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blaa

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  1. A rating of 6.83 lol, no wonder the guy never made another mission. Sorry but that´s just rude for a mission this good. That´s why voting systems on a 1-10 scale are a bad idea for such sites. Nexus has it right, either "endorse" it or don´t but no negative ratings.
  2. This is a 10/10 mission for me, I love exploring large mansions in Darkmod and honestly, not having ten maids wandering around while constantly muttering to themselves was a nice change of pace. The creepy atmosphere ensured that it was still a very tense experience. Great level design and well written lore.
  3. This was an absolute trip, I went in blind and expected neither the quality nor the quantity. Easily one of the best I´ve played. Made it out with 4630 loot and no idea what to do with those special items, so time to read some spoilers.
  4. Very nice short mission, the atmosphere was top notch. The rain pouring in the open window and down the stairs... but rainy atmosphere is hard to beat anyways. Only thing to be aware of is that the mission won´t end if you have any open objectives, they are not optional here.
  5. You are honestly just looking to argue with people, aren´t you? I will simply ignore you in the future. Have a nice life, man.
  6. Is it really so hard to understand lfm as looking for mission...? Also, the architecture in The Sword mission in the game Thief made by "Looking Glass Studios" pays homage to Alice in Wonderland aka "Through the Looking Glass".
  7. It looks pretty good. I like the way fog of war seems to work here, judging from the gif. Easiest ways to mess it up would be bad AI or bad controls.
  8. Pretty sure that´s true for William Steele series, I remember a guard going one way, me reloading for whatever reason and the same guard using another path upon reloading.
  9. Lockpick difficulty isn´t anything the mapper can influence, it´s under gameplay -> difficulty But I see the idea gets no love, I concede, I concede
  10. I loved this one, a must play for everyone who likes exploration and free-play as opposed to being tightly guided by objectives. Worth playing just to see the architecture and design ideas, which are stunning in most places. Played this more like an assassin, having epic sword fights with the guards in those amazing looking places. Things I would never have found on my own: Some questions that stayed open: Some screens I took: https://imgur.com/a/DMl56nN Could have taken 50 more, the mansion is so beautiful you are hard-pressed not to press F12 every 30 seconds!
  11. I find it weird to think about it as "punishing players", it´s a risk-reward element, think hiding in the dark in Amnesia. Or just "can I pick this entire room clean before the guard returns or do I only do half of it and return to the shadows". Similarly "can I get away with picking this in the light before a guard sees me" would be a risk-reward element, a moment of additional tension. As for the realism of it, I would think lockpicks use visual feedback to some degree. At least you can see at what angle and how far the pick got in when you "almost had it", for example. However I´ve never picked a lock in my life so would have to ask a lockpick.
  12. I just had a little idea but now clue if it´s possible, dynamic lock picking difficulty based on light level. Full light (lantern on or very bright room) -> normal Twilight -> hard Complete darkness -> expert
  13. The setting of this one was right up my alley, Sweet, sweet revenge
  14. Another great mission. Not a big fan of the sewer section (I rarely am a fan of sewer sections ), but the prison was fun. Finished it with 5600 gold, not sure where I would even begin to look for more. Is the Also it was adorable how the guards loved their little carousel, didn´t even notice me so much did they enjoy themselves!
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