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JiriH

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  1. ...wow, such a beauty - Gameplay, graphics, design, story - looking forward to part 4! One issue though: What i liked most:
  2. What a great mission - from script to execution! The best vertical mission so far for me. I loved the architecture - from mushrooms to clock tower (!). Also the pace of the mission (corridor-like) fits more cinematic experience compared to other missions... it's like an episode of a good TV series - it starts slowly, flows, builds up and then comes the finale - never a dull moment. End animations are just perfect! The only bugs i found: could not climb out of the water minor graphics glitch: sometimes the scene bounding box lights so it is visible as a box:)
  3. What a twist! I liked your mission (my PC is i9, RTX 3080 so no low FPS complaints:) because it is unlike the others - open spaces, non-hostile NPCs. Figuring out takes a while, may become boring. I would solve this by giving more specific hints - not as specific as the - e.g. making the items we discuss leak oil; or maybe "My diary, my husband invited the Builders in and they What i did not like is the bell fry and the building next to it - they are just an empty shells serving no purpose (other than lowering FPS;). "Shader missing" - that was a good one!:-) Thank you.
  4. ...and I finished the mission. I really like your idea no sword + no broadheads - it made the mission more enjoyable as I was scratching my head for a few moments how do I kill somebody (before trying the obvious:). This may be not much, but you nailed your goal perfectly! It made the mission longer and richer while not making accomplishing the objective tedious. Lots of vertical movement (building ledges), windows open (great indicator! - makes the game experience more... streamlined?) somewhere high up you cannot get to at the first glance. Good looking, rich architecture in several styles (I liked the hotel a lot). Architecture does not hamper player's movement (!) - although the map is quite big, boring running is minimal. Design: textures are a perfect fit for the architecture; the items on the scene make the locations rich and believable. The design was probably thoroughly tested as there was just a couple of occurrences where I jumped on a table etc., got stuck and had to NOCLIP my way out - great job! The only thing I did not like was spawning/endgame area (the cellars), where the lanterns make you walk blindly as their light cones obscure what is behind them (please see the attached screenshot). It has its charm, but I did not like it as it served no other purpose (e.g. walking blindly into a corpse;). I did not finish the Atkins objective. I did a lot of the subtasks on the list, but as I was not aware such a list exists, so I considered the subtasks just an eye/script candy. There is the bug with pool guard's key which was already discussed and is fixed. Overall: Such a nice mission! Rich for the eye, rich for the story. Thank you, it was a wonderful experience.
  5. Possible bug: Guard patrolling (heavy helmet, cannot be knocked-out) carries a golden key. I was not able to steal it from him. I tried notarget+noclip to check if it is just a question of wrong boundary (?) - or my inability as a player - but was not successful either.
  6. Player stuck at an end-game objective asks for help: Probably I'm missing something obvious. Thank you! PS: Awesome mission - levels like these are a game of their own!
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