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About vozka

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  1. Just finished playing this, and like other said, that was a great first mission! The environments were very good, this kind of "slice of the city" design is one of the reasons why I like playing Dark Mod. There were enough unique areas like the waterworks and shop basement to make it memorable and some interesting characters too. Really almost everything about this mission was very solid and I had fun the first hour, but then I encountered a problem. Some of the things I had to do were mostly clear, but not at first sight and to solve them all I had to do quite a bit of backtracking.
  2. What a great mission! I was expecting something short and focused on one topic/location, so the density and variation of content was a very pleasant surprise. The creepy house and the kitchen secret were especially excellent and helped the overall atmosphere. It felt not only sinister, but also kind of hopeless, which I never really got from other missions that I played. Quite often even in missions where the topic is kinda heavy the point of the mission is that you have some agency to influence it (like the Painter's Wife), whereas here you just explore and rob people and watch all the bad st
  3. Great mission. All the important things have been said already - I liked the creepy atmosphere created only with events that were quite realistic, and I also thought the characters and writing were very good. The videos were great as well. I managed to find 3 out of 5 secrets, and about 4150 loot, and it took me about 1:45 hours - couldn't imagine getting 5k. Until I found one of the secrets even 3k was not simple. There were small things that I couldn't solve: Looking forward to anything else you create.
  4. So did I, but I had to write the path by hand. Not exactly intuitive.
  5. I just tried the new installer and I'm having a bad time trying to choose the install directory. Firstly it's weird to have an installer that's still trying to install the game into the current directory because for many people that will be a temp directory where the installer executable installer was automatically extracted after they launched it from inside the archive. Could it perhaps detect whether there are already Dark Mod files present in the directory and if not, default to something like Program Files in Windows? Secondly is there no way to change the drive letter in Window
  6. Perhaps we should delete this whole conversation because while I appreciate you guys wanting to help me, like I said twice, I did find it in the end and finished the mission. I mentioned it took me a really long time because it made the mission kind of tedious and less enjoyable and I'm interested to know if there was a readable somewhere saying where to look for the mechanism that I missed (or even what to look for) or if the players are supposed to find it on their own. For me personally an ingame hint telling me what to look for would make the mission more enjoyable, but I'm not discou
  7. Again, not the problem, also like I said I already finished the mission. The problem I had was finding where to input the code, the actual mechanism, not what the code number was.
  8. Yes. Right, must have missed that. Perhaps it would be better to not use generic names like "safe key" so that the player knows what keys they do or do not have without having to try all of them (I think that all the other keys were named well).
  9. Finally finished this, a nice mission, but I've got to admit one thing - I couldn't for the love of god find Everything else was fine, but even after looking at it several times I didn't notice it and since there are various different openable compartments around, I didn't even frob it by accident. I was sure I must have missed something so I searched through the city several times and the mission became quite tedious after that as a result. Was there a readable hint somewhere telling me what to look for? Other than that the idea and the execution are good, but I felt lost (and no
  10. Found a couple smaller issues so far. Firstly it's possible to get stuck behind furniture immediately in the beginning: The newspaper also deserves a small fix, the second headline about the mayor is too long and looks obviously out of place.
  11. I just finished playing all five William Steele missions and I've got to say, what a brilliant series. One of the few things I'm missing in TDM is an overarching story like in Thief games, so playing these missions back to back was a treat. Although the story is smaller in scope and not as strong as in T1/T2, it's obvious that a great deal of effort was put into it, there's a crapton of readables that are interesting and yet not too long and I love how one continuous story brings us to such different places. I especially enjoyed WS2 because I just like rooftopping and verticality,
  12. Apart from the aliased text which has hopefully been fixed for next versions, and which I started seeing again i 2.08 after seeing it a couple times in 2.07 and then never again, I also encountered a couple black objects. Both screenshots are from Northdale part 2, first one is from the path to city watch station, second one is from inside the station. If I recall correctly, the round lamp was already fixed during the betatesting, but apparently only for the turned on state (or maybe it was a similar looking but different model). It looks fine when turned on and emitting light, but
  13. Firstly because it's lesser known and therefore more unique to the game and secondly because it's a fictional world inspired by history, not a historical setting. Abstract art started in the victorian era. But I'm not pushing it, just answering why I thought it might be a good idea.
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