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tapewolf

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tapewolf last won the day on April 28 2021

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  1. This is exactly what I mean. There is clearly some mechanism for them to flee and get reinforcements, I figure that discovering multiple simultaneous bodies (say 3 or more) ought to trigger that.
  2. Has anyone considered altering guard behaviour if they find multiple bodies? Particularly when playing Full Moon Fever I have a tendency to take out the guards one by one and stash them in a pile behind the greenhouse. When a guard sees a body they usually seem to examine the body and then go on alert and prowl. That's fine for one, maybe two unconscious/dead folk - but when you come across, like six of them, or ten... you're not dealing with an intruder anymore, you've got a dangerous maniac on your hands. Hence, I have been wondering if it would be worth making the guards, on discovering 3 bodies or more at once, scream or yell a custom retort ("By the Builder!", "What the hell?!", "Oh my gods!") and then immediately run for reinforcements. I'm not sure how much of the I-found-a-body code is scripted and how much is internal to the engine so it might be harder to pull off than I'd expect, e.g. if a function is returning a single value for a discovered body and now needs to return a list. Still, I figured it's worth throwing out there.
  3. Thanks! As it happens, one of the first things I did when I got the
  4. I don't think there has been another mission that kept me playing it for weeks on end. And even right up to the end I kept getting lost. The scenario was a little morbid and depressing for my taste but the sheer amount of work that went into this was unbelievable and more than made up for it. And I still haven't been able to get the alternate ending yet. Hopefully one day. I do have a question: Anyway, fantastic work on this one.
  5. Yes, that's correct. You probably do want to patch that. FYI I usually play missions on Easy first time around, and from what I'm reading that makes quite a big difference on this one.
  6. This was a fun mission, finishing and releasing it was definitely the right decision. That puzzle was definitely challenging, even with the hints. I was trying to take the letter case into account. As it happened, I accidentally That aside, I loved the writing - I think I've seen that poster in one of the other new missions and wondered at the time if it meant something like this, so well done indeed for tying that into the storyline. Also the ominous music in the foyer was a good pick,one of my favourites from the Darkmod soundtrack.
  7. Ooh, so close. I had examined both of those locations for goodies, but clearly not closely enough. And yes, I had wondered if there was anything I could do for the beggar as well.
  8. That was nice and mind-bending. I had some fun I had to resort to hints for Impressive stuff. I am still missing a secret, though. Anyway, there's been a crop of great maps recently, and this is definitely one of them.
  9. That was fun. As others have said, having a female protagonist made an interesting change though the guard voices obviously assumed a male protagonist. The intro music is awesome. Now I don't think I've seen this mentioned, but I managed to
  10. Keep in mind it's part of a series - it would be really nice if they were compiled together into a campaign at some point so there's less messing around playing them in order.
  11. Okay, that was absolutely amazing. I found it got off to a bit of a slow start, I got lost a lot in the early sections and had no idea where to go at first because the streets were all blocked off from one another. A lot of FMs (and of course, Thief itself) will colour in the section of the map you're currently in - something like that would probably have made my life easier since I'd at least have a better idea of where I was. However, once I actually found where I was going, it got a lot more fluid and really engrossing. That new special effect was put to an excellent use. The writing was good too, just enough readables to paint a clear picture of what had gone wrong. This map also has the dubious honour of being the first one I've played that caused the Threadripper/Vega56 setup to jitter. Some of Jack Farmer's missions have caused the fan to go into overdrive, but this one actually made it stutter in a way I haven't seen for many years. I'm not sure how much of that is the map and how much is down to 2.10 being beta (since it may have been built with optimisations off for debugging etc). One question: Anyway, congratulations on making an awesome mission, I really enjoyed that.
  12. Okay, that was awesome. I loved the weird obsession with food - was that part of the original plan, or an addition of your own? The conversations were particularly good as well, and I particularly like it when a mission has a closing scene. The only thing I struggled with a bit was the volume level of some of the voices. That's something I see a lot so it might be the way I have my sound system setup. I had to restart the mission and crank up the volume to hear what the guys were saying in the opening scene. All in all, it was fantastic and you've done a brilliant job bringing this to completion.
  13. That was a lot of fun! The plot twists worked very well. Calling the place 'Gatwick' felt a little jarring because I couldn't stop thinking about the airport, but hey, presumably there was a Gatwick long before that thing was built. Having the fish moveable but not actually able to be picked up was something I haven't seen done before. Granted it made for some fun times where I was smacking them across the room with the sword to see how far they would go, but did mean that I couldn't do my usual trick of leaving them in plundered safes or the Queen's bed. Something that I'm not entirely sure was correct was If you do an update, it might be worth considering Out of interest ...or is that for the followup mission? All in all, great stuff and I hope there is an episode 2 in due course!
  14. I have noticed it is usually possible to bend the "no kill" rules by getting the guards to massacre each other. "Sons of Baltona" for instance has a wonderful arrangement of boxes where you can hide but the guards can still see you and start throwing knives or rocks or whatever it is. By this means you can get them to denounce each other as thieves and in the end you will be left with one guard and a heap of bodies, all without violating the mission parameters. In some cases they will accuse the captain/lord/archbishop or other NPC of supreme importance of being a thief and cut them to ribbons as well. This seems to be the case for most missions with a no-kill rule, though there are one or two where this is so rigidly enforced that infighting is blamed on you as well. This can be annoying since it may happen by accident and I have to separate the two of them (e.g. with a box or gas-arrow) to prevent their murdering each other and failing the mission.
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