Jump to content
The Dark Mod Forums

NeonsStyle

Member
  • Posts

    1784
  • Joined

  • Last visited

  • Days Won

    29

Everything posted by NeonsStyle

  1. Awesome mission. I love the feel of it, you really feel like you're in a rabbit warren of a city. The mix of verticality and multiple ways of entry to places really help with the feel. I have a few problems though. Again, you nailed this mission. So far I've spent about 4 hours in it.
  2. Awesome module set. Thank you so much Peter. You've captured the feel perfectly. As someone who went to Catholic private school, the look of this matches that background beautifully. It's almost nostalgic. lol
  3. Congratulations on your release Will get into this later tonight.
  4. Great topic. I really like the idea of being more realistic with the use of resources. Discussions like this can only improve the game, and that's a good thing.
  5. Better still, here's a link to my trailer for Briarwood Manor. Feel free to take any screen shots n post them. https://www.youtube.com/watch?v=BZnSuLVatYM
  6. Since the compass doesn't work, is there some other way to determine which way is South East? The 0 floor map doesn't really help, as there's no way to work out where I am on it. It all looks the same.
  7. I've seen this too. Its like the surface of the water (from the underwater) is replaced with a fixed texture freezeframe.
  8. I set the control for it. It's in the inventory [capslock], but clicking on it, or hitting the compass key (V in my case) does nothing in latest version. Is there a problem with it?
  9. Congratulations. It's fun to play in a semi open world. though I think it would've been improved if the player run speed was faster for this mission as you spend most of the time running. Still I loved the feel of the place. Very tough to pull off a mission like this and you did a damn fine job of it.
  10. So just finished this. Love the aesthetic and design of the bank. It's always so refreshing to see a new style of interior in the game. I was a little disappointed with the story as it didn't seem to have the depth of the previous WS missions. The gameplay was great fun. I'm not much of a ghoster, I'm more run around n get into fights with the guard type of thief, and this provided lots of fun and many escape routes. Really liked the Definitely one I'll replay, might even try ghosting it. Thanks so much grayman. Loved this
  11. woohooo going to like this. One of my favourite levels are the William Steele series. Can't wait to see what happens next. Congrats on the release grayman and thank you
  12. Jack your pics look great. However you might want to think about adding skirting boards and cornices. Where two planes meet, is always a great opportunity for detail. Your level is looking good.
  13. I actually loved the lighting for this scene. The addition of the skylight was just a perfect choice. I would've like more broad arrows, and so many guards carried torches, I eventually ran out of an ability to knock them out of their hands. This was really important in the records area; but by then I'd used them all. I found it impossible to ghost that area. The problem was getting into the second part of it. Still; I loved this mission. Really well designed.
  14. Playing this now. Awesome misson. I love the design and all the little vocal details and effects that just add so much to it. Not really a fan of magic, but here it really does work well. Story is just great, really getting into it. The design is just gorgeous. So much variety of gameplay from rooftops to ledges to ground level. Definitely one of my favourite missions. I've completed all of it, just can't seem to find the final 200 loot for the master level, Will find it somewhere lol. Thanks heaps. A lot of replay value in this level. Neon
  15. Congratulations. WOOHOO I've been looking forward to this. Will get into it later tonight Absolutely love the briefing style. Just gorgeous. Thank you Goldwell.
  16. Am I missing something about this thread as every one of Abandons posts is empty!
  17. I like that idea better Dragofer as the slides could be just textures in the box. After all it's just model. It'd be a lot easier to make.
  18. Problem: Getting into Godfreys bedroom Some problems I found: At the back canal, near the back of the boat, if you jump in the water and stay just under it but near the surface, a wierd texture is overlayed on the screen blocking everything. When you enter the back door near the canal, the FPS was fine outside, but immediately after closing the door it dropped from 60/130 fps down to 20 fps. Especially in the gambling den. Seems some visportals is probably not working well inside. All in all, a really enjoyable mission. Really liked the look of the place, and it's design. The gameplay was really good aside from what I already mentioned. Fun mission, thanks.
  19. Nice mission. Bit stuck in Godfreys office. Is there a secret here? Some of the text suggests there's more to it than meets the eye. Is there a way to get into Godfreys room?
  20. The clever bit is working out a way for the player to interact with the microscope to enable the camera. However viewing a slide would be pretty straight forward as you suggest. The only other thing you're going to need to go with this is a Slide chest to hold slides. In period times, these were wooden chests ie
  21. It is a deeply rewarding experience making a mission. If I could give some advice. Pick a small level for your first one. Limit yourself, as most people get a great idea, and plan all this stuff, but burn out because it's too much. It's better to make your first map smaller, and limit yourself, then detail the bejesus out of it. When you think you've detailed it enough, show it to someone more experienced before you let it out to beta, and ask them to critique your detail. It's great fun, and deeply satisfying. Good Luck Soth did a great video series on building The Bakers Job and Springheel also did a great series.
  22. Cool info. Pleased to have contributed 1 map in 2018.
  23. Wow that's so cool. I'd love some of those abilities, especially the way the pillars were made. So quick.
  24. So it's the same as changing the colour of a texture? I did this with the buildings. Judith, I have no idea how to do that. I would love for it to be high quality as it's a sculpture that would fit in well in a Venice glass shop, but the glass textures we have look pretty crap on it to be honest. What I'd like is that green plate glass look. (the green on the edge of plate glass). I'll try messing with the _coloured_ and see if I can get something acceptable. I used that blue glass, but oddly it glows blue. lol
  25. Two questions: 1. Is it possible to change the colour of a glass texture? I want a very specific colour for a glass sculpture in a shop window in a glassware shop in my Venice map. You can't do Venice without a Glassware shop. lol 2. Is it possible to change the colour of a water entity? Venice has very green murky water, and we have the green_thick_murk texture, but you can see the bottom clearly. Bikerdude solved the clarity problem both above and below the water, but the colour is very grey blue and it really needs to be grey green. Is it possible?
×
×
  • Create New...