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tapewolf

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Everything posted by tapewolf

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. Ah, thanks! Yes, I spent enough time trying to figure that out that I clearly got extremely confused. Anyway, this has been very enjoyable and is a great addition to the series. That wardrobe was a particularly awesome touch.
  7. Okay, I've completed the main and bonus objectives, but I'm stuck with
  8. There is a note stating that he often complains about it being on the top row.
  9. I enjoyed that, burgling a casino made a fun change, though I do wonder if it could have done with a larger gambling hall because in the end there were only about 3 clients. I particularly liked the concept of the girl creeping around and leaving secret messages in dark places. I think the hardest part was If you do a video cutscene like this in future it might be worth getting an external HDMI recorder - the sort you'd use for games consoles - so the PC only has to worry about the game and not the video capture as well.
  10. Thanks, finally got it. Yeah, I spent a long long time last night and today looking for something like that, hidden or invisible. If you do a map revision it might be worth making it just a little more obvious somehow because it's very well hidden. I was even starting to wonder if the map was corrupted and it had gone missing.
  11. Okay, that was a lot of fun. Love the System Shock 2 vibe the first couple of floors give you, the ambient music worked very well. (By the way, that's Korg M1, Roland made the D50). I've completed the mission. I'm still missing two secret areas somewhere, but what's really bugging me is how to get ...so reluctantly I'll have to ask for a hint there. P.S. Nice record collection in the recreation area, and I particularly loved the power generator.
  12. This was really well put together and I'm eagerly awaiting the followup. The storytelling was brilliant and the difficulty was about right... I managed to find 4 of the 5 secrets off my own bat. My one criticism is that the voice acting in the intro, although well-recorded, sounded a little wooden, people reading a script rather than living the parts. I appreciate that's not going to be easy or quick to change but it might be something to watch out for in the future. Having an outtro video was excellent, though. I wish more people would do that! It's annoying to have this great story build-up and then... just a score with the intrigue left hanging rather than an aftermath or epilogue of any kind. So very well done for that.
  13. For what it's worth you're in good company - you could do a similar trick in Thief in the Haunted Cathedral (though I heard they patched it in Thief Gold).
  14. Out of sheer perversity, I... Apart from that it was great. The only other thing which left me feeling slightly disappointed was that...
  15. Funny you should say that. Since it wasn't encouraged to blackjack the guests, I was blackjacking their dinnerware instead, with similar results.
  16. I enjoyed that, though I spent far too long trying to annoy the guests, or tricking the guards into killing them. One of them does have a tendency to climb up the pillars by the stairwell, that just seems to be a thing he does, regardless of where you are in the quest. Climbing on one of the statues in the hall in hopes of finding a quest item behind it got me stuck and needed a reload (or noclip) to escape from, but apart from the occasional slowdown I didn't see many problems. I did like the storyline and the ending, I presume that also explains the business with the telescope. Do we ever find out what happened to
  17. Yes, the M1R. They got cheap on ebay a couple of years ago so I grabbed one. It's been a fun addition to the studio. I had been meaning to ask if you used the real thing or the VST in these, but it didn't seem worth digging up the Hidden Hands 1 thread to ask something that's irrelevant to most people's enjoyment of the mission anyway... @prjames Those keys should become apparent in time. As for the cube:
  18. Just completed this, it was amazing. I particularly love the soundtrack work in this series, and am still impressed you managed to find suitable uses for the M1 Pole preset. I've also enjoyed the slipping in of contemporary lyrics and musicians. A possible bug is that one of the undead in the crypt was apparently flagged as a regular NPC. When I took him out with a fire arrow, the game ended because I had committed murder. I think he was also immune to holy water, but I didn't last long enough to find out for certain. EDIT: Oh, yeah also
  19. Ohhh, right. I thought that was an overflow pipe. Thanks! Hopefully that should see me through to the end. EDIT: ...and finished. It would have been kind of nice to have some kind of follow-up, e.g. an ending video, at least some kind of closure for the story. Not many mods do that, but it's a nice touch for the story-heavy ones.
  20. OK, I was hoping not to have to ask this, but I have hit a wall. I am stuck . My character makes a 'hmmm' sound which implies that he's missing some kind of tool to perform this operation, but I can't think what. It may be that the missing tool is suitable for both tasks, but either way I'm out of ideas. This aside, it's been a lot of fun. The mechanic of having to carry the lantern around and put it down when you need to do something else is a little frustrating, but it is more realistic and, AFAIK unique (for DarkMod missions). It adds an interesting twist. I think 'Alone In The Dark' did this too.
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