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thebigh

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Everything posted by thebigh

  1. I think I've seen this as recently as 2.08.
  2. This seems like it should be relatively easy to fix: just disable hiding upon map start for maybe half a second until all the things you've got an inch off the ground to stop them clipping into the ground have had a chance to settle. If a mapper's got something dropping from a great height onto a hideable object they deserve what they get.
  3. thebigh

    Dying Light 2

    I had similar objections to the first Assassin's Creed game: the controls were utterly inscrutable. I'd be trying to climb a tower or something, and then suddenly the same awkward combination of keypresses that would let me grab on to an overhanging wooden beam a minute ago now cause me to crabwalk off the ledge. It was nuts.
  4. Apologies if I missed it, but when does the voting for this contest close?
  5. I liked this short and simple level. The use of emergent objectives was really effective, especially for such a short mission. I finished with all the loot and a stealth score of 0 (2 suspicious). I see you ran into the same problem I have with tilted doors not opening correctly, but at a weird skewy angle. If you ever update the mission can I suggest making the Captain non-frobbable, because if you do touch him by accident he starts thumping around endlessly under the debris. The mountains in the background were nice. What did you use to make them, terragen or something like that? Absolutely. The objectives system in TDM is pretty sophisticated, much more so than in the original Thief duology.
  6. Ah, that makes sense. Someone will probably need to edit the level to fix the lights, since kyyrma seems not to be active anymore.
  7. Take a look at In a Time of Need. The torches outside are doing something very weird that I didn't see them do in 2.09. It's like they're switching on and off depending on the player's distance from them; I'm seeing guards relight lit torches; and there are a few torches with no flames that are nevertheless emitting light. @kyyrma might have some useful input.
  8. I submitted this mission for the Christmas Contest already, but I have another one that should be ready for a quick round of beta by the end of Feb so I will definitely ping you when it's ready to go.
  9. Wait... you can have more than three difficulty levels? How do you do that?
  10. I don't know about the wording of this poll. It sounds like a choice between "Save rooms should be mandatory" and "Save rooms should be forbidden".
  11. I've often seen higher difficulties as kind of a dare, after the player completes the easiest difficulty: "OK, you stole Lord Bobson's silver sceptre. Nice. Now let's see if you can do it without knocking out any of the guards." I design the sort of missions that I want to play, but I still do expect and hope that others will enjoy them. Otherwise what's the point?
  12. Yep. In my missions I've used the following on different difficulty levels * bigger loot goal * more guards * no knocking out civilians on medium, no knocking out anyone on hard * less gear
  13. It's also easy to make changes that have unforeseen consequences if you do know what you're doing.
  14. Another possibility would be respawn points like the quantum entanglement body scanners in System Shock 2. Get killed, get resurrected there. The problem is guards remaining alerted, that's going to be a bigger problem than running into the same shotgun zombie again. You'd have to script it so that getting killed calms the guards down but without letting the player cheese it by throwing himself off a cliff or something just to de-escalate a guard that caught him.
  15. If you do not want the player to be able to save the game wherever and wherever they like, you can restrict them to only be able to save in certain locations. These are save rooms. I'm not a fan personally, but opinions differ. I guess they work well in tense survival horror missions.
  16. On the harder difficulties you could only save in rooms with a gramophone, and only with one of a limited supply of gears to put into the gramophone. I thought it was a cool feature and definitely fitting for that map. On balance though I think I wouldn't use it myself- you never know when you might have to "burn" your last save because you got a phone call or an unexpected visitor. IMO restrictions like iron man, supreme ghost, etc work best as self imposed challenges. But I know plenty of other people like these restrictions and one of the great things about TDM is that there's maps for every play style and preference. You're not locked in to any one thing.
  17. Thanks for playing. I'm glad you liked it. I do like hiding some of the loot well- it adds to replayability and there's nothing more satisfying for a player to find a really well concealed treasure. As long as hitting the loot goal doesn't become unfair.
  18. Since I can't turn my beta tester mode off just by flicking a switch, here's a few little things I saw in case you update the mission: tiny bugs
  19. Great mission! This really sets the standard for creepy zombie missions. It reminded me of a cross between Craggscleft from T1 and Kidnap from T2 in some ways. Nice work.
  20. I recall the same thing happening in Accountant 2. You could ask @Goldwellhow he ended up fixing it.
  21. Hmmm... I am using the camera idling sound, though not the camera itself, for one of the machines down in the builder forge. It's just a looping speaker triggered by a switch. Would AIs respond to that?
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