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simplen00b

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Everything posted by simplen00b

  1. 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 .
  2. 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 .) Yes...may have been a near-heart-attack moment now I come to think about it....thanks jysk
  3. No, it's OK - I did work it out before you released it, but I needed a hint. You're not the first FMA who's been on the receiving end of my occasional OCD tendencies (as Sotha may be able to tell you ).
  4. 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...
  5. 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... 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 Which wasn't right. No no no no no...
  6. 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? Frankly, if I can learn the tools, that would be just the beginning. Frilly bonnets....twirling parasols...mwahahaaaaa....
  7. 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....
  8. The only time I tried to interact with the barn people, The peasants only attacked me when Like BSB, I really liked the fact that there was no loot objective, and I could exercise some 'morality' in my larcenous activities (heh)(but I'm still happy to be a loot-hoover when occasion demands). And yes - if there is a v1.1, do provide a spyglass. @ungoliant - yup, me too This mission reminded me a lot of 'Heart of Lone Salvation': 1. Great atmosphere, especially out-of-doors; 2. The horror aspect being closely tied to pathos/tragedy; 3. Spells of mind-bendingly incandescent frustration, followed by warm glow of satisfaction when I (eventually) found the way through . Which is high praise in my book, but can understand it's not to everyone's taste. (If someone produced a map that depended on swordplay skills, I'd give up pretty quickly.)
  9. Cool, except the rapidshare link keeps coming up as 'Download not available'. I'll try again tomorrow in case it's a server problem.
  10. Yeah, I assumed from jysk's reply to you above that that's what he had done. jysk - will you be releasing a version with that problem solved? I hope so - it was one of the few distractions in an overall excellent mission.
  11. Thanks RP - I had exactly the right idea, just wasn't using the right buttons! I will hurl myself at anything that looks climbable. Anything. (And your map has extended my definition of 'climbable' quite a lot .)
  12. Just played through it again and picked up some details I hadn't got before: Ooh yes. This FM has some brilliant jumping & mantling challenges, and one of them I still haven't worked out a fail-safe route through (blessedly there's an alternative route anyway ), but I did (eventually) work them all out on my own. Very satisfying it was too. (Just worked something else out too: which is probably totally redundant but nice to achieve anyway .) Re the coin box: Also - in the very first part of the map: Even though (with the beta-testing) I've played it loads of times, I still stop and admire the moonlight effect; I love the way its beauty contrasts with what is, at times, a pretty grim and sad story. And I love the romantic feel of the set-up - gives it a really different atmosphere to the standard 'need to get the rent paid' motive.
  13. I was going to post about this - I get 'flashes' fairly regularly (in many FMs) where the ambient light suddenly brightens for a second or two before going back to normal; 'Rightful Property' is the first one I've been aware of where it brightened and stayed brightened until I moved to another area. I thought it was going to be something to do with my graphics set-up. Glad to hear there may be a fix.
  14. +1. While I can understand SeriousToni's disappointment (and BTW, ST, being "too optimistic or idealistic" is nothing to be ashamed of ), I think it's much better if FMA's enjoy and feel supported in the process of getting their work completed and released, rather than getting stressed and pressurised by trying to meet a deadline that, in the overall scheme of things, is (sorry, SirT and SeriousT) pretty meaningless. The quality of all these "beginner's" builds is gob-smackingly good, and hugely encouraging. (I can tell you, when/if I finally get round to building my first FM - do not not NOT hold your breath - I fully expect it to make the T2 'Bestest FM' series look like Rose Cottage & Seven Sisters & the Rocksbourg series combined .)
  15. As one of RP's beta-testers, ST, I'm part of the reason for the delays for his mission. It was a real honour to be asked to beta-test, but even if there hadn't been loads of RL commitments at my end, I'm nowhere near the fastest TDM player on the planet - sorry.... There were a couple of serious bugs which would have made the game unplayable; just had a run-through of the latest release though, and as far as I can see it's looking good... I know you've felt let down by the response to the contest, ST, but I can confidently say (being in the privileged position of having now played all three new FMs), the quality of everyone's work is a real reason to celebrate! And on that note, I definitely AM going to bed now....
  16. #1. Yeah, I've noticed that too, but I just (titter, splutter) get over it!! Literally!! (Lol, etc. I'll just wait for y'all to get up off the floor there.) #2. +1. Don't know why it should matter so much that I should be saved a bit of fiddling on the mouse, but it does, and that's the way it is. #3. I think this may have happened to me once or twice, but mostly I think I automatically wait till I'm in a pretty safe/dark area before doing a savegame. #4 (ST's). +1
  17. Overall look & atmosphere: TDS on steroids (I liked it) Roof running and jumping: YEAH BABY - my favourite part (surprise surprise), and very Thiefy Stabbing & hacking everyone en route: Erm....well....OK - not my style of Thiefery, but.... Super-duper-super-ultra-powers that allow player to take out an entire roomful of guards on full alert with player in full light: **Thief concept lies crushed, bleeding and kicked to one side by SteamPunk-TooledUp-GordonFreeman concept** Does look awesome tho'....
  18. Just a quick late-night note to say 'FINISHED!' and it's a great mission; voted Excellent/Near Perfect/Excellent. Plus I managed to find my way up where I shouldn't really go (I'd be surprised if I'm the only one - too many stackable crates around ):- Gobsmacking stuff, jysk. Thanks for a great mission.
  19. My inner spidernoob is already drooling. Which actually sounds pretty disgusting. Isn't meant to. Sorry...
  20. As someone who's dangled his feet in the shallow end of FM design (and reconciled himself to never getting further than halfway through page 2 of Fidcal's TDM Beginner's Guide), my noob perspective is: If there's an option that (i) keeps it as easy as possible for those amazing people who can design FMs to get on and produce more of them, and also (ii) keeps it as easy as possible for techno-noobs like me to play them, choose that one. (Have a suspicion it may not be that simple though.) +1. Out of the 35-odd TDM FMs I've played, there have only been 4 I've stopped playing because I felt insurmountably 'weak and impotent', and that was down to gameplay design - it was nothing to do with how stuff looked. (And I'm planning to give at least 2 of those 4 another go at some point anyway).
  21. Noticed this in jysk's FM too. Has it always been like that and I've only just noticed?
  22. My cue to give another thumbs up to the devs for making the climbing/mantling such a joy... It won't work. I. Will. Find. A. Way. Mwaaaha haa ha (etc etc)
  23. Spidernoob, spidernoob, does whatever a spidernoob does Wasn't aware of that - I can't have tried to KO many sitting AI's up till now. Just keep looking at the poll results
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