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Everything posted by Bienie

  1. Wow, seems like a lot of missions have a broken cart in the starting area. Almost makes me feel dumb for putting one at the start in my next mission Oh well, maybe it can just be a TDM meme.
  2. Hello! I'm getting very close (in the next few days) to being ready to beta test CoS 0: To Catch a Thief. I'm looking for a rowdy crew of taffers who would like to help me in this endeavor! Any and all welcome I'm thinking we can handle this over the beta test forum unless we have specific requests to use discord. /Bienie
  3. That's going to take a while! but it's definitely an enjoyable task So it wasn't TD3: The Heart of Lone Salvation you were thinking of?
  4. Nailed it! That's the one I was thinking of at least. Not sure why it didn't occur to me that's the one, as it's one of my favorite old school missions.
  5. Yeah I don't remember much about the inside either, but I do remember being able to access the cellar from the courtyard. It does sound like we're thinking of the same mission, and I'm sure it's TDM and not Thief. I've looked over the mission list twice now and nothing is coming to mind
  6. If 100% is truly the default I'm afraid a lot of missions have raging out of control ambients, mine included. That's not great, though I've never had anyone complain that the ambient is too loud on any of my missions as far as I can remember. In this case I will instead tone down the ambients that are too loud instead of boosting the low ones, and see what my future beta testers think of the levels I guess.
  7. Anything else that can help jog our memories? Very old mission maybe or anything about the style and setting? Your description sounds familiar to me as well. The one I'm thinking of has a narrow and twisty street that had a broken down cart and a light post near the start. There was a well guarded courtyard of stone in front and a balcony you could rope arrow up to as well as a set of vertical doors leading to the cellar. Sound familiar? Do I know what it's called? Haven't the foggiest...
  8. Totally agreed that Halloween 3 is a super weird and creepy movie, but kind of in a good way. I also remember seeing it far to young. It didn't scare me as bad as IT which I saw alone at night as a 7 year old. Pro-tip for parents; don't let your kids do that. I also agree we should have more Halloween / Horror missions in TDM, it's such a good engine and game for it. I planned on making another one after Langhorne Lodge cause I had so much fun making it, but I never got around to it. Maybe next year!
  9. Speaking of the ambient volume slider, what is the default? Surely it's not 100% as the unaltered ambient tracks are brain-rattlingy overpowering at that setting. If it is that might be something to consider changing, it could be scaring people away from the game who don't realize there is a separate control for that. As for a volume slider in DR, you're right you do need to hear the complete suite of sounds that TDM sends your way during normal play to fully judge a good level for ambient tracks. It could still be a useful tool to balance ambients against eachother though, if for instance you've already balanced one zone in game then you can do the rest in DR.
  10. Thanks all for your inputs. I still don't know if other mappers find this unevenness in the ambient music files annoying, and how they tend to deal with it. I have noticed that some maps have a lot of variation in their ambient music levels, though mostly older ones. To me honestly I would rather just change the volume spawnarg on each info_location as I feel the less I have to fiddle outside of DR the better. Having a volume slider inside the sound chooser menu would be HUGE though, especially if you can hear the difference in the playback as you are moving the slider. I guess it would still be using the not ideal volume spawnarg and as opposed to changing the sound shader file, but still a massive thumbs up from me if that could be implemented.
  11. A question to other mappers, how do you usually deal with uneven ambient music volumes? I have a section of street where the music changes tracks through a tunnel, but the native volume of one of them is so low in comparison that I can barely hear it (city_sleeps01 vs city_streets02_loop). In earlier missions I have played around with the volume spawnarg on the info_location entities, but when reading up on it in the wiki I ran across this: "In general it is best to avoid setting the volume on an individual speaker unless strictly necessary, because it prevents future updates to the volume specified in the sound shader from taking effect in your map. It is preferable to set the volume correctly on the sound shader declaration itself (or request that the Dark Mod team do so, if it is a core asset supplied with the mod)." Is it risky manipulating the volume spawnarg or are we fairly certain we won't be changing the volumes of our ambient tracks in future?
  12. It was mother's bed you got stuck on? if that's the case the bug probably was caused by that somehow. Maybe the leg moved before you picked it up and that messed with a target/trigger.
  13. I'm not so sure about new, I released this for Halloween two years ago but it's getting to be that time of year again, so I'm glad you found it. That's an odd bug, did you manage to get stuck between the bed and the bedside table maybe? I did try to do some experimental lighting throughout the mission so I'm glad you found it pleasing. In fact I had a lot of fun in general making the map as it called for a lot of non-standard solutions and workflow.
  14. Glad you liked it! It is indeed short (and swiftly built), but I like to think I managed to pack a lot of content into a small space
  15. Wow, I'm impressed seeing so many fellow metal heads on the forums! Moonsorrow was mentioned by several members, definitely in my top 10 bands. Though I would probably classify them as black metal (with folk and progressive influences). Shout out to Devin Townsend too, I mostly know him from listening to Strapping Young Lad, but an excellent musician in general. In general I'm an equal fan of death metal and black metal, and mainly Nordic bands, but there is good stuff from all over the world. I'm particularly a fan of the early Swedish death metal scene with bands like Entombed, Dismember, Grave, Grotesque etc, and the later Gothenburg scene of Melodic Death Metal like Dark Tranquillity, In Flames and others (both of which I've hung out with at concerts, Gothenburg is a small town ^^) For Black Metal it's mainly Norwegian and some Swedish and Finnish bands like Darkthrone, Immortal, Gorgoroth, Lord Belial, Bathory, Dissection, Moonsorrow, Impaled Nazarene and many more. But when it comes to mapping in DR I tend to go for something that's a bit more chill and puts me in the zone. I usually listen to some kind of Dungeon Synth or similar, for example:
  16. Thought I'd post some teaser shots for CoS 0: To Catch a Thief. Still WIP of course, but I'm thinking release before the end of the year. It's going to take place just east of where CoS 2 was set, and a few months earlier.
  17. There hasn't been a halloween contest for many years. Sometimes authors will release a halloween themed mission on their own (like this one two years ago), but I don't know if there are any in the works this year. There is a contest announced for Christmas but it's not necessarily Christmas themed...
  18. I don't know about approval, but it would definitely give me a good chuckle! Exciting that there is a new contest out, haven't had one of these in a long time! I like the theme of connecting storylines too. We'll see if I have time to participate, been rather quiet from me lately unfortunately, but I am well on my way creating a prequel to the CoS trilogy. If all goes smoothly with that perhaps I will have time to flesh out an unreleased 3-mini mission campaign I've put on the shelf for this contest, but I would definitely have to put my nose to the proverbial grindstone to make the deadline.
  19. Same here. I've only visited the forums fleetingly of late, but I'm sorry I missed this bit of sad news. Grayman's missions, specifically the early William Steele missions were so amazing to me when I first played them, that it inspired me to try my hand at mapping. Without that experience my own catalogue of missions might never have existed either, and I'm sure I'm not the only one. Additionally, I echo the sentiment that he was always a kind and helpful fellow, truly a great asset to the Dark Mod community. R.I.P. Grayman, you absolute legend!
  20. Congrats on the release! Will be playing this one soon!
  21. @ddaazzaa seems several people have left if you're making an update to this mission consider adding the spawnarg "notPushable" "1" to the key to keep this from happening.
  22. It was actually more of a general thing in the Inn and bottom of the apartment house, which could have been a conscious choice. I'll show you a few pics of what I mean.
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