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Kaaiman

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Everything posted by Kaaiman

  1. Great mission, a lot bigger than I initially thought. I also forgot to investigate a number of rooms (which I explored only after reading this thread), although I found 2 or 3 secrets. I also found a glitch. The bay window of T's manor on street level is placed a little bit too far from the wall. One can peek beside the window frame and see just a continuous wall. And some items fell through a shelf somewhere, once picked up and dropped down. But I can't recall where it was.
  2. Not too thorough, I only found But through the years playing TDM there is a kind of default picture of what rooms and services different kinds of buildings should have. For example: Basic apartment: only one room (bed, chair and table or desk), shared loo in the hallway. For a meal the tenant has to go to the nearby inn, and to the nearby public bathhouse for washing up (can't remember having ever seen a public bathhouse in any mission, though. Maybe most inns usually provide bathtub service as well?). Lighting only by fire. Comprehensive apartment: sleeping room, private loo, heated living/dining room, serviced apartment kitchen. Lighting mostly by fire. Luxury apartment: multiple sleeping rooms, private loo, bathroom with tub, living room, dining room, study/library room, serviced apartment kitchen. All rooms heated. Lighting mostly by electricity. Manor: multiple sleeping rooms, loos, bathroom with tub, living room, dining room, study/library room, staff rooms, stairway, kitchen, storage room, garden, guards. All rooms for the residents heated and mostly lighted by electricity, staff rooms heated scarcely and lighted by fire. Fixed doors are a both credible and lazy way to 'hide' several rooms, while keeping the mission straightforward. All kinds of 'missing' rooms can be behind those doors, provided that the building is big enough to contain them. But regarding the organic Bridgeport way of building, most adjacent buildings got heavily intertwined by the years. Your CoS series makes clever use of fixed doors and these organic building blocks, which makes it both credible and straightforward, saving yourself and the player a lot of time. Ah, I missed that sign. If it's only for orientation, maybe put it on the map then? I have sore feet now, hehe!
  3. Played this mission on medium level and enjoyed it very much! Don't let my comments disappoint you, this is only minor stuff from perfectionist's perspective. The architecture of the city is very clever and credible, however I actually missed a bath tub and perfume table in the mansion. It might be behind the fixed door in the mansion In some readables Pell Street is mentioned, but it's not on the map. Is it outside the ward and inaccessible? Or did I just miss a street sign somewhere? I stumbled upon the hidden safe I could not frob it at all. No (denial) sounds with the lockpicks, tried all keys, but none interacted. Very annoying! Reading this thread I seem to be the only one experiencing this, as it hasn't been mentioned before. I suppose it might be an incidental bug then. Another bug I encountered in the mansion. In this thread the Detective Challenge is mentioned, but I can't remember reading about it in-game, for example in the objectives list. Did I miss something, or is it just Furthermore, I did not understand why I could pick up the loan paper As mentioned before, it was a bit disappointing I couldn't liberate
  4. It's been some months since I played this FM. What I can remember is the difficulty of the mission. Many secrets, high loot goals, many lights that are hard to pass by unnoticed, especially on ground level. Which is not so strange, given the exposed valuables. But I also remember a few oddities concerning, er..., architecture. Visually, the mission is great. Secret-wise, the mission is also very well thought out. Though I think fixing the above mentioned oddities would really enhance the credibility of the mission altogether.
  5. Although I've never replayed this FM so far, every Christmas since its release it's still on my mind. Back in 2018 I had a lot of fun playing it. So far I've never replayed any mission, because I'm not even halfway through the wiki FM list. But if I decide to replay some missions, this one would be on the list for sure.
  6. Even at the end of 2021 this FM is quite enjoyable, although with some years of TDM experience one can notice this is definitely an older mission. I think FM standards have increased over the years. What I really like about this mission: nice atmosphere, no unrealistic sprawl of lit candles in empty/unused rooms (as many missions tend to have), many movable items (perhaps a bit too many), nice readables, good plot, alternative routes, What I think could be improved: it's totally quiet! Ambient tracks would really add to the gameplay. Also, So, I would really like to encourage the authors to pick up development and spend just one another week to improve the FM. With the above mentioned improvements, this already great mission would really stand out between other missions of this size! I also found a texture bug on the forge, see attachment. (Yes, I play on 21:9 (2560x1080) widescreen, which plays perfectly fine when ignoring the stretched menus and readables)
  7. Great mission! Turned out to be pretty sized and challenging. I have some troubles finishing the mission, though. There are some objectives that I couldn't remember appearing in the objectives list, so I lacked some hints about completing them. It could be that they did appear as new objectives, but also that they appeared without any notice. Any other players having similar issues with objectives? Hence, I had to browse this thread to find how to complete the I also wonder why the spiders But the objective that I have really no clue of how to complete is the Last thing: the rendering of the trees was a bit ugly. They only appeared when I came fairly close. It would be less disturbing if they would appear on a greater distance or if they would be covered by slight fog.
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