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Posts
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Posts posted by thebigh
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My first thought would have been to use a rat or spider babby on the grounds that it's small.
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Heh, that works better than I expected.
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Maybe a dumb question and ugly hack. But could you create an invisible, nonsolid, and inert AI, continually update its position to be on top of the player, and then have the "follower" AI follow this dummy?
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10 hours ago, Nico A. said:
Good motivation for me to finally try to make a mission.
Excellent! Happy mapping and I look forward to playing it
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Signing up! I'll be starting from scratch for this one.
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Thanks for playing! Glad you had fun, and I deffo learned a lot from building this mission.
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We really did not have a contest over that period. I think there were a few attempts to have one, but those didn't get off the ground.
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I wouldn't be in favor of that because adding bonus points would basically make it mandatory, and would defeat the purpose of "do literally anything you want" if that option wins the poll.
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21 hours ago, Ansome said:
its difficulty is rather low (a sentiment shared by thebigh)
TBF though, I've caught a lot of grief over at the Guild for my levels being on the difficult side. XD
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22 hours ago, Braunro said:
I may know why the builders and guards suddenly go all aggro, and it has nothing to do with a window. If you wait long enough, eventually Malachi gets killed by the elevator and they don't think it was because they elevator lacks safety features. I did a playthrough and Malachi was killed by the elevator but I had knocked out all the other roving builders that would have seen him. After I finished, I went in and set up on the table by the elevator that had a candlestick on it. Eventually old Malachi got chewed by the elevator and they all alerted. Sometimes other people get killed on the elevator at that point and sometimes it says I failed the don't kill anybody objective and sometimes it doesn't. Don't know if it'll happen every time. My first attempt either I didn't wait long enough or it may be some triggers need to happen. The second time
I snagged the abbot's key, opened the closet in the chapel and grabbed the water arrows, went in the guard's bunk room and out the window to the alley apartment with the secret, and up the stairs to the third floor before going back down and waiting again.
I still waited quite a while but Malachi eventually died on the elevator again. So if that isn't intentional, that may be what starts the issue.
Yeah, that's two separate things going on. The Builders will eventually flip out if one of them is crushed by the elevator and they spot his corpse, but the other bug was legitimately a bug. The location separators between different areas have a sound loss associated with them so that a sound occurring on one side of a doorway is heard by AI at, say, 10 or 15 dB quieter. One of these was set to a negative sound loss, ie, it amplified the sound turning it into a huge megaphone that blasted noise all over the level. It wasn't just setting off the Builders but also all of the watchmen, the apartment landlord, and often the undead. To make it worse, the bug only had this effect on Windows. I'm a Linux user so it took me forever to figure out what was happening.
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Nice mission! I really enjoyed all the lighting, and had fun solving the mystery. Good work!
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Yes, I think I agree. Fifteen years ago TDM was brand new. Nobody had a firm idea of its future direction. People just made the levels they wanted and had a blast. I think we should do that again. Hence, I humbly submit Proposal 5
Proposal 5) No expectations, restrictions, set theme, or requirements. Anything goes! Make a mission, any mission you want! Be as creative as you like, or stick to tried-and-true formulas if you prefer. Make a huge sprawling masterpiece if you're up for it, or a little bite-sized gem if that's more your style. Just put something out there.
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I'd put in a vote for Proposal 4. I really enjoyed the "connections" contest. Proposal 1 as a close runner up, though I'd expand that to allow for a sequel or sequels to Lucia.
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Congratulations on the release! You've put a lot of work into this, and I'm going to enjoy every minute of it.
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Mint is pretty slick and intuitive. You might need to do a moderate amount of command-line wrangling, but it's manageable. TDM runs well on it too.
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Also it's not super easy to understand.
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I don't get it either.
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Another one, in The Outpost, started happening between dev16809-10394 and dev16814-10408
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It's a very cool campaign and the new changes really make it sparkle. Well done to everyone involved.
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Is it maybe interfering with the "tilde brings up console" functionality?
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That is weird. Something funky with the torch itself, maybe?
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Thanks for playing! I'm glad you liked it.
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6 hours ago, grodenglaive said:
you still get a red line.
Yes, but sometimes it is very short and difficult to spot.
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A House Call by thebigh (Mar 10 2022)
in Fan Missions
Posted
If I update this map I'll see if I can figure out how to fix that bug. As for the loot, I do tend to hide treasure a bit more thoroughly than most mappers. People keep giving me grief for it. But if you've looted the decoy secret and uncovered Mr. Pidgeon's secret stashes (big clues if you read all the pages of the notes he's left around), as well as scoring all the pickpockets, you should be almost at the Easy loot goal already.