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Komag

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Everything posted by Komag

  1. I'm in awe of the speed, and the danger. I feel drawn to it, but would never do it.
  2. THIS, perfected, it how I would love to explore all the Dark Mod missions I've missed over the past few years :-D
  3. Those are some nice "tours", very cool
  4. That fat Assassin's Creed video made me LOL, even though it's 5:30am and my wife and kids are sleeping in nearby rooms
  5. all of the stuff in "Swing" was pasted together as solid func_static items (IIRC), then set up to spin or pendulum or whatever
  6. Hey, it looks like they modeled that Italian town after the one in Assassin's Creed!
  7. Yeah, I'll probably put it up there, good idea
  8. hey guys, I wrote this first chapter of what could potentially be my first fan fiction novel (bah, maybe it will never go beyond the next chapter or two, but we'll see). It's based on the background and setting from the game Legend of Grimrock (highly recommended!) which I've recently been inspired by. It borrows a lot from the world map supplied with the game, but I think you should be able to follow it without that. (EDIT - made a dozen or so edits for clarity before starting work on chapter 2) --------------------------------------------------------------------------- Legend of Grimro
  9. make sure it's 1.3.1.1304 (NOT 1.3.1.1302)
  10. I can't believe I just wasted an HOUR watching that!!! funny and clean, I love it!
  11. Hmm, yeah, will have to wait and see. I recall that Doom 3 as a game was one that still looked pretty great in low resolutions, so maybe that is influencing the "acceptability" of this
  12. Yeah, it's very unique now. To me Grimrock is a puzzle game, incredibly well done. It also is an interesting battles game. It is NOT anything realistic. The grid movement alone completely kills realism, but there is still an odd sort of immersion that I can fully accept. It's hard to put a finger on.
  13. I think that's probably the best solution, and I don't find it so "hacky" really. You know, a watched pot never boils and all. It could maybe work by whether the portal is visible or not, or something like that.
  14. yeah, that was a real LOL for me! Cool concept video. It sorta makes Dark Mod look like something from 1999, but I know better
  15. that sounds very good and promising
  16. I've been playing this for the past couple days - I LOVE IT!!! Wow, I just can't get enough of the dungeon-ing gameplay! I feel like making a bunch of Dark Mod dungeon crawl type maps with lots of devious (but fair) traps and clever puzzles. One thing about Grimrock that is so impressive to me is that the core mechanics are quite simple, and there are only so many possible things that can be done, but somehow the creators keep coming up with new and interesting combinations of things for puzzles. It's amazing the variety and depth that can come out of such simple and limited inputs. I thin
  17. I'm not sure all those rebuttals are very helpful jaxa. Your points seem pretty good for the most part (not all, but most), but I think jtr7's main point is that there is a PERCEPTION of these problems, not that they are all real actual problems. If we yell and insist that people are idiots for not understanding stuff that doesn't help people understand the stuff. It's our job to simplify, clarify, make it super easy and especially APPEAR easy.
  18. I also disagree with a lot of those reasons jtr7, but I do basically agree that it's still too complicated to set up and get started. Even if it's actually pretty simple, it APPEARS too complicated to the unintiated. Maybe some super simplification would help, like some 1 - 2 - 3 illustrations or SHORT video instruction to get started.
  19. and consoles also responsible for the lame moments of AI, making the game easy enough not to be frustrating for console crowd
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