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NeonsStyle last won the day on January 6 2019

NeonsStyle had the most liked content!

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About NeonsStyle

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    YouTube, Level Design, Gaming, anything to do with science.

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  1. So here's a neat trick I would really like to be able to take advantage of in my Venice map. Take a look at the first part of this video by SimCity, then if you want to learn how it's done, check the 2nd link, where the scientist who invented the idea explains how to do it, and links you to his paper on the top to show you how to do it. [forgot how to embed video in here lmao] hint please https://youtu.be/_x88tvkAGuo?t=64 https://80.lv/articles/interior-mapping-rendering-real-rooms-without-geometry/
  2. I did. Took about 15 minutes to go through all the combinations but I finally found it lol. Wasn't that hard since I already had two numbers, just didn't know where they went. I doubt you intended this, but giving us the two numbers from the Inn Keepers writings, was a brilliant bit, as it allowed you to be a thief and crack the safe. Very tedious but rewarding. lol
  3. Gave up looking for the code and like a good thief, I cracked the safe Look forward to your next mission. This was quite inventive. I liked the horror aspects, as it adds a nice touch and definitely a fan of including light switches and havn't AI turn them back on. All in all, first rate mission. Well done and thank you.
  4. AI levels around 85% are pretty good, 90 if he's a pretty sharp person ur mind, 75 if a pagan or bit of dimwit n less if he's drunk. It's a good thing to add as it keeps the player on their toes as to working out whose good and whose crap. Still stuck with that damn code though. I have two of the numbers, but he doesn't mention the order so trying to crack it isn't working lol
  5. I think the idea of the player not able to swim with the gold bar is a good idea, and a better way to do it. Though you'd have to tell the player why he can't swim, otherwise it feels heavy handed. Personally, I think the better way would be to just not fail the mission, or just remove the problem altogether. Up to that point, I was really getting into this mission, and the design of getting out of that sunken boat was so good. I wrote a story once about a guy escaping a sinking ship, and this brought it all back.
  6. Still playing it, but a few thoughts. For a first mission, this is deeply impressive work. Well done. As an artist, I love the painting you did for the loading screen too. Very loose style, and lovely use of colour. First. I love the design, it's really nicely detailed, and well layed out, if a little linear at first play it seems. Love the story, and really like the use and creative use of the Moorish AI. They aren't used enough. A different reflection would be better I think in the wet area, as it's a little unrealistic. However the design of that area is really well done. Once you get past that, into the tunnel, there's a problem getting over the step once you get past that door (green light). You have to mantle over a 8 inch step lol. I'm guessing this is because of the height of the gap. All in all, a first class mission. Really well done with inventive use of assets and mix of modules and custom brushwork (which in my view is the only way to get a unique design). I also loved the refreshing new location, and the dirt streets really helped that a lot, though I think patches for corners could've concealed the harsh corners of the grass verge.
  7. Congratulations on your release. I took a quick look, n it looks very nice. Will play it properly tomorrow.
  8. Look, Geep. I get what your trying to do, but what good is it if people are not finishing the mission? I tried twice, and first time I gave up after I got out of the sunken boat (which was awesome), and the 2nd you killed me before I got out. The point is this is not good level design. Your job as creator is to lead, or guide your player, not grab him by the hand and force him to do it exactly as you imagined and punish him if he doesn't do it. Players will never do it the way you want. So you have to design for that, by implementing flexability. I won't play this again, I gave it two goes, but that's it for me. This is not meant to critique you as just having a go, but hopefully so your next mission will take these things into consideration.
  9. You can't make an objective of getting the jewels from the safe, then have the mission fail because the player does it. #1 Rule in game design, don't fuck with the player.
  10. You may have intended it to be a feature, but it's a game breaker, that makes it a bug. You're a thief, you have the key to the safe, the valuables in the safe. You're going to steal them, n u punish the player for doing what he's there to do. Sorry, but that was as far as I went with that. That 'feature' just pisses the player off. It was really good up to that point.
  11. Now things are getting a little wierd. Just who is the market for this? Cool build though. Abandoned Dolls Houses now for your Inner Demon Child https://www.messynessychic.com/2020/02/27/and-now-abandoned-dollhouses-for-your-inner-demon-child/?fbclid=IwAR1SVr33A_UyZCuZHTq2dZcIDx2msxIqxD93qNv8DXe_8hLYLn9WUbmXvYE
  12. Robbed the safe with the Captains key and objective failed, end game. Nice. I hate it when I have to swim everywhere, it's so slow. Nice detail on the map though, but you need to fix that bug. I don't know what failed, it just sad objective failed, and ended the mission as soon as I looted the dead captains safe. This was after I found the girl, and was told I had to find the jewelery.
  13. Located in the city of Ahmedabad in Gujarat, India, Hutheesing Jain Temple was constructed in 1848 and is dedicated to Lord Dharmanath, the fifteenth Jain Tirthankar. The plan of building a grand temple was initiated by Shet Hathisinh Kesarisinh. Unfortunately, he died before the completion of the temple and hence, his wife had to come forward to complete the formation of Hutheesing Jain Temple. Designed by the architect Premchand Salat, this wonderful masterpiece costed more than a million dollars at that time which was a huge sum in the 19th century. The sheer dedication of the architect and artisans is reflected over the beautiful walls and designs of the temple. It took around 2 years to complete the overall formation.
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