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Silverflame3

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Posts posted by Silverflame3

  1. Sorry to bring this up so long after all the release, but since this series will probably end up cancelled, there are some things I'd like to know, if @Goldwell would be willing to share.

    Spoiler

    I'm still bummed this series got cancelled, it was one of my favorite maps, especially the creepy village in the mountains. It reminds me of Rodamill, but this place is somehow even more terrifying. You get the feeling of desperation these people were living through once they got stuck and isolated from the rest of the world, as the reaper picked them off one by one like sheep in the dead of night.

    I suspect there was a larger theme at play we never got to see unfold, but I'm wandering what did Corbin do to attract the attention of the red reaper? Who or what is the red reaper, and who the hell is the dead guy that awaits you in the library behind the portal in the sewers? I suppose Corbin was chosen for his special skills, just like Garrett was chosen by Constantine, but what exactly did he do to get the attention of these supernatural entities? What's the deal with those entities, and why are they fighting against each other for the ownership of the jewels? Speaking of the jewels, what exactly are they?

    And finally, the question that bugs me the most, is the dead guy talking to you on the ledge above the city really a good guy who seeks the jewels for some noble end (maybe something to help end his undead state), or is he a villain who dupes you into working for his nefarious ends since Corbin is pressed into a corner and left with no choice?

    I know I'm asking for a lot, but any bit of info you would like to divulge would be greatly appreciated!

     

  2. 8 minutes ago, Daft Mugi said:
      Reveal hidden contents

    Hint:

      Reveal hidden contents

    Top floor of the manor. The floor at the top of the spiral staircase is not the top floor. There are two ways to get to the top floor: 1) a somewhat hidden way inside the manor and 2) the other is from the void.

    Big Hint:

      Reveal hidden contents

    Top floor of the manor in one of the bed posts.

    Video Spoiler:

      Reveal hidden contents

     

    Oh, thank you so much, I've been trying to find the damned thing for three nights now! My pc has a bit of a darker screen, so sometimes I am unable to spot such details.

  3. 5 hours ago, Amadeus said:
      Reveal hidden contents

    Hey Silverflame! so, it is not the precursor tablet you need to escape the world it is the astralux. The precursor tablets are just readables meant to explain the world around you. And as far as spoiler tags, check the "eye" icon on the toolbar above the message box.

     

    Thank you for the reply Amadeus. Unfortunately, I am still unable to post spoilers from mobile browser, but I can at least post normally from pc. Must be some limitation in the way the mobile browser is presenting the page.

    Spoiler

    I am still having trouble finding the astralux. I suppose it's on one of the ghosts, based on the second journal entry? I haven't been able to find out which one it is yet, but I suppose just pickpocketing the right one is enough?

     

  4. Playing this map gave me an interesting thought about mission objectives. The player character is a pretty woman, wearing obvious makeup in the map promo image. At one point in the mission she makes a statement about how good the nobles have it in this town, indicating her jealousy. Most of the time the loot objectives are either some ancient artifact, an object of great magical/social power, or valuables like gold. Wouldn't it be cool to add an objective where she has to steal some everyday makeup from the noblewomen just to keep up her appearances and a lifestyle which she normally could not afford (like Garrett steals mostly to pay the rent)?

    • Like 1
  5. What an experience! The realism of the situation was probably one of the creepiest things I've seen in the dark mod, and not a single supernatural element was involved.

    It's unbelievable to what a degree each character in the mission had a distinct, well-thought out personality.

    Spoiler

    Especially captain Williams and lieutenant Hales. For the most part, I was afraid you'd have to go against the captain if he ever saw you in the mission, and since he is a heavily armored combat figure, well, you don't really want to confront him. But to my surprise, I really liked the way he turned out to be a genuine knight in shining armor, and not someone to be messed with at the same time.

     

    Can't wait to see the next mission in this series, looking forward to the rest of the story.

    • Like 1
  6. @Zayrian it just occured to me that the mission "The ravine" by spoonman is exactly the thing you are looking for, if I understood your post. There are some other suggestions in my earlier post under spoilers, but I mention it here because I've edited the list a bit in the meantime to include some more missions.

  7. Well, there are some literal down the hole into the unknown missions, like

    Spoiler

    Full moon fever (with a twist later), Penny dreadful 1: Grail of regrets, Requiem, Volta 2: the Cauldron

    And there are some missions with interesing, trippy premises, like

    Spoiler

    Accountant 2: New in town, Down by the riverside, A house of locked secrets (which also goes underground later), Snowed inn, The ravine (this one is very much like the sword from original thief), and among other secrets, there is one location in the painter's wife that is 100% this.

     

  8. On 7/11/2020 at 6:20 PM, Dragofer said:

    @lowenz Thanks very much! But I'd suggest holding off a couple days because I've just posted version 2 in the beta forums, with a focus on improving the ship's playability and more content for the ruined house.

    Congratulations on the new version released, 2.0 looks mighty impressive so far!

     

    Not to mention the new content in the haunted house. What the actual f happened there, story-wise? I remember last time it was just an interesting mystery, now it was a full fledged heart pumping horror chase to save my skin! I mean, a lot of dark mod missions implement a one-of zombie or ghost somewhere on the map as part of rewarding your exploration with spooks, but this one definitely stood out and thoroughly creeped me out, not to mention the windows keep glowing blue once you leave the building. As for the undead, I guess the one that comes after you in the basement is the thief you found upstairs, and I suppose the old man with a bloody head and eyes missing is the old caretaker, but who is the skeleton upstairs? Is it just coincidence, or do they look worse and worse the more you progress towards the exit through the window on the third floor? And what's the deal with the magical daggers flung at you, and the skeleton in the basement?

    Looking forward to the rest of the map! :)

  9. 3 hours ago, joebarnin said:
      Reveal hidden contents

     

    I guess, from the thief's point of view, it's one thing to steal some loot from the shopkeeper. But, reading the journal, you realize that the guy is on the brink of getting put out of business. Whether you steal a few coin or not, he's toast. But, if you get the jade statue, you can save his business (independently of whether you steal the coin). So you decide to be a nice guy (relatively).

    Now, if you argue, "you're a thief, why should you care if someone goes out of business?", I can see that. Maybe something touched your conscience with this guy, I don't know. 

     

     

    That a person is a thief does not have to be a choice he likes, and it does not have to make him a cruel person. There had been good people in the past feeling forced down a path they previously thought was horrifying to them. There was a very good italian magazine, Colors it think it was called, that dealt with often times taboo themes. One such issue was about home, what it means to different people, from the richest to the poorest, and there was one very good part dedicated as an anonymous collection of life stories of house robbers. You'd be surprised how real life thieves feel about breaking in and taking stuff, what they will take, the markings they might leave on a home (how well a home complex is guarded, what to expect inside, what kind of loot the owners have, etc.). There was even a section about how they will communicate to others to leave the place well alone, especially if they break in and find out that the people are really poor, or god forbid have demented or retarded children. In our world, people walking the shadowy margin of life have a very strict code of conduct, on to which I presume they hold tight because they fear they might lose too much if they abandond that shred of humanity.

    • Like 1
  10. Hey Joebarnin, terrific little mission (which didn't turn out to be so little after all, took me a good two hours to finish, barely 2,500 loot found).

    I find it very interesting how you managed to evoke sadness and creepyness at the same time, without using undead or obvious "scares".

    Regarding the time travel, the atmosphere in the house where you go back in time, I couldn't shake the H.G. Wells "Time machine" feeling. It's amazing how the house managed to evoke that creepy what-the-hell-happened-here feeling the first time around, and then just sadness and understanding when you return. There are so many ruined houses in both dark mod and real life that you just keep wondering what happened here, but for this one, you just get to find out enough to open even more questions. I couldn't help but wonder did this theft eventually cause the user to go broke and the house to become abandoned. Also, the two skeletons dumped in the cellar that were gone when you returned, if I understood correctly, they were the two thieves who robbed the house, right? What happened to them? Who killed them the first time around?

     

    • Thanks 1
  11. On 7/6/2020 at 1:28 AM, nbohr1more said:

    I cannot reproduce this. Please post a screenshot.

    Did you try deleting your Darkmod.cfg and setting your preferred settings again?

    Hey, sorry for the long wait, I tried to delete the Darmod.cfg completely and let the game create a new one upon starting, and the issue persisted. I captured a few screenshots I will attach under the spoiler. they are all captured inside the arsenal building, two up at the kitchen, the other two in the basement, near the grate with the arrow next to it.

    It might not be obvious on all pictures, but I've tried to capture the reflection of the moon in the skybox inside a building that had a very clear defined roof above the surface with the reflection.

  12. Hey, I'd like to report a possible bug. Might be related to the mission itself, might be releated to the 2.08 update, not sure yet, but I didn't notice it before.

    All the water "pool" surfaces reflect the sky box as it is, even for water reflections that are inside a building. Maybe some sort of collision detection is missing or glitched?

    So far, I've noticed this issue in the arsenal building, while the swimmable water in the canal, probably a different object, does not show this property.

  13. I kinda like the rising stealth score. It reminds of the way linux/unix functions work: If it works properly, a return code given is 0, meaning no faults happened, everything went fine.

    Any score higher than that is indicative of the number of failures that happened. This stealth score is, in my opinion, a very good way to show how many "goof-ups" you made during the mission, how severe they were, and I see it as a sort of an inverse scoring board of how "bad" your performance was, like those used in sports competitions.

  14. Wonderful mission guys, I loved this one a lot. The map struck me as one with a very strong sort of remote city, stuck deep in pagan territory and an with ominous ambience throughout the city. I'd expect such ambience from a horror mission, especially around the woods and inside the sewers. Nice touch, not all horror needs to come from the undead.

    Spoiler

    Regarding the spiders, I found that bit to be very interesting. What are they, some sort of frost elemental, or some magical beast or something? Also, as others have noted, It would be a nice touch if reading the note in the forest hut would add an optional quest, and some hints maybe about the nature of the spiders. The first time I was playing, I was clubbed to death, trying to kill them with a sword and broadhead arrows in vain. Maybe an additional note on the corpse in the seweres that said more about them, or at least implied their link to the freezing issue?

    Also, is this a random, stand alone story regarding Bellero, or is this somehow chronologically related to the Bellero from the Volta series, perhaps before or after he gets the stone?

    And why did his bag contain the lost stuff? I highly doubt he stole it, but did Corbin somehow find what he needed inside, sort of like a bag of wishing? Is it somehow related to the Volta stone and its powers?

    EDIT: Also, the wiki page does not list spiders under problematic content, that should be updated.

     

    • Like 1
  15. Hey guys, somebody correct me if I'm wrong, but there was some mention of sudden fps drops throughout the mission, and I noticed that I was experiencing severe fps drops around some specific models used in the map. Specifically, while looking at the wooden doors and windows models, such as the doors right at the start of the mission where you pick up the map and the windows used around the lighthouse. Are those Sprignheel's custom models that were at some point criticized for using too much CPU while being drawn in line of sight?

     

    Don't get me wrong, it was a fun little mission, one I enjoyed a lot. Cool atmosphere, a chilling villain with his creepy hidden base, and a dozen little connected stories of personal misery that tie in quite well with each other (like all the fuss with the docked ship and how it affected the whole neighborhood).

     

    The design of the docks made no sense to me at first, but then it got me wondering. The way the docks are made makes no sense for a lighthouse to be placed where it is, but then again, it could be that he lighthouse was older than the current design of the docks, and at some point as the docks were built around in a different fashion, it was no longer needed and got replaced with a new one on a different position, one we cannot see but can presume is there since there is an opening through which ships can still come in and leave. That would explain to me at least why the top floor room of the lighthouse was all bricked up.

     

    Grayman, am I just musing too much at 1 in the morning or is there some specific reason why is it made that way (other than saving processor time it would take to load a fully developed model of a coast instead of a blank white wall)?

  16. Hey kingsal, a pleasure to play one of your maps, as always. :smile:

     

    I must admit I thoroughly enjoyed this one, and certainly didn't expect the Volta series to turn in this direction.

     

    As for the rest of my post, I'm afraid It'll have to go under spoilers, since I have a lot on my mind that might warrant such a tag.

     

     

    I adored the lost city theme. After spending a good whole afternoon mapping every possible inch of the place to get an almost intimate feeling for it, it took me a while to remember that the mission started in a sleepy city street during a festival, that there was life not far above, and just how thin the veil was between an unsuspecting population above and ancient horrors lurking below. I did feel a bit let down after realising there won't also be a bonehoard section in it (the intro mentions undead down there, and there were crypts marked on the map, but as this mission has shown us, what people spread around as gossip in Bridgeport does not always have to be true, or even remotely accurate).

    The ringing sound when you enter the Cauldron, the architecture, the pagan beasts (yaay!!!), the glowing mushrooms, and oh god those blood trees, everything is just plain delicious. What really made me experience profound, chilling dread while playing this mission and made me think more about the setting as a real place with a history instead of just a setting for the mission at hand were those piles of bones ground into dust all over the place. At first I did not notice them for what they were, but once I realised what they were, and remembered that only those piles made that specific crunching sound underfoot, I was like HOLY F*ING SH*T. They were everywhere; this place is literally a tomb of this entire civilization. There were some truly sick details in this mission that take a special kind of mindset to enjoy, and that is a truly great thing, and for some reason those piles of bones occupied my mind the most. Just how old was this place? How long have those bones been gathering there? What happened to this place? After that realization, I couldn't help but wonder just what kind of horrible fate befell the now silent city and its people. We are left only with a few notes from the builders and their holier-than-thou conjectures contained within, but the truth? We will probably never know. That was the part that intrigued me the most.

    At this point there are a few ancient civilizations buried underneath Bridgeport that existed for a while before being brutally ended, and they were no less brutal and horrible before their demise (the crypts in Penny dreadful, the underground city in Requiem, and now this place). Speaking of Requiem, are these ruins somehow related to that civilization? I know they belong in completely different stories, but playing this mission, I got the same horrible feeling of wrongness as I had while playing Requiem, and makers of Dark mod FMs have been known to address the work of other authors before. And what is the story behind these beastmen? Are they lycantrope or something? Were they the things the ancient civilization had dealing with, as the builder explained in his burned notes, or were they a result of breeding between the humans of old and some other mostrosity lost to time? Or are they perhaps the demons from beyond the veil mentioned in the first mission? The blood tree grove beyond the portal could be a different plane of existence in my mind, just like the Maw was a seperate realm from the world of Thief. All in all, the mission left me with more questions open than closed, and while I'm not sure most of them will be ever adressed (after all, we'll probably never get to know why most ancient civilizations did what they did in real life), I at least hope some will. Will the beast men return to annoy our friendly thief once more, or were they just a remnant of some long forgotten world, a one shot idea at best?

     

    Oh, and some technical nitpicks. The shrine near the blood tree in the lower crypts demands the remains of the strangled priest, but the bones are labeled "poisoned priest's remains". Or something like that. And this mission was very dark. So dark I had trouble seeing details in complete darkness. When you light your lantern, it seemed to me that the general brightness would go up, even outside the area illuminated by the lantern, but exactly the opposite happens in real life: Your eyes adjust better in the dark and see a bit better, not worse. Also, when you knock the beasts out and pick them up, it should read unconscious. Unconscience is a state without a conscience, what happens here is a lack of consciousness.

     

    Anyways, keep up the good work, you've really kicked off with this one. I will await your next work with great anticipation. :smile:

     

    • Like 4
  17. Hi Goldwell, congrats on a terrific mission! I just wanted to get some sleep before work, check up the status on the forums to see what's happening, and before you know it, I'm playing this until 3 am (I had to finish it NOW, sleep be damned). B)

     

     

    Like the overall Dark mod theme, with the claustrophobic streets and high towers. What actually amazed me is the performace on this one. I have a laptop with relatively weak individual cores which tends to create problems for me when playing the TDM. Throughout this mission, the only place where I noticed considerable framerate drop was while rendering the cone of frost in the cold storage, which I blame on the particle effect and not the map, of course.

     

    The rain effects are splendid, especially the sounds in the greenhouse and the small ripples on the waters all along the street floors. All in all, an instant classic. :)

     

    By the way, is the lord a cannibal, or is the cook secretly feeding him human parts without his knowledge? He did complain about the staff and their services being not to his liking, so I guess they could be hiding something from him as well? Am I overthinking this one? I didn't find anything about his preferences in the mission other than the fact that he likes "hunting" mentioned in his study, which could be a subtle indication of his tastes, but nowhere else are his preferences implied (this reminds me of the town I used to grow up in, with the hunting lodge once being in the middle of the forest, but over time with the settlement growing out far enough to encase the lodge completely within the settlement; seeing details like this cold storage sends a shiver down my spine when I consider the implication of us joking on so many occasions about the hunters having to shoot people now living around them since they have nothing more left to hunt).

    Also regarding the readables, I've noticed a guy in the working class sleep bunks have a diary that seemed to be readable, but is in fact not. Is it just a clever skin over the book that almost seems like it has letters that can be read, or is it a bug that prevents the book from being targeted?

     

    Also, couldn't help but laugh as I cut the inventor's guild rope and the rope was severed but he was left floating in the middle of the room. In his defense, the windows around his room are gorgeous, so it was still a pretty, if a tad macabre, sight.

     

    • Like 1
  18. I just noticed something that might be an issue with 2.05 version (as I didn't notice it while playing before).

     

    At the start of the first mission, it seems that the blue fog effect meant to be present inside the water pupming station stretches out into the sky and creates a solid block of blue instead of just being visible inside the station. Did anyone else notice this problem?

     

    Z8SLtzN.jpg

  19. Hey Kingsal, you've made a terrific mission, one of the very best, and certainly right up there with the thief feel (although to me it seems to be more Metal age feel than Dark project, but that is all right in my book). :)

     

    I am anxiously awaiting the new version (who doesn't?), and certainly look forward to the next one, and there are a few things I would like to ask before that.

    Would it be too much to ask for a list of bug fixes for the new version? I know it's not standard practice, but I've seen some mappers edit the initial post with the changelog for each new release (Dragofer, to be precise, but there might be others). It ticks my OCD knowing there is a new release but not knowing what has been fixed.

     

    Also, one thing that keeps bugging me: What is that model/object used for room labels? Is it some form of a miniature map, and why that one? At first I though it was a map of the house itself and pointing out where you where (and I thought, he didn't go THAT far, now did he?), but on a closer inspection, I was a bit disappointed to see it was just a generic map texture.

     

    Other than that, this mission is pure gold. Keep up the good work!

     

    EDIT: One more question. What is that room seen in the last picture in the initial post? I've finished the first version of the map but I don't seem to recall where that might be, so if it's something that was added later on, that could be the reason why I've missed it.

    • Like 1
  20. Absolutely stunning mission Dragofer, congrats on the masterpiece. I can't wait to see the next part!

     

    Love the atmosphere and the subtle background sounds. So far no other mission had such perfect ambience. Even though the dark mod has a much larger collection of ambient sounds in comparisson to any Thief game, most of them are used around different maps all the time to the point that they become somewhat repetitive, but with the ambience presented here I actually feel like I'm playing an entirely different game, and the sounds here serve to immerse more than distract from the experience.

     

    One thing bothers me, though. I've finished the mission a few times while it was still in version 1.0 (I'm a sucker for Lovecraft, and the vibe felt somehow familiar even before I read your initial post and the connection with the Terrible old man), and after version 1.1 came, I had to download it right away to play through the improved version, but I noticed I can't pick up objects that can be interacted with. More precisely, I'm having trouble with picking up bodies and interactable objects, like candles and dishes, while everything works fine for readables, doors, loot and inventory items. I thought it must've been something with the settings in my version of the dark mod, but after loading some other missions I see the issue is specific to this mission. I've also noticed the guards that could sit down and stand up tread against the chair indefinitely instead of sitting down.

     

    Did anyone else see this issue?

     

    Sorry if I posted in the wrong section, I'm pretty new to the forum and this is my second post so far.

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