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Posts posted by Melchior

  1. 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:

    1. Blackjack / Club / Heavy-Vase / Hammer / Ether & Rag, ect... {Knockout weapons/tools}
    2. Short-Sword / Dagger / Stiletto, Blow-darts, ect... {Killing weapons/tools}
    3. Water  (arrows) / Extinguisher (manual water pump) / Soot (arrows)... {Light Dousing tools}
    4. Fire; 'Explosive' (arrows) / Concussion (arrow) / Incendiary (arrow)... {Explosive weapon/tools}
    5. Rope (arrows) / Vine (arrows) / Grappling-Hook (hook & chain)... {Vertical movement tools}
    6. 'Ether' Gas (arrows) / 'Tear' Gas (arrows) / 'Mustard' Gas (arrows)... {Mixed use gas/vapour tools}
    7. Moss (arrows) / Paint (arrows)  ...{Sound-impact / light absorbing tools}
    8. 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)


  2. 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...)

  3. 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...

  4. 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.

  5. 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! 👍

  6. Its a mission, I really want to like; but has a great many flaws I can't overlook.

    1. Mega-Giant Architecture; for 3 Meter tall people. (everywhere, not just the giant sized mansion!)
    2. Out-of-Order objective completion (not a flaw; just mabey missing scripting?), before its issued!
    3. 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

      Pagan theme, with magic teleports & barriers, ect... nice for a change.

    • Interesting distractions, implemented imperfectly; but still worth a look...
    • Revisiting old areas...

      But with heaps of new guards, probably because the old ones were napping...hehe.

    In short my rating: Play it if you've played everything else, its OK.

    • Thanks 1
  7. 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 )

  8. 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 ?

  9. 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...)


    • 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;

    1. Ability to READ time (by fob-ing, tool use )
    2. 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.

  10. 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.😁


    Also where the heck is that Secret? just shy of 4K loot...time to take a 2nd crack at it!


    • Like 1
  11. 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...







    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.

  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:


    Combination lock/gate in ?south sloggate / near grimwold? that has a plaque like "Order of the Sanguine Dawn" - sounds like something in there I need to see!



    P.S. Like that touch with the objective - had me wondering right up until the end! Nice.

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