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The Dark One

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Everything posted by The Dark One

  1. Disclaimer: This mission is not set in Canada. William Steele 1: In the North (by grayman) is the first part of the long-running William Steele series, which stars the titular character. Steele, unlike most other Dark Mod protagonists, isn’t a thief by profession, but a guard in the service of a nobleman after he left his home after a fight with his father. Realizing that he’s forgotten the reason they fought in the first place, he decides to head back home, but his employer has an issue: He’s earned the ire of another noble named Harcourt, who’s put out a bounty on him. Steele decides th
  2. Mother Rose is grayman’s Halloween contribution, and a worthy one. Our hero is laying low in another city when he overhears a conversation at the bar. A local doctor had been complaining of his house being haunted, presumably by the ghost of a woman whose child’s coffin was stolen. Said doctor had hired people to exorcise the spirit, which went about as well as you’d expect. Now the doctor himself is missing, and our hero decides to take his chances with the angry ghost for some money, placing himself firmly in horror movie protagonist territory. Mother Rose is a short, but well-construct
  3. And now, we’re going to Grayman. Rest in peace Sir Taffsalot. Sir Taffsalot’s Sword is a tribute mission by Grayman to the titular user. The in-universe Sir Taffsalot is currently off fighting barbarians in the north, unfortunately allowing his ceremonial sword to be stolen. Our hero learns that the sword is now in possession of a noble suspected of scamming his fellow nobles, and sets out to steal it, and some first editions of Sir Taffsalot’s adventures. You start off the mission in a small alcove, and the first thing you see when you exit is the manor you’re targeting with th
  4. A Night to Remember is technically Fieldmedic’s second-to-last mission (said last mission being Not An Ordinary Guest). Technical issues meant that it was taken down, but after some fixes were implemented by Bikerdude it was put back up again, hence why I’m just now getting to it. The mission stars the same protagonist from the later Not an Ordinary Guest, Sir Henry Doyle. Doyle is a nice enough chap who’s drowning in gambling debts that have resulted in his de facto servanthood to a noblewoman who uses him to steal from other nobles. Doyle has attempted to flee to the home of one Cromwel
  5. And now, a quick one. The Arena (by ERH+) opens with an intro describing a land where time flows, now long abandoned by its creators and spiraling out of control with no way to stop it and reduced to a fancy tourist attraction. This is just set up for throwing NPCs in a huge arena and making them kill each other. It’s all quite cathartic, and interesting to see how the NPCs react to others when hostile. Sadly the player usually has to get them riled up first, but the fights are fun to watch, with some you’d expect to slaughter falling first, and the average mook enduring to the end.
  6. Phew. Been a while. A combination of life and computer issues meant that I wasn’t playing much Dark Mod for a bit, much less working on reviews. I’m a little more caught up now, so hopefully I can provide some more content while playing my next block of missions. Thank you all for your support, it really does mean a lot to me to know that people enjoy reading these. ------------------- My reputation as a reviewer is riding on this! A Reputation to Uphold (by Springheel) is a sequel to A Score to Settle. (Although you don't need to play that mission to understand what’s going on
  7. Hey thanks! Good to know that someone likes these things, typo-filled though they are. I never did get around to putting in screenshots though, couldn't find a good site/didn't understand the sites I was pointed at (and I kept forgetting to take screenshots/got dragged out of the mission by them). Sadly, that's not my final time, that's my review time. I timed how long it took me (roughly) to write this review in honor of the mission's speedbuild origins. I guess I could keep track of that in the future, since I play these missions twice for reviewing purposes and it might be interesting to
  8. In honor of the speedbuild origins, I present a speed build review. Go. A Matter of Hours is Springheel’s latest mission, meant to show that you to, can make a mission quickly. The Bowley Boys have got their hands on a valuable crown, making them a prime target for Corbin, our hero. Unfortunately, a raid is planned, meaning he only has a matter of hours to sneak in swipe it. Sadly, this does not mean a time limit. But the mission is hard enough. Springheel’s other missions tend to be more story-based affairs focusing more on unconventional objectives, like tax records or dumping gang leade
  9. Finished this a couple of days ago. Very good, if different from the previous William Steele missions. It hit on the creepy exploration I like in TDM, I could have just run around in this place with no NPCs for a while. The inn and the theater in particular had good atmosphere. Everything felt like it was just lived in, and is now rotting and decaying. Very well done. Plot-wise I do have a minor question:
  10. I have nothing witty to say here. The Gatehouse (by Bikerdude and GoldChocobo), is an atypical mission. For one, it’s technical a conversion of a Doom 3 map. For another, this time you aren’t playing as a thief, but as Matthias, a Builder acolyte who’s reaching the climax of a year-long pilgrimage to track down a sword touched by the Master Builder himself. Obviously it’s not just sitting in some guy’s attic, but deep in an abandoned castle dubbed “The Gatehouse,” forcing our actual hero to track it down. This mission stands out from the norm in a third way: It’s mainly a puzz
  11. Blackmail is such an ugly word. Sir Talbot’s Collateral (by the combo of Baal and Bikerdude) is an excellent little mansion mission that sets our cautious hero against the titular Talbot. On the surface, he’s clean, but he’s trolling about for a professional thief, and a demonstration of our hero’s skills is called for. And hey, if a little bit of “collateral” is found, all the better… This mission is quite well-made, and very non-linear for a mansion mission. Once you get access to the wine cellar (which can happen very early), you essentially have access to most of th
  12. You have a point, it helps that there's less missions in The Dark mod so it's harder for missions to slip under the radar. I mainly brought up Lords and Legacy since I don't see it talked about much at all, as opposed to something like Requiem, which I still see brought up. Unusual missions might slip under as well.
  13. As the title says, what are your personal underrated Dark Mod (and Thief fan missions in general if you want) missions? Missions that are good/great/fun that never got a lot of attention or have otherwise faded away, in essence. Personally, I'll give a nod to Briarwood Cathedral by buck28. Not the best mission, and some of your goals can be obtuse, but it somehow hit this vein of pure *fun* that I can't articulate well. The same with his first mission, Lockton Manor. I'll also give a nod to Lords and Legacy by Kvorning. A fun, complex city/mansion mission that the author dropped on us all
  14. Get it? It’s a money joke. In the Black (by VanishedOne) is a mission that places you in the role of the best of the best, the spymaster’s spymaster. This time, our hero isn’t after riches, but taxes, namely the finances of Lord Jaskin for reasons never explained, other than that Very Nice People want them. Not that that is of any concern, since you’ll be too busy gawking at this guy’s house. This mission is similar to that rich relative you invites you over once a year in theory for a vacation but also so he can show off his the new Picasso he got this year. This house is one of the large
  15. No halls, I promise King of the Mountain (by Spoonman) is a sorta-prequel of sorts to The Ravine. This time, you assume the role of a prisoner in the Bluerock Prison on the brink of everything falling apart. Winter is coming, food is low, and word on the street is that even the Church has given up on supplying the place. Our hero has been tossed in isolation, but managed to swipe the key. Now, he has to escape. This is essentially The Ravine: Mini Edition, but less overtly confusing. You’re still maneuvering through a mazelike area that’s more focused on an overlapping vertically, with ple
  16. While this is a fun mission and I'm greatly enjoying it, I have a bug report.
  17. Full confession: As an easily scared person I prefer reading about horror to actually being horrified. That said: Horror has elements of contrast and build-up. While Victorian horror is certainly, er, horrifying, I suspect that part of it is because we cynical moderns probably don't think that a Victorian anything is scary, resulting in more of an impact when they drop something vicious on us. But that's a personal idea. But the idea of "contrast" is valid, and is the basis behind most "break into this mansion, whoops there are zombies in the basement" missions, the contrast between the resp
  18. The guest that wouldn’t leave, I suppose. Not an Ordinary Guest is Fieldmedics’ most recent mission, and another ambitious but more traditional entry. This time, you don’t have three difficulties, but three playstyles. All three place you in an upper-class inn, but one has you playing as an assassin to take out a cheating husband, one has you just robbing the place like normal, and the third has you assuming the role of a saboteur out to wreck the inn’s reputation (and interestingly the notebook the main character has more or less says that this is a sequel to the now taken-down mission A Ni
  19. I'm back. More Fieldmedic now! Reap As You Sow is a very atypical mission with many good ideas, but few of which live up to their potential. This time, Not-Garratt isn’t a thief, but a private detective hired to look into the disappearance of Carl Powell by the assumed dead Oscar Powell. The Powell farm allows tours of its hedge maze, allowing our hero a chance to slip into the estate and find the answers he seeks… The most obvious difference from other missions is obvious from the title screen: It takes place in broad daylight. This results in the graphics looking a tad artificial, but I
  20. To an extent. I like leaving things closed and hiding bodies carefully, but that might be more because I assumed you were supposed to do that/my own compulsions. I do sometimes roleplay in specific missions, such as in Rightful Property But that doesn't happen terribly often. But I find it interesting when it does, shows that the mission has actually made me care about the people involved.
  21. I've been trying to get back into it. I watched (most of) your videos about making A Matter of Hours, and realized that almost every aspect of mapmaking makes perfect sense while I watch it, and then when I look away none of it does. Might rewatch a few and see if something sticks. They've honestly been useful, thank you.
  22. Stab my back and I’ll stab yours, I suppose. Betrayal (by Fieldmedic) is a very vertical mission, starting with a desperate ascent out of a mountain prison before sending the player up a haunted tower. Sadly, the end result is a bit clunky. Our hero begins locked up in a Builder prison courtesy of a backstab. As he’s resigned to being stuck there, however, a massive earthquake strikes, destroying part of the prison and apparently turning the Builders into haunts, as well as giving out hero a chance to escape. This early part shows the general frustration I have with Fieldmedic’s missions: T
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