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Jedi_Wannabe

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Everything posted by Jedi_Wannabe

  1. It’s never too late to pay respects! To say this community wouldn’t be what it is, or won’t be the same without him, is truly an understatement. He’s helped so many newb mappers like myself over the years and inspired so many. I barely talked to him besides a few mapping questions, but always wanted to reach out and have a cup of coffee or a pint. I live less than a 20 minute drive from him and frequently travel there for life and work anyway but never got around to it Got busy with starting a family and new business and the pandemic. Not gonna lie it chokes me up a bit every time I boot up TDM. Thief has always been in my top 5 favorite games, and his contributions to the mod made him seem legendary to me. I just wanted to thank him in person for helping to inspire me to make a map for my favorite mod of all time. Just never got around to hitting him up and saying “hey let’s get together for a drink and some nerdy game chat!” Such is life sometimes, but publishing a map was a dream I’ve had for over a decade, I lurked around for a long time before registering and started work on a map, so I want to say thanks here for indirectly helping me fulfill a dream, grayman.
  2. Thanks for playing! I’m glad you had fun. Hopefully I constructed it in a way a second play through on higher difficulty will still be fun. I agree with your last statement. If the pagan cave was already discovered on your way up, then there’s little excitement left on your way back, other than an opportunity to grab loot you missed. When I update, I plan to have the gate by the stables be an alternate exit point, once all objectives are completed. That would really help I think, thoughts? -Jedi
  3. Played it for a few hours last night and hopefully I can finish it tonight after the kids go to sleep. I must say, hot damn! This is one fun mission. Exploration and map design are top notch. It all interweaves and connects so well! Your storytelling and narrative style are awesome, all the readables are fantastic! This must be an alt account or something, there's no way it's your first map, its just too good! Brilliant job. Definitely gave me Life of the Party vibes.
  4. Yes, but I’ve been made aware it’s broken in an area or two Thanks
  5. Blessed be The Builder! Humbled to be in the running. I’ve been downloading mods and add-ons for years from ModDB but never had one of my own up there . 2 downloads already haha!
  6. Wicked awesome. Is there anything else I need to declare about my map, or is the summary notes in my linked thread in the OP enough for y’all? Thanks guys.
  7. Amadeus knows all the woes of my Duke Nuke’Em Forever dev cycle, haha. How many times did I push my personal deadline back? 10 times over the past two years?! I personally am happy with what everyone decides either way. While I was aware in the back of my mind the contest was happening, I’ve been oblivious up until today what’s been talked about. Seeing the influx of betas over the past few months did help light a fire under my ass to push my map out, so thanks for that. But I’m not here for fame or glory, simply making and releasing a map and having anybody at all play it and enjoy it is already a 10+yr long dream come true for me
  8. Congrats on releasing your first FM! That’s a great feeling, is it not? Been following your progress closely and wished I could have helped with your beta!
  9. I can understand too and agree with what the masses decide. Either way, I finally released, and that’s all I wanted, to put something out for folks to play. I’ll be happy no matter what. Good luck to all!
  10. I originally thought it silly to join the contest because my map was in development(on and off) for like 4 years, and I had no real connection to any other FM. I hadn’t read beyond the first page because I was so busy with IRL stuff and I didn’t expect to release anytime soon. So to be honest I am woefully ignorant of what transpired up until this point in the discussion (I’ll read the whole thread on my next break) but if the end goal is mod exposure for an article on ModDB, then Builder willing, I’d love to join. Didn’t feel worthy to enter a contest with my first FM but I just want more folks to play the mod.
  11. Yea I am still considering that, as my higher walls now look almost ridiculously high. @FilizitasI finished your whole vid series on my mission and THANK YOU for doing that. I really appreciate the effort involved with setting up a mic and editing vids and uploading them. Your commentary was golden and had me laughing the whole time. Quite a few memorable quotes in there. You noticed quite a few things wrong/out of whack that the beta didn’t catch (all are duly noted) so thanks for that too. I hope you try a re-play on a higher difficulty. While my mission doesn’t offer anything new in terms of experimental gameplay features, I built the loot and key hunt with replayability in mind. Having beat it once, I’m sure you could imagine now alternate courses of action. There were a few moments where the tension made you say “oh shit, I’m out!” and there was loot ripe for taking nearby! But at least I managed to build tense interactions, so I mark that as a plus! Again, a million thanks for that vid series!
  12. Yikes, how embarrassing! Filizitas also jumped the wall by getting on top of the carriage. I’ve raised those walls up in a quick and dirty patch. It’s not pretty but gets the job done. Updated the links in OP. Thanks y’all
  13. @FilizitasThanks for playing! I’m still half way thru vid part 2 but I appreciate you making these, I can’t wait to watch the rest after work later. The commentary was funny and it sounded like you enjoyed yourself. I gotta fix that wall above the carriage, yikes!
  14. Thanks, ya’ll. I’ve added an anonymous poll to the OP for interested parties once they’ve finished the mission.
  15. That was a treat to watch, thanks so much! Can’t wait for the rest, I’ll keep my eyes peeled.
  16. Paying the Bills: 0 - Moving Day You've just heard a sweet tip. Get to work before the window of opportunity closes. Download Link: https://drive.google.com/drive/folders/1hMqw99FgTk5jkezPnI1aaU2xX_gJ8fwo?usp=sharing Credits Assets: Amadeus - the Golden Lute STRUNK - new kitchen assets as well as fireflies & bats Alpha Testers: Amadeus, Baby Genius, Bienie, dragofer, Epifire, Jack Farmer, joebarnin, kingsal, NeonsStyle, Rotary Racer, The Dark One Beta Testers: Cambridge Spy, Shadow, Abusimplea, JackFarmer, thebigh, wesp5, Amadeus, kingsal, s.urfer, joebarnin, grayman, nbohr1more, prjames, AluminumHaste, Dragofer, datiswous, stgatilov, duzenko, Goldwell, Wellingtoncrab, If I forgot anyone PLEASE LET ME KNOW Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. - This is my first FM and took me roughly 4 years and 1000+ hours. I had originally planned a city map for my first FM, I even had an over-arching story set across 4 missions, but I decided to whip up a prequel to use as my "training-wheels protocol" for DarkRadiant before I move on to my magnum opus, hence why this one is #0. Subsequent entries will be on a micro scale compared to this map. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. - There are spiders - Suggestive themes/references - DISCLAIMER: This is a BIG mission by TDM standards, and has a lot of wide outdoor areas; performance may vary greatly. - Lots of plans for future updates, many ideas still left on paper. Download Link: https://drive.google.com/drive/folders/1hMqw99FgTk5jkezPnI1aaU2xX_gJ8fwo?usp=sharing (drop the folder into darkmod/fms) Many thanks, have fun!
  17. Only took me two months to get around to it, but once I sat down at the PC it was 5 min of work and 5 min of testing and everything is perfect, as intended. Thank you SO much as always @Dragofer, Taffer-In-Chief, you've helped me tremendously thus far, it's impossible to overstate my gratitude.
  18. Just got the latest ver of DR and I'm messing around with the Stim/Response system for the first time while following along with the wiki, but I do not see my desired effect present in the dropdown for Responses. I'd like to Remove the target. Am I missing something? Thanks, Taffers. To clarify: I have a Triggeronce set up to play a VO. My goal is to have it only play if entering a specific way, and wish to disable it upon entering the alternate two routes.
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