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TheUnbeholden

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Posts posted by TheUnbeholden

  1. Nice little mission thats for sure.

     

     

     

    + Assassination heheheh

    + Nice mapping

    + A bit of extra loot to find

    + Medium length

    + liked the readables

     

    - Fairly easy though, sneaking past the guard, then the second guard, then jumping onto the bed and shooting the 2 guys, the guy in the toilet comes and hes dead to :)

    - the window, where I can look inside, but don´t fit through. That didn´t make sense and peed me off.

    - the roofs that you slip right off of. I always try to get on the roof because I so rarely get a mission where you can....

    - metal chest key doesn't work on the 2 metal chests I found

     

  2. Great mission, its just long enough to have a bit of fun. I liked the layout eventhough I kind of see how it doesn't seem quite realistic. That jewel is wow, how that display looks is just wonderful.. decent story and gameplay was fairly challenging with the patrolling guards so I don't have any issues given with limited environment you did well here. The appearance of the whole place was pretty good. It's just one of those missions thats worth playing just for the ending alone.

  3. Impressive... to put it simply.

     

    A large load of loot to get, quite big, very difficult that puts your thieving speed skills to work, and a alright story. I'd have to say that I enjoyed this one more than the majority of fm's thus far. I did a double take when I realized how little loot I had gotten by the end :D

    Why haven't I heard of you before. This is really gold, gold bars I should say ;)

    I didn't find much use for the moss arrows I had found though but that seems like a nitpick. I did also like the bit of badluck our thief gotten with the "problem" in the sewer.. and robbing a bank is like a dream come true for thiefers.

     

    My only issue, the market lagged quite a bit which is a shame because it looked like a good area.

  4.  

     

    As you're not out on a regular mission (just a friendly visit to a certain person) you don't start the mission with any thieving equipment.

     

    You'll be given lockpicks at a later stage.

     

    The mission is quite railroaded in the beginning; the only place you can go is the study and from there you are herded to chase the other intruder. The chase should be quite straightforward exept the first turn when the intruder darts left into the arch way (servants quarters). This is the "hardest" part of the chase, after that you cannot go wrong, as it'll be easier to detect the open doors and later he'll be tip over a barrel with wine and from there he'll be making foot prints. In the servants quarters you'll be making your first encounter with the ghosts...

     

     

     

    If thats the case then why am I wearing my thief outfit? And you did intend for us to look in the mirror in the beginning because we start off right across from one, but I digress.

     

    Very beautiful mission with 3 good scary moments. A more conservative amount of loot which makes sense seeing as the mansion owner is getting low on coin, even the paintings have been replaced with fakes, I liked the art room scene in particular and the new enemy type totally took me by surprise

    and I liked the method of which the ghost speaks to you

    . I also had fun trying to find the keys because its no regular key hunt, its obvious that they are on the bodies and 2 others are ones you can find based of clues or really good searching.

    The weak point comes when we kill the murder who doesn't even see me walk up to him.

     

     

    My only issue is how to get into the east wing storage room which seems to be hidden and theres no hint as to how to get to it. It contains the valuable paintings mentioned on the notice board..

     

  5. Fun mission although some parts are tough, just require adequate exploration. I found the story to be alright eventhough it would be nice to really get to the bottom of things and necromancy behind it but maybe I'm just being to greedy. There is something that I liked alot and thats probably escape & and climbing up to that tower. I always love towers/castles in general so that may be just me.

     

     

    Difficulty is fairly middle ground for me, I didn't find anything particularly annoying beside trying to find the key for the desk and therefore the central tower.

     

    That central tower with the 2 builder guards patrolling outside. This area also lags alot, or is it just me?

     

    You said you worked on Duke3d, any levels I know of?

     

  6. Quite a nice looking mission but its mostly on the outside, what with the huge church and the nice set of buildings on the town.. on the inside the level design is quite uninspiring. I must admit I was pretty disappointed with the gameplay mostly due to the level design. Its all just corridors,

    2 linear set of corridoors for the inside the tavern, and the other for the sewers, then theres that first crypt area that leads to dead ends with the stone coffins and one maze like set of corridoors that hides the exit to the Hammerite church. And we surprisingly don't get to face off with a undead Blackthorn, turns out the guy with a Necronomicon of all things hasn't figured out how to return a body back with intelligence. So instead of a assassination styled undead kill fest we get to backtrack to the church, to solve a little puzzle :(

     

    Rule of thumb, if the character says he has a bad feeling about this, then something bad better happen!!

     

    Gameplay 2

    Visuals 3

    Storyline 2

     

     

  7. However much to my surprise I found that I could kill revenants with sword which made the difficulty go right down :( I wish I hadn't found that out.

    Revenants look much more menacing than ghouls but they seem to be vulnerable to the sword. Should take 4 hits and not 2.

    I suppose it makes sense but undead are supposed to be tougher than us humans, without all those pesky organs holding us back (even if they have that breastplate its not hard to avoid hitting it).

     

    ah nevermind I restarted the game and it seems to take 5-7 hits now, phew thats a relief... now I get to die a much deserved death when they come at me.

  8. Another all round fun fest. Its a fairly large mansion and in my favourite climate, in a secluded location. The enemy patrols had made me more aware of what I was doing and had me tactically KO'ing some of the them while an arrow to the back of the head of others. The item hunt in particular was alot of fun, fidcal should take notes. Its fun when its not mandatory :D

    I also like that a mini puzzle had me use fire for once.

    Problem is

     

     

    the main puzzle in this one was the easiest I've ever done, I'm surprised the guy hasn't been robbed of the treasure before I show up. Come on now what imagination did it take to make that, its something a 10 year old would think of

     

    I have to admit I took pleasure in killing most of the people in this one and even putting one onto a fire, I could smell the roasting flesh throughout the mission! Smelled alot like boar meat. ;)

     

    Missed 3 easter eggs, wonder where they could be.

     

  9. Man am I impressed, finally a big map worthy of thief 1-2. Now I have to say right off the bat its a damn good mission from a visual perspective. Its dark to and a cathedral of adequate size :o

    The amount of enemies are very satisfying with the tougher revenants, keeping me to using the sparse fire arrows and mines only when I need the time to search rooms.

    A fair bit of loot that aslong as you go through ever room you will find most of it, although there is one challenge that involves some climbing and rope arrows which was very satisfying.

     

     

    couldn't find the treasure map after searching the room.. am I missing something? the clue said search the room -_- only to find a note that says its hidden where no one will find it... so that really helps :(

     

     

  10. I guess it affects the people who wish to ghost a mission and obtain "Perfect thief mode", ie cause no second level alerts, kill or knock out no one & obtain maximum loot (& injure no one, including monster AI). Unless you claim such an alert isn't one that is caused by someone seeing or hearing you but the stealth score is thusly affected.

     

    It makes sense for AI not to go on alert if there is a extinguished torch or a door is found unlocked, or if they notice their keys are gone because there is no way around that the majority of the time. Stealing loot is the point of the game, eventhough in real life missing valuables would make someone suspicious its a counter intuitive to the objective ghosters or anyone who puts strict requirements on themselves.

     

    I am sort of being devils advocate here, I'm more of a pragmatic but I understand why some would want to be a perfect thief.

  11. Fairly well constructed for a small mission me thinks, it provides 2 ways around into the main area just before you go up the stairs and some hidden loot that I found thanks to a idea I got from a previous mission.

     

     

    I found it to be a fairly good mission visually speaking, even though it was all in doors it had quite a good constrast between basement and servant quarters and the main house, story is not much to speak of and the gameplay although not long or tough it did pose a challenge with 2 instances of AI noticing things missing... but at the same time:

     

     

     

    Problems

     

     

     

    The guard in the hallway noticing an ornament is gone

    The boss dude noticing that his safe has been ransacked

     

    While makes sense problem is it affects your stealth score.

     

    Does anyone know of a way to close the wall safe again after you've robbed it? I imagined this would be the way to stop the theft being noticed, but when I went to press the button again, it wasn't frobbable.

     

  12. Assassination, I'm hoping for alot of different kinds of those. Seeing as we almost always see the expert level "don't kill anyone" objective, to go out of your way to plan and execute your target actually fits thief well with the stealth mechanics & mines and firearrows that rarely get any use, it would be cool if the target was well guarded and you'd have to either fight it out hard or find creative ways to either lure them away or stage a accident.

    Now that dropping things on peoples heads can kill them as of 1.08, its perfect timing!!

     

    Easy for me to say (because I've got preexisting work) but even if I hadn't, I would have been positive for people entering with preexisting work as in my opinion, contests are not only a fora for competition between mappers,

     

    Aslong as the pre-existing work hasn't been released before, than its ok. Not like anyone would be able to prove it otherwise.

    As soon as the guidelines are presented then mapping should begin.

     

    This might be too late, but why not have 2 sub categories for the contest? Rank fresh missions against other fresh missions, and WIP missions against other WIP missions? Sure, this means you'll technically have 2 winners for the contest, but you avoid any issues that come with pitting WIP stuff against fresh material, while still having a contest as a pressure and incentive for the people planning to enter WIP missions into it. Best of both worlds, as I see it.

     

    I don't buy the categories thing of WIP vs fresh because why should they be treated differently, and if they are how should they be treated differently, what would constitute as fair.

    Also how would one differentiate WIP vs fresh if only some of the content in the WIP was made previously, but most the levels was made after the competition. It's just pointless bickering & thinking to much. Its like how bikerdude tried to put shadowhides work up to scratch with the other fm's, alot of work into trying to make the fm something its not... long. Thankfully he decided to use his levels for something else & only did optimization and graphical enhancements.

    Fact is if a mission is fun or beautiful which you don't need any longer than 3 months worth of work to make, any time spent more only makes things larger & more polished, not necessarily more fun. This advantage could be one gained by different people in the future.

    Either way seasoned mappers are going to make better missions so trying to 'even the playing field' by judging them differently is absurd, is it not?

  13. Must admit had me scratching my head a bit for the first 10 minutes, getting through the street is tough cookies. Theres a very well lit spot with 2-3 guards alternating with a small opportunity window and a women at the end of the street. Not to mention the place itself is fairly well guarded on the outside so its only a matter of exploring well right at the beginning. I think I liked the challenge along with limited equipment though I can see some people not liking the rather strict route to take as opposed to the much more obvious yet very difficult one we are led onto.

    Theres a bit of mantling and tight rope here for the acrobats, while a little bit of sneaking for the rest of us. It would be a nice to see more from Melan because I think he is probably like Jesps in that he can make a well rounded mission, Melan only needs to apply himself more to make something longer & larger. I wonder if your working on anything? It would be a shame if this where your last.

     

    Story 2

    Gameplay 3

    Appearance 4

  14. Its one of the more interesting missions, its not as big as I was expecting as the word "city" implies but I still found alot of fun to be had, chantry, mansion where the highlights. The monastery was way to hard getting in through the front entrance especially with the well lit front door, very hard to look inside without getting spotted but I guess thats the price you pay for being so unimaginative as to go in through the front door.

    I found a different way in and that had me satisfied to use the rooftops, I want to see more of that in Thief missions. I even managed to find those gems in a very unlikely place, I think I must have seen those eyes glinting from the distance. Damn I'm good.

     

     

     

    The appearance, well I think it all speaks for itself. From the very moment I started the ambience, news wall references, and 3 guards patrolling had me ducking and weaving into crevices I normally don't need to use. Although I would have preferred a larger builder prison, I guess you can't make everything by everyone's standards.

    Overall excellent gameplay, near perfect appreance and a fairly good story from the readables. Nice, and thanks bikerdude for making it run well.

  15. Yeah this was

     

     

    painful.

     

    I can't imagine this kind of thing appealing to anyone, puzzle based adventure games died out for a reason. No one bothered to improve them, give the puzzles alternate ways of solving, its just one thin strand of logic, one hidden item somewhere you missed, one place you didn't notice. Here its that times 10, I must have gotten stuck 5 or six times with no hints as to how to progress. After finally managing to get hold of key in a spiderweb I finally get down there, with some exploration I get up to the mr bonesy which from a readable I knew what to do with his skull. Using the key I found on that door I couldn't get opened before I search the room for a way into his secret chamber... I open the wall then guess what... another locked door...

     

    What really ruined it was having to find that missing lever then the room for it to get the key for the small chest... which contains the mysterious key I need, why oh why is that mandatory in order to progress? That seems like extra loot to me not something that interrupts our progress just before the good part.

     

    After that it only gets more tedious, I thought the ruby was the good loot I needed but turns out I had to put it onto the gargoyle statue I hadn't noticed before. Why these abstract puzzles? A ruby in some alternate dimension to put on some gargoyle statue to get a amulet? Whats the story behind that?

    This needed a hint badly or just place the gargoyle somewhere more noticeable.

     

    Story, non-existent from what I've seen, apart from 2 notes on Cedric being "corrupted".

    There is some voice acting from the builders & a ghost which was good.

     

    Aesthetics are quite nice in the beginning, good use of lighting to so that shadows play tricks with you and hide hidden buttons or just make things creepy as hell, problem is 20 minutes in and I'm bored as hell. The lighting in the second floor in particular is to sparse making me run blind back & forth looking for keys.

     

     

  16. I must admit this one a bit mixed for me.

    Seasonal theme was not really all that evident, probably because I just associate dark orange leaves with autumn. & For a crypt like place it was all really well lit, many years of neglect should have made the place more dark, I still give the aesthetics the full 5 because its just so atmospheric.

     

     

    Fear factor, I was tense throughout & the 3 scares I'd gotten. Well placed wasn't expecting it.

     

    Gameplay however was a bit meh for me, The tension really had me in the beginning but by the end I realized it was all so easy even with all the torches around the place I didn't need to use the water arrows except in that room with the sleeping revenant... cause going right up to his face to unlock that chest is bound to make anyone paranoid :D.

    Easiness was especially evident in the crypt area, although tip toeing around zombie corpses made up for it & finding the one hostile spider was a neat surprise, its idle sound gave it away while I was reading the book next to that hole though like the fact you scripted it to move infront of the hole eventually that would catch some peoples off guard.

     

    So I'm going to have rank it down to a solid 3 for gameplay mainly because we can choose what way to enter and there is a fair bit to gain from loot.

     

    Storyline - I'm counting along side the gameplay, I was enjoying the fairytale book & I think the Builders holy book (for some reason) though finding the book switch (which is mandatory for the blessing water to work>? Is it also mandotary to find that other lever which opens the grate from the place just above the crypt?) thats a bunch of bull, most wouldn't be able to find it, if you are making lifting the curse mandatory (why?) then you can't make it so 'sheer dumb luck' to find it especially if the levers in question serve a different purpose like opening stuff.

     

    At the moment the armory serves no real purpose, so if you are boosting the difficulty & giving us a boss fight with a angry Alberic then perhaps it would make sense to get the player to visit the armory.

     

     

    My main issue:

     

     

    I found the bookcase lever people have been talking about, but I still can't find the doll. Yes I want it spoiled. I read the my note but it just.. I've been through the grounds to no avail.

     

  17. Well seeing as Fidcal and Springheel seem to be ignoring me I'll ask here.

     

    HappyCheese & Nyarlathotep I noticed are on the tdm member list on moddb but not for the one listed on this site. Wondering what their roles where?

     

    Noticed some others like PPoe are not listed under "other contributors" eventhough hes done work translating the mod.

    • Like 1
  18. I believe you guys just found the perfect balance with 1.08. I mean, the guards aren't instantly fully alerted if they got a glimpse of your silhouette, but they do if you run to them and try to bj them. Really really nice work - I can imagine the hours of testing - haha! :laugh:

     

    If someone (ie wench) ran at me and tried to bj me I certainly wouldn't resist.

  19. I would love a pure rooftop mission, I've always loved going on rooftops more than anything else in Thief, but for some reason so few mods (or even official maps) allow you, most go out of their way to bar you from being able to go atop by spikes at the top of walls like T3.

     

    People choosing the third option sounds a bit to much of bullshit & chips, ie wishful thinking of people who want their cake & eat it, I would say the streets would sacrifice detail & probably would have you die from the fall. Certaintly I wouldn't mind a short detour that goes to the ground level, but mostly it would be rooftops or maybe going down a level or two to leap from a window in order to get across to another building.

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