feel like the third thief was alright but I kinda lost interest, and since my brother owned the game and not me, I didn't see a point in playing anymore

     

    To be honest with you, I'd rather play doom 3 any day rather than thief 3 or dues ex 2.

  3. I'm glad to see a change in the common formula of missions :)

     

    I finished the map in about 15:25 so perhaps a little short, but still fun and free of frustration.

     

     

    Another thing i noticed is that the crew seemed to act as though they had a helmet, it took a few blows behind the head even when being stealthy, although something i got them in the neck and they went down, could just be me.

     

     

    Good job and good luck Jesps :)

  4. Very nice mission so far sotha :D like the challenge of getting in :) And you can kill the undead? at least I've chopped him with the sword and he's staying down? oh well, i can't complain, I HATE zombies :D ... that don't die unless you have to do it the difficult way :/

     

    EDIT: Ok, I finished it...

     

    A few problems I'd like to point out:

     

    -

    The stone was very difficult to grab, obviously i had to run in, grab it and run away, but it became very difficult to do so. I tried many things and finally (and i reckon this was kinda clever :) ) I realised that I could lead them all up the ramp and to the ladder where i could climb up, sneak back in the other way, lock shut the door from behind them, take about 5 minutes trying to get the stone, thinking that maybe I had to just hit it on the spot and still thinking that when I was getting hurt sounds from it. I realised what i had to do with it ---

     

     

    The following continues the problem but points out how to destroy the sphere thing :

    I thought it was cool how you could drop the thing in the acid, but by the time I'd realised that this was the only option available, I'd had tried a few things and gotten bad temped :/

     

     

     

    Another thing that bugged me is before I realised I could trap them, I tried killing the heretics, (kinda dumb I know, but I couldn't think of anything else to do. and would have gotten away with it if they weren't able to slice me behind their comrades (which needs to be changed!) And it would have made sense if they circled around each other to give each other room and avoid being hit, but they got hit anyway while i got mangled by 3-4 heretics at once :( (not that it's your fault, dw THAT particular thing won't effect how i score you)

     

     

     

    Another thing that would have made the mission cooler is if the fire kept spreading all the way down to the ground so that you had to get out quickly, it also would have given you the sense that the heretics were going to get crushed under the burning debris.

     

     

    Apart from that, the mission was very cool :) All the interior and dungeon and everything looked good, kinda reminded me of an oblivion dungeon :D Good luck in the competition.

  5. There are people like melan who do that, if you see the thread for his map (return to the city) he has a poll that let's you rate it, and fair enough, It's probably better to give that person a chance to decide whether they want the map put under criticism, especially if they are new to it.

  6. That's why I suggested the team member thing :)

     

    I think what's crucial here is that everyone thinks of this as a way to encourage the things that make this mod and it's forum possible, and it goes without saying that the active, hard working team members deserve a mention.

     

    Of course I'm not being thoroughly specific, and I'm sure someone else might do a better job of categorising the awards, so focus on the actual idea of encouraging deserving members to do well.

  7. HAHA i got wrapped up in something else and forgot to finish it before i posted it :D

     

    Well, the fan mission of the year would be great I reckon, since there's a pretty good flow :)

     

    And the more specific and significant they are, the less chance there is of making mistakes.

     

    Plus since there would be no prizes except recognising, surely people wouldn't be getting upset over not being picked :)

     

    As for "winner" I think putting the 'most' more 'best' label has that effect, but something like 'mod of the year' sounds a lot less pretentious.

  8. Hey everyone.

     

    I quite like the forum and this mod and I thought it would be nice if the people who worked the hardest to make it good (and the mod) were awarded some kind of recognition.

     

    For instance,

     

    -Most friendly/helpful

    -Fan mission of the year

    -Most dedicated to adding to the assets/ busy team member

     

    etc.

     

    I think it'd really wrap up the year on a positive note to end on

  9. METAL! \m/

     

    ...and hard rock :)

     

    ...and other things :/

     

    I like the big 4 thrash metal bands...

     

    -Metallica (especially)

    -Megadeth

    -Athrax (especially)

    -Slayer

     

    I like rob zombie, tenatious D, nirvana, black sabbath, system of a down, rage against the machine, pearl jam, Pod nickelback, kinda like muse, fear factory, Pantera...

     

    IRON MAIDEN!

     

    And those are the songs I'm listening to atm :)

  10. At the end of the year, I hope to try and finish a mission for my course, and regardless of whether I finish it or not, I will be making assets like textures and 3d objects. Depending on how good they look, I might make them available to everyone else as well :)

  11. I have an idea, what if you were able to wait for an enemy down below, then when they were beneath you, you could jump down ontop of them and klnock them out. And if you pick up some of the heavier objects like a rock, you can either knock them out or kill them depending on the size and what their wearing.

     

    It wouldn't break the gameplay because the sound of falling on a guard with metal armour letting out perhaps a loud gasp and crashing to the ground could cause a disturbance if there are guards nearby, but be a good way to take out a solitary guard, and perhaps an accompany if you're fast.

     

    Not sure if this has already been said, but I couldn't find anything searching with google.

  12. I know what you mean about not trying to flesh out things that are not too well explored, but

     

    -I believe it should not be too hard to implement, it might be something similar to this

     

    While parry is clicked then

     

    While -X axes is the last mouse movement

    parry left = true

    End if

     

    While Y axes is the last mouse movement

    parry right = true

     

    ETC...

     

    ETC...

     

    Sorry if that looks like VB, hopefully it's not TOO much more complicated :D

     

    -There is already a good combat feature yes, and it rocks, why not make it a little better? it won't break the game, and it won't really make people want to run into combat much more than before, but it will make it more fun.

     

    -Don't forget that we are yet to have fan missions with monsters such as the things similar to burricks or hammer haunts, with monsters, it's less of a stealing of them, but slicing them open and taking what's around them.

  13. You know, if you want the player to move faster you can always change the DoomConfig.cfg file and set the run/crawl/walk speed. Since the majority of people are happy with it, you may as well just please yourself.

     

    EDIT: OH, and you should also be aware that if you are looking back at the guard to see if he is catching up, you are running slower because people usually do if they are running backwards unless they want to trip up :D

  14. I was trying out a trial of ps cs5 today to test out the new content aware feature. Look what i was able to do in like 1 minute.

     

    (check attachment)

     

    Damn, if i can effortlessly remove mountains like this, it must be a pretty potent tool for textures :D

     

    Wooooh more room for snowboarding now :D

    post-3592-127919398939_thumb.jpg

    post-3592-127919401082_thumb.jpg

  15. Lol congrats midnight you got it :D

     

    As for whether you'd be moving in the right direction if you were to circle the enemy, yes, because you would be moving away from the direction of his thrust, and therefore avoiding an attack, so you could still move around.

     

    English is my foist tung two...

     

    But this is confusing:

     

    Drag Left + Click vs Click+Drag Left

    Nope :) no change here

     

    4 4 1 2 "drag" 1 must be clicked.
    Now your confusing me lol.

     

    Try not to think of it technically, just imagine it's exactly the same as the current system, but when you have parry ready, or you've moved the mouse in order to click parry in a certain direction, as long as you are still holding parry, you can move your mouse in an other direction which changes the direction you block.

     

    Essentially without me trying to explain how that could fit neatly into the current system, that's the entirety of the change.

     

  16. So you want and auto-cycling-around-enemy-mode to have that, right? Because changing the parry-direction with moving the mouse would make it impossible to react with the parry, because it would change with every movement. For not having this side-effect it would require an additional key for 'Realtime'-changing/adjusting parry.

     

    No auto cycling, I'm saying that you CAN move around the enemy, and it work works well because while your mouse is moving the view right (so that you can stay centred on the enemy) you are blocking and moving on the right side at the same time, so that not only are you moving away from a blow, you are also block it, which is something that happens in real life.

     

    OR you can hold still while holding the parry button then drag in the direction you want to block AS YOU NORMALLY WOULD except you aren't just restricted to moving it in one direction then letting go, you can move it in a direction, then while still holding parry, move it into another direction, for instance moving it left while pressing parry to block a blow, then being able to move it right without letting go of the parry button.

  17. Ok, I think I see what you're getting at. The issue is that having to choose a direction for blocking means that you lose focus on the guard, which affects how you're able to prepare for you next strike, correct?

     

     

    Well not exactly, I suggested that while the parry button is clicked, if for instance you decided to move the mouse the the left to block left, if you decided to instead block from the top, you could then while still holding parry, change the direction. This would be most handy if you had to prepare yourself to block fast, because you could ready your parry (or if you like take defensive position) and then be ready to block in any direction.

    After this is set in place, you could make the guards attack and block faster a little which would on whole keep the difficulty but make the combat more fast passed and exciting.

     

    My concept art was meant to show you how this could be implemented without having to worry about not being able to keep an eye on your target and be able to move around him.

     

    EDIT: btw, I'm glad to see that people enjoyed my illustration :D

  18. Yep i can pick up bodies :D lol it's one of those things you don't have to think to do under pressure. (most of the time)

     

    I just played the training mission again with auto parry, i ran at the first guy with my stab thrust at the ready and skewered him in the head with ease :D I also fought a very fast battle with the hammer guy and guard which ended up the same way :D And i beat all three of them a couple of times too on expert.

     

    So basically while auto parry may have made it less or a chore, it does water down the combat a little. The idea I suggested would have spared the realism and fun that goes into blocking and there is less chance of fumbling it if you're fast.

     

    Think about it, lemme' draw you a diagram

    (see attached)

     

    As you can see, when you you turn right to block right, you are effectively avoid the enemy blow while you block it, all while keeping your eye direction on the enemy. This also encourages the pllayer to move around the guard which creates a more involved gameplay. When looking up or down it's just a matter of looking up to stab and down to thrust while holding parry. The only flaw in this design is that you couldn't overhead or stab while you move around the target, but if you think about this, it's not exactly vital, and stabbing or overhead attacking someone isn't the best way to hit someone while you are circling them anyway i reckon.

    post-3592-127898849981_thumb.jpg

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