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simplen00b

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Posts posted by simplen00b

  1. Played and finished this last night; AB FAB!

     

    Don't really have anything to add to the comments already made about gameplay; I only found about 1200 loot so I've still got some exploring to do. However, very pleased and grateful I was allowed to find a way to a 'Top of the world Ma' position (again) :rolleyes: : -

     

     

    post-9265-0-64365500-1337254513_thumb.jpg

    post-9265-0-25932100-1337254548_thumb.jpg

    For the few who may be interested, the route is:

     

     

    1. Up the drainpipe from the enclosed garden to the top (easy-peasy).

    2. Jump onto the roof to the right (sightly tricky; chance of slipping off about 30%).

    3. Jump from roof onto shoulders/head of gargoyle lion thing (VERY tricky - chance of slipping off about 90%+ in my experience, but there is a sweet spot that allows you to get on top of his head).

    4. Turn round and jump onto the boiler/cistern/whatever (on the right of the gargoyle). Pretty tricky again, but easier than no. 3.

    5. Jump onto the wall.

    6. Welcome to the void. Loads of places to explore.

     

     

     

    Love love love it. Thanks Melan, and thanks to the whole dev team. TDM is a great game, and this is a great mission.

  2. Another great mission! And I think I'll enjoy replaying it even more now I know

     

    there are no undead traps waiting to scare the do-do out of me (I can see where SeriousToni's coming from; once I had fulfilled all the objectives, I spent the entire journey back to the bell-tower with my nerves shredded by the expectation of dear ol' LQ jumping out at me from nowhere :rolleyes:).

     

    As others have mentioned, loved the one-frob candles, the freedom and opportunities for jumping/climbing/mantling were great, and getting round those gas-flares was a cool challenge too. Never felt like I reached a total dead-end, and about the only time I got to ground level was to get into Wentworth Manor, so I guess I've still got a fair bit to explore (I was short about 850 loot). The water-trap took a couple of reloads to complete, partly because I got cack-handed switching between lockpicks and breath potions, and partly because I was panicking that it was going to be one of your patented undead traps (this time with all-new underwater zombies :smile:)(now there's a nightmarish combination). (No. Don't even think about it. Please.....)

     

    Other random observations:-

     

    I was surprised by how little equipment I really needed; I may try doing the replay buying nothing from the shop 'cos there was a fair amount of stuff lying - or hanging B) - around. (I was playing on Easy, though; does the amount of equipment available in-game get lower at harder levels?)

     

    I had a bit of fun at one point - decided to jump out along the wooden blocks on the gas factory wall to see how far I could get; when I got underneath the lamp, one of the Quinsbury (? - I think) guards started chucking stones at me (he missed most of the time). Looking forward to TDM 1.08 and having the chance to retaliate :P .

     

    Only glitch I came across was an AI trapped in the ceiling as I was exiting Wentworth Manor:

    post-9265-0-98642900-1336951930_thumb.jpg

    but I kept out of his way and he kept out of mine.

     

    One question: is there any back-story as to why those thugs were banging on that door? Do I need to do a bit more exploring? :smile:

     

    Having played nearly all of your FMs, Sotha (Mandrasola is the only one I haven't got round to yet), this has got to be my fave so far. Many thanks!

  3. Riven.

     

    Had no problem with the slide-show gameplay, loved loved LOVED the atmosphere, especially the occasions when you'd see some signs of human(?) presence in the distance, but when you got there, there was no-one around; the feeling of being watched by an unknown (but not necessarily hostile) presence - in bright sunlight - is one of the most deliciously creepy-without-being-really-scarey experiences I've ever had in a video game.

     

    And then - **hangs head in despair** - it went into switching puzzle overdrive. I had gritted my teeth and managed to solve most of the puzzles up to a certain point, but I got to a stage where it felt like I was having to flick four or five switches about half-a-mile from each other to try to get something to happen and after about half-an-hour I packed it in (it was cheaper than hurling the computer through the window and healthier than having a brain aneurysm).

     

    Still kinda regret it 'cos that atmosphere was absolutely unique, and I may have another go at some point with a walkthrough. My bad etc, but I've never come across a 'fun switching puzzle'. :angry:

  4. I assumed it was deliberate design, but if I've managed to find somewhere I shouldn't have gone in one of Sotha's maps, my levels of self-congratulatory smugness will reach new heights :P.

     

    Route was

    exit through east(?)-facing window of door-banging thugs area onto platform below; jump onto nearest wooden block sticking out of wall on the left; shuffle backwards till you can stand up; jump onto roof edge.

     

    • Like 1
  5. Only been able to play it for about ten minutes so far, but it's already hitting my sweet spots -

     

    love starting high above the streets, love the gas flares (or whatever they are) on the pipes (well, I'll love 'em until I have to try and get past one anyway), and done a little bit of fab mantling already.

     

    It's a small point, but I really appreciated being able to climb at least onto the edge of the roof where I took this screenshot (roof can just be seen in bottom LH corner). I guess it's an fps issue, but a lot of FMs seem to make most rooftops completely unattainable even if they're within reach, so it was great to be allowed to jump onto this one (and not fall to a horrible death).

    post-9265-0-03259700-1336827618_thumb.jpg

     

    It's a busy weekend, but I hope I'll be able to give it some more time tomorrow

  6. Either I'm missing something blatantly obvious or I've got a glitch; when I go to sell the book, all that happens is

    Grenefeld makes a little speech, then stands there while all my attempts to give him the book fail totally ('R' & RMB don't do anything). From scanning the forum, I get the impression it's meant to go to a cut-scene and then we get one of Sotha's little 'traps' :o

    but I may have got that wrong. It's also possible I missed a relevant earlier post but I was trying to avoid getting any more spoilers than I've already got. :(

     

    Apologies for any noob mistake I may be making. Any suggestions?

  7. @Diego

    (I'm pretty good with this sword fight thing!)
    Not me - I flail it around like a three-year-old with a bargepole :P .

     

    Interesting that 'Swing' has been mentioned, cos I've been thinking of that and "Illusionist's Tower" as puzzle maps that I struggled with and eventually gave up on. "Illusionist's Tower" I gave up on very quickly when it turned into a

    wretched 'set the switches in the right order' puzzle

    - sorry; can't abide 'em. Gave it about ten minutes and then went onto the next FM. I gave Swing much longer (it did involve jumping and climbing after all); I got to the top OK but after about an hour of trying to work out how to get back down without dying I gave up.

     

    It's possibly ironic this particular mission became my first-ever experience as a beta-tester, because I'm prepared to spend a lot of time working out climbing puzzles in TDM, whereas ghosting, for example, is something I almost never try to 'work out' (although that might be beginning to change :smile:). (I was surprised and honoured RPG asked me to beta-test, BTW; I had just offered to check the readables :P.)

     

    So (if I am allowed to do any more beta-testing in the future), a general rule of thumb might be "If simplen00b finds your climbing/mantling puzzle a bit tricky, there's a good chance a lot of other players will want to punch you :angry: ".

     

    Because, frankly, if the game doesn't have a climbing/mantling challenge, I'll find one. (Warning: subtitle of this video clip is 'Me Showing Off'):-

    http://www.youtube.com/watch?v=iRt0cK0-7Ws

  8. It created more tension, but is never too hard since this is not a "fortress mission".
    Confession: I don't find it boring to knock everyone out, as I'm always still slightly on edge wondering if I have got everyone. I only ghost if I'm forced to (and I don't usually enjoy it) - this part of your map was a good intro for a ghosting-phobe like me (if I can ghost it, I'd say probably anyone could :)).

     

    @grayman: It's a good standard :) . May have seen it before but never noticed it - like the rusty iron handles on the gates of this map; suddenly started seeing them everywhere in other maps, but I don't think I've ever seen them so beautifully lit before. :wub:

  9. OK, last post for the night - another clip showing my way of dealing with the priest and, more importantly, What Lies Beneath :o ;

     

    Note: it just goes up to getting one of the AI into the graveyard. What you do with him after that is up to you ;) .

     

    Aside: I'd love to know if anyone managed to survive this section the first time they went there without having to do a fairly prompt reload.

     

    A reload of the game, that is.

    Not a reload of their pants.

    With the smell of fear.

    **Schoolboy snigger** :rolleyes:

     

     

    Sorry. It's late. Gonna crash now.

     

    EDIT: Forgot to put link to video in. Did say it was late :blush:.

  10. Just gone back and started playing on hardest setting this time - went to the smaller inn first and

    the open balcony design suddenly made a lot more sense; it became a lot more challenging with a "Don't be seen" objective. I did trigger a first-level alert when I was at the top of the stairs

    and both guards wandered up to check me out but I still managed to evade them. Plus there was a lot more tension

    getting in and out again through that brightly lit window

    with the guard on patrol outside. No KO's so far, and no reloads (both of which are really, really unusual for me), but I'm now in the larger inn so we'll see how I get on :unsure: .

     

    BTW - the rat movements are great! Is 'zip-along-really-fast-and-then-jump-up-and-down' a standard animation or did you program that yourself? (There are a lot of more recent FMs I haven't played yet, so I'm never really sure what's standard and what's individual to a particular FMA.) Love it either way :).

  11. Thats very cool Simplenoob, thanks for that, I'm going to put that into the walkthrough section if you dont mind, might help some people!

    Hoped it would help - might give players some idea of where the 'targets' need to be positioned in the screen (e.g. for the drainpipe, I need to aim quite high). Something else I do quite often is take a slight step away from a wall if I'm right next to it (you can just see it about 25 secs into the route #2 video) - don't honestly know if it really makes a difference, but I like to think it does.
    This is the "official" way to cross it:
    That's cool! Just gone back in to try it. I'd say the first two jumps are much easier, but I nearly always get some damage from the last jump. That first jump is great fun though, and I think it's great that even in that confined space, there are different routes across.
    Also, another detail: because you alerted the cooker lady, you didnt get to see her play a small animation.
    Usually, I don't alert her - I jump in while she stands stirring the pot, then I shadow her out as she leaves. I was quite pleased the video did show her being alerted as it showed what you can do if that happens. (Is the stirring the animation you referred to, or there another one?)
    I wouldnt expect another mission.
    :( Could you maybe insert 'in the foreseeable future' after that? I hope you feel differently after having a rest from it, 'cos even the players who hated the climbing part of your map seemed to agree it's a really beautiful mission. (Maybe take it easier and avoid meeting a deadline next time... :smile: )

     

    (BTW - in case anyone was wondering, the first video is garishly bright because I let Google 'correct the darkness'. I actually think it helps see what's happening (in the derelict building especially), but the Route #2 video is more indicative of my gameplay settings.)

  12. OK - next newbie questions (NB: not necessarily addressed to Springheel/dev team, but anyone who can point my noob brain in the right direction):

     

    1. Doing a 'containing text: renderentity' search of the Doom3 folder brings up DOOM3.exe, DOOM3Ded.exe and loads of gamex86.dll files for each FM. Is it one of these files I need to hack, or something different?

     

    2. What's the best utility to use to hack the file? I have Resource Hacker, but very little idea how to use it (I tried a test search for renderentity in DOOM3.exe, but it just kept saying 'could not be found in the resource section'). Would a hex editor be any use (I have HxD)?

     

    3. Once I'm using the right utility, how do I then hack the renderEntity axis setting?

     

    Answer one noobie-q, get loads more in response. Sorry guys....

  13.  

     

    For usual you get out of the inn through the sewers into the bank. The Inn main door (the one near the horses) is just for the very bold people who want to make a run for it.

     

     

    Actually, that rings a bell too - tbh, with the beta-testing, I've spent so long with RPGs FM that playing your and STs maps seems ages ago. I just want to finish making some videos of RPGs FM and then I'll go back to give both your FMs some more time & attention :).
  14. I made the main door to the Inn auto-close. :)

    I think I managed to avoid using that; I know I got in through an upper window while spidernoobing around, but can't remember how I got out - although, actually, yes; do you come out by the horses? (Those fantastic horses)(which I couldn't jump on top of and pretend I was riding :angry:.) Yes...may have been a near-heart-attack moment now I come to think about it....thanks jysk <_<:P
  15. On performance demanding missions mappers can (and should) consider setting the doors so that they do auto-close after some time - specially with wide open spaces.

    To go OT for a moment - I'd really appreciate auto-door closing happening silently, or at least much more quietly. The number of near-heart attacks I've had from hearing a door auto-close and thinking someone's just walked in on me... :o
  16. Where a church entrance usually is -

    at the opposite end to the altar

     

    Ummm...(**thinks back to all the village churches I've ever visited**)...may be wrong, but from memory most of them have a side entry door, similar to where the main door entry to the church in the map is - certainly the two Church of England churches near me do. Maybe it's a CofE thing... :P

     

    There were quite a few key elements in this map that I lucked/blundered into without any help from RPG while I was beta-testing - the big wooden beam in the derelict building, the drainpipe (I did comment to RPG that I hadn't found climbable drainpipes in any of the FMs I've played so far; big ventilation/distribution pipes, yes, but drainpipes were new to me), the route through the kitchen, finding the main church entrance to end the mission, and for some reason I clocked really quickly on how to get through that nailed-up basement door (bit of a nod to T2 gameplay, I thought :)) - however, the one thing that totally defeated me (that no-one else seems to have struggled with) was fulfilling the main objective. I needed a nudge from RPG as, despite having been into Kevin's cell, I was fixated on finding

    a neatly laid-out corpse locked up somewhere with a ring on his finger.

    Which wasn't right. No no no no no... :wacko:

  17. Thanks Springheel - only problem is the link gives a "[#103137] You do not have permission to view this topic" message. I'm signed in - do I need a special password or something? :unsure:

     

    Also, make them walk really fast and run their groans through a pitch shifter.

    Frankly, if I can learn the tools, that would be just the beginning. Frilly bonnets....twirling parasols...mwahahaaaaa....
  18. First off, want to make clear my question is in the context that:

     

    I'm Having Fun and Messing Around in DR. There is no Deeper Purpose. My question is:

     

    Is there an easy way to scale zombie (or any) AI down in size? I tried changing the 'Size' properties in the Entity inspector, but it just seemed to produce another 'Size' attribute (with a 'T' next to it) that made no difference to the entity.

     

    Reason I ask is - I'm really enjoying the thought of having knee-high zombies scampering around my 'map', but realise the models may not have been designed with my childish purposes in mind. If there is an easy way of achieving this, let me know: however, if it requires dismantling and rebuilding the core code of TDM from scratch, then I demand that the dev team drop everything they're doing and start work on it immediately.

     

    (j/k)

     

    Knee-high zombies...actually, in the right context, they could be really quite scarey....

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