

Melchior
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Posts
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Posts posted by Melchior
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This current lack of maps has me strongly considering asking about beta-testing...
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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?!)
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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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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!
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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)
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The whole
Spoiler
Pagan theme, with magic teleports & barriers, ect... nice for a change.
- Interesting distractions, implemented imperfectly; but still worth a look...
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Revisiting old areas...
Spoiler
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.
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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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What about one of those bell-shaped Candle Snuffer tools?
(seems a good candidate for a little tool-mod)
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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
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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.
SpoilerAlso where the heck is that Secret? just shy of 4K loot...time to take a 2nd crack at it!
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I liked the gimmick - in this one, well done!
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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!
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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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@Goldwell A Great mission; reminds me of the T2X TC in a way. (not just the new protagonist, but a very colourful level!)
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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.
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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:
SpoilerCombination 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!
...means.
P.S. Like that touch with the objective - had me wondering right up until the end! Nice.
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Fantastic mission. Gives me the most 'T2' vibe of any TDM map so far.
(and I'm not even 1/3 done it yet)
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Things that could be improved
in The Dark Mod
Posted · Edited by Melchior
I can't splle
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:
Noting the following are new;
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)