

Melchior
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Everything posted by Melchior
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Annother thing; A.I. Predictability - why not have an occasional Coward Guard, or Mad-Maid? A Berzerk Butler, attacking with whatever throwables are handy - or impromptu weapons like pots/pans/plates, an angered workman employing his tools against a most unwelcome burglar. Can NPC's carry items even?
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If its meant for TDM-stock inclusion; perhaps a more 'antique' digital display technology. you need to down-grade it a little. What about EDGE-LIT Digital displays? Just etched glass, small incandescent lamps and excessive craftmanship... See: https://industrialalchemy.org/articleview.php?item=1080 https://industrialalchemy.org/tubepage.php?item=10 https://hackaday.com/2017/03/23/before-there-were-nixie-tubes-there-were-edge-lit-displays/
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Arrow / Weapon BIND STACKING: AKA old Quake mod style re-use of Impulse 1,2,3,4,5....plus tool-variations But; built around General Type/Intended Use: Blackjack / Club / Heavy-Vase / Hammer / Ether & Rag, ect... {Knockout weapons/tools} Short-Sword / Dagger / Stiletto, Blow-darts, ect... {Killing weapons/tools} Water (arrows) / Extinguisher (manual water pump) / Soot (arrows)... {Light Dousing tools} Fire; 'Explosive' (arrows) / Concussion (arrow) / Incendiary (arrow)... {Explosive weapon/tools} Rope (arrows) / Vine (arrows) / Grappling-Hook (hook & chain)... {Vertical movement tools} 'Ether' Gas (arrows) / 'Tear' Gas (arrows) / 'Mustard' Gas (arrows)... {Mixed use gas/vapour tools} Moss (arrows) / Paint (arrows) ...{Sound-impact / light absorbing tools} Glue (arrows) / Flash (arrows) / Noisemaker (arrows) / Fire-crackers... {Distracting / disabling tools} Noting the following are new; Heavy-Vase: used double-handed; a loud single use blackjack that leaves a mess... Dagger, Stilleto: Short range, Can't block - the latter CAN penetrate armour if attacking a weak-point... Blow-Darts: Specialized tool of assassins - useful dealing with multiple guards...or special people (its deadly). Ether-vial & Rag: Used from behind its very effective at disabling. It will evaporate in moments, limited uses. Extinguisher: Ever wanted to just spray some water on a torch? This, does that. That's it. Only close up. Paint Arrows: Permanently covers electric light sources & blinds optical sensors [which WILL trigger them!]. Glue Arrows: So, you need to stop charging guards?; Loosing one of these creates a puddle of Ultra-Adhesive capable of binding anything together for a little while. Works against Bi-pedal AND Quadrupedal foes! I think TDM; needs more puzzle-ish odd tools and places to use 'em! (and not having more re-bind things for every darn map)
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Why are there no more new fan missions in the missions section ?
Melchior replied to ^^artin's topic in Fan Missions
I think the initial cost for mission setup/learning LEANS towards medium or large missions being released, than many smaller ones (of any quality level). Seems this is a mission drought - probably because some big-masterworks arn't quite finished yet, and nobody made any mini-missions (this YEAR?!) -
No Blackjack? No Problem; 'The Crate' works almost as well - so long as the taffer can hide in a shadow... Yeah; I'd like to see more HARDCORE difficult missions forcing experts to use equipment (sparingly) than having a heap of 30 water-arrows at the end. (as you can't just sell unused equipment off to count towards a loot goal...)
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I think so - some missions have NPC's detect 'missing' items...and react accordingly.
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A Flash ARROW would be an inventive (and weird) way to do 'unseen' or semi-ghosting... after all the affected guards can't see ANYTHING for a moment once its used on them. (it should affect 'optical' sensors, but what about pure-motion sensors like the new sentry-cameras?) I don't often use Flashers in TDM; they seem a little too useless...
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Any chance of more Beasts, Creatures and Monsters ('common' or mythos) ? E.g. The Common 'Burrick' AKA "Belcher", seems like every 3rd tavern is named after one...Really, yet I've never seen a live (or dead) one in TDM. Let alone the old TDP 'mythos' creatures like the Bugbeast, Treant, ect... Yes the Elementals show up rarely and Ratmen in _1_ whole mission.
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I look forward to adding these to my "collection"... exotic coinage from around the globe, for the places that aren't easy to visit. P.S. SEQUEL TO "IRIS"? , I want to hear more about that!
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Fan Mission: Deceptive Shadows by Shadowhide (16/Sep/12)
Melchior replied to demagogue's topic in Fan Missions
My Review; I gotta admit, that first room has pretty janky polygon work (and the lighting!). Didn't expect much from this map - but I played on... It got better, so the saying goes. Alot better, in fact - even to the point I'd call this one a true Hidden Gem. With most excellent, expected and UN-expected twists & turns. It does help to keep your eyes peeled for the vast assortment of hidden switches, levers, buttons and other over-used mechanisms the Builders seem fond of...(Some of these are needed to fullfill mission objectives!) Good SFX as well, I think there was even some custom voice over work; always a nice touch to give each mission some personality. Stop reading this Review, and download it now! -
Its a mission, I really want to like; but has a great many flaws I can't overlook. Mega-Giant Architecture; for 3 Meter tall people. (everywhere, not just the giant sized mansion!) Out-of-Order objective completion (not a flaw; just mabey missing scripting?), before its issued! A little TOO much back-tracking (all those objectives, and optional ones) There are good parts to it; its still certainly playable - and has unique pagan theme that IIRC hasn't been done anywhere else. I can't really fault having piles of readables - just any time a illegible handwriting font is used! (especially for objective related stuff!) Perhaps it could have been re-worked into 2 or 3 smaller maps, once a section is 'complete'? Good ideas, I haven't seen done elsewhere: 3D map with paths (mabey use a grayscale filter on it next time? for a more hand-painted look...YMMV) The whole Interesting distractions, implemented imperfectly; but still worth a look... Revisiting old areas... In short my rating: Play it if you've played everything else, its OK.
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For a Guard shift change; it just makes it harder or forces alternate-path / technique use... For a Time-Lock Bank Vault; its kinda baked in....or mabey have the tardy taffer "wait" a day (resetting / undoing all their 'work' ? but not a insta-mission-fail )
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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 .
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Should small static oil lamps be extinguishable up close?
Melchior replied to wesp5's topic in The Dark Mod
What about one of those bell-shaped Candle Snuffer tools? (seems a good candidate for a little tool-mod) -
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 ?
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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.
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So Plasma, CRT, DLP and Projection don't exist eh? OK LOL
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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.
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Fan Mission: Now and Then by joebarnin (2020/09/08)
Melchior replied to joebarnin's topic in Fan Missions
I liked the gimmick - in this one, well done! -
Vertigo Contest Entry - Swing - by Komag (2010/08/25)
Melchior replied to Komag's topic in Fan Missions
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! -
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...
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Fan Mission: Noble Affairs by Goldwell 2022/02/22 [TDM 2.10 Required]
Melchior replied to Goldwell's topic in Fan Missions
@Goldwell A Great mission; reminds me of the T2X TC in a way. (not just the new protagonist, but a very colourful level!) -
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.
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@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.