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Melchior

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  1. Literally a Train-Job. 10/10 for Concept and Execution, unsurprisingly the map is a little linear, being a set of TRAIN cars after all .
  2. What about one of those bell-shaped Candle Snuffer tools? (seems a good candidate for a little tool-mod)
  3. Hmm, funny I must have missed that in the W.S. collection... Its NOT meant to be a commonly used gameplay mechanic; being its tricky, hard-as-hell to get right; alot like the new Magic Spectacles - not for most missions. As for outright mission time-limits, only as the map-maker decides (e.g. gotta-rob-em' all before dawn). But ... nobody said the clocks run in real time . Which brings up another point: EXTRA mission difficulty settings beyond the 3 ?
  4. I can't recall ever playing any TDM maps with it... (e.g. literal event that Happens at 2:59 AM ... not '5 minute delay') Such as; Guard shift changes Clock-controlled locks / safes Other events (informant meetings, witching hours, high-noon duels, street lights, shops open/close...) Requires: Pocket Watches Church / Town clock with Chimes or Bells Grandfather clocks (working hands / hour chimes) Wall clocks (electric or mechanical) New things to see and do; Ability to READ time (by fob-ing, tool use ) Lootable Pocket watches, Fob-watches, other portable time-pieces [usable as a tool once acquired ] Easy / Hard mode variations... 'Easy': start with a pilfered pocket-watch in your inventory and 10 minutes to spare... 'Hard': start with *BRONG* ... *BRONG* a time deficit?! TIME TO DASH FOR IT! Seems odd - that the ever desirable time-piece isn't even present as simple loot...either.
  5. So Plasma, CRT, DLP and Projection don't exist eh? OK LOL
  6. Played it out recently, not that long after finishing its original (about a month ago). A nice light crispy snack, to start a long Campaign with, I hope? Its perfect for a 1st mission of a campaign in that, not too long, not too hard - but promises; Entertainment later... and has all the touches a Master-Chef would put on an appetizer. I just hope I won't starve until the next course is ready.
  7. I liked the gimmick - in this one, well done!
  8. This level is jibbering, occultist level insanity! I finished it somehow too - only took 200 reloads... One to stay away from for the motion-sickness prone!
  9. Different clothes sets, Outdoor coats / Cloaks & capes; for Outdoorsy use? Also - rough fur coats or thick burlap type garments for the lower classes...(guards / watchmen with thick cloaks?) It rains & snows sometimes right? Its just a few palette swaps on a texture - tweak away Also - on the topic of too much sameness; extra voice sets for civilians? Seems like its 1:1 - for most of them, with few variants elsewhere too. And: Automatic door closers - Everywhere!? shouldn't this be quite uncommon in the setting, only on say kitchen / mansion doors? some half-rotten wood shack in the depths of a forgotten forest, would be fortunate to even have a working door...
  10. @Goldwell A Great mission; reminds me of the T2X TC in a way. (not just the new protagonist, but a very colourful level!)
  11. GUARD BARKS! THIEF!!! YOU, TAFFER! RRAAAGH! ENGUARD! HAVE-AT-YE! DIE!!! , Ect...(need more of these - as they are non-existent for most voice sets) Its also really immersion breaking, when they draw (whatever) weapon SO SLOWLY I had time to blackjack them twice...(not that it works) Even if they just pushed back / kicked-punched, and then drew a sword.
  12. @kingsal Another Masterpiece by a Master. This has some of the most / best use of lighting in ANY TDM mission. It really expands on the setting too, illuminating where / how the ancient-cities fit into the world.
  13. Quite possibly, the Textbook example GOOD City 'Roofs' style mission (with lots of alleyways, hidden passages, and MORE). Even mabey edging out The Painters Wife! (itself a Masterpiece) Nice stylistic touch with the 'blue' haze/glow for open (or accessible) windows... takes the guesswork out of prodding at shutters. Not even finished with it yet... still to figure out what the: ...means. P.S. Like that touch with the objective - had me wondering right up until the end! Nice.
  14. Fantastic mission. Gives me the most 'T2' vibe of any TDM map so far. (and I'm not even 1/3 done it yet)
  15. Often discussed...never seen. The 'elusive' INVENTORS GUILD. Is it really a Guild? Or a Federation? Some Corporation or Conglomerate just named 'The Guild'? Or there Guild chapters everywhere? Is it like a Franchise? or there competing Not-Inventors "Guilds"? Surely they have competitors... What are their members like; what kinds of uniforms do they wear - are their guards specially trained? Things any taffer should know before, any plans are made. My ideas; The Guild 'members' comprise 3 tiers (non-guards): Factory Workers, Clerks, Managers / Administrators, Labourers [Just like regular people, mabey a specific uniform/coverall with guild logo & colors] Journeymen (Apprentice Engineers, Intermediate Crafters, Jr. Draftsmen) & Technicians [Always in Guild issued uniforms/coveralls; they often carry the tools of their trade on heavy belts...never a good idea to bother them while working unless you want a face-to-wrench meeting] Craftmasters, Engineers (not the steam train kind!), Guild Elite (Executive level Admins) [The people who keep the guild on top...by any means available. You'll know when you seem them - special badges & ranking-member rings ~ of gold(!)] The Guild, (mabey) holding a virtual-monopoly on "high"-technology needs to keep out nosy visitors & industrial spies; So it has its OWN Internal Security force, perhaps named; Guild Sentries [Call 'em a bobby, ex-copper, flatfoot, or hired-muscle; these are often former-city watchmen in Guild uniform with GUILD ARMs like the WHISTLE! and clubs!!] The Whistle: One of the most commonly feared of Guild devices; its simplicity and effectiveness are unmatched - when a guard has been alerted they blow on the Whistle device: it emits an EAR-PEAIRCING squeal, heard for many blocks...sending their allies and everyone running, ruining many a taffers day/night/life... Guild Sentinels [ The better ranks of Guild Enforcement; their spiffy uniforms arn't just for show... they have special tools as well] Shock-Rod: Described as a Iron-Rod a arms length with bronze pins sticking out the ends and a thick wooden handle with rubber pomel & hand-guard, when jabbed into a hard-surface; the metal pins at the end deliver a high-voltage shock...with stunning results that have shocked and enlighten-ing'd many a grounded-man... Guild Guardians [ The Elitest of Guild forces; some say they have augmented hearing helms & special eye-wear gadgets; a steam-punk James Bond] Repeating Crossbows: The rapidity of fire from the fastest bowman, combined with the armour penetration of heavy steel bolts...not a good look for a taffer to end up skewered like roast swine Exterminators ['guards' Kinda; especially equipped with rubber gas-masks, suits & fumigator devices and arn't afraid of stinkin' up the joint with noxious gasses meant to eradicate spiders, rats, burricks, taffers, and adventuresome burglars...naturally they are immune to GAS arrows with that gear] Fumigator & Gas-Mask: Think Gas Arrow but at point blank range but delivered with a pump-sprayer, comes with complimentary Gas-Mask (so the user isn't affected by their own fumes...) But that is just the Human inhabitants of the Guild; Their Machines - play a major role too... Electrified Locks: In a word: EVIL. The worst a normal taffer ever expects from a lock is for it to jam or break the pick itself. Not with these diabolical mechanisms - no the average burglar gets a NASTY mabey even _fatal_ electric shock when using standard metal lockpicks on this guild-speciality... mabey Insulated Picks exist? Beam Sensors: Often missed - by unwary everyday thieves; A almost invisible beam of light emits from a projector into a sensor module mounted a few paces away (on walls) - ANY solid object breaking the 'beam' activates this triggered alarm/trap/re-locker/gate, or siren...mabey a carefully positioned mirror could help? Intercom: Yet another special Guild Invention - it seems so innocuous - until your blackjacking campaign has been noticed by the complete lack of guards 'checking-in' a floor, which causes more patrols to be sent by central... Also; an alerted guard can scream into the voice pickup for help - unhelpful! Alarm Stations: sure you think you've seen these before in Upscale Mansions...not like this one! It has an integrated Alarm Klaxon, Alert Zone indicator & BIG RED BUTTON™ now the guards know where you were last seen! Metal Detectors: the Coup-de-grace for an armed thief; any metal swords, broadhead arrows, or lock-picks even could trip this infernal machines sensors - usually connected to something loud and obnoxious! What am I supposed to use Harsh Language?!? Last but not least...the Guild has working Automatons - but not much is known outside their halls; perhaps with good reason, mabey their contraptions have some high maintenance costs or serious flaws, one can hope? A Taffers Tool'd up, toolkit: Soot (Smoke) bomb: just like cleaning out 200 chimmneys at once - not only is everyone with eyes blinded by the soot & a lungfull of instant smog- it even affects some sensitive equipment as well, or how well do camera lenses work after being coated in black crud? A: They don't. Periscope: you'd like to see the Future coming, or mabey just around corners... or over knee high obstacles without giving away your hiding spot. Rubber Boots: Ugly footwear - that both softens steps & offers "Electrical Insulation up to 3KV!" - says a guild label Grappling Hook: Where the rope arrow can't work: over Stone & hard ledges, Pipes, tops of Brick walls - too bad its SOOO noisy when used.
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