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simplen00b

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Posts posted by simplen00b

  1. I think I found some serious bug.

     

     

    Remember I told you guys in the barn are not enemy? They are enemy. But for some reason they behaved like friend. Then last night friends(greets hello my lord) who sits on the street attacked me when they saw me. Is there any explanation for this?

     

     

    The only time I tried to interact with the barn people,

    they attacked me. In the context of the story, ever since then I've had no compunction in putting an arrow through each one's head.

    The peasants only attacked me when

    I broke into their home. I did KO them both - once - and then break in, but given all there was to steal was one gold piece (duh), I never went in there again. They've never attacked me otherwise.

    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

    "oh yes, lights going out, very scarey, ho humAAAARRRRGGH". (It's the gate and that second scream especially that does it - you can have the sound turned down very low but they still sound deafening.

     

    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 :smile:. 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.)

  2. Just played through it again and picked up some details I hadn't got before:

    e.g. the swordsman is a 'goodie' and can be ghosted; plus, the priest and the skull - I saw him kneeling down at the grave, but didn't realise what he was doing until just now. Kind of raises uncomfortable questions about how much he knows about 'Kevin'...

    some amount of experimenting and reloading is to be expected, do not despair if you feel you are stuck

    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 :smile: ), but I did (eventually) work them all out on my own. Very satisfying it was too. (Just worked something else out too:

    how to get back from the churchyard to the courtyard

    which is probably totally redundant but nice to achieve anyway :P.)

     

    Re the coin box:

    do I have to do something with it? I've tried leaving it at various places in the merchant's house, or with the swordsman, even tried the weaving factory but I only get the red flash :(, so I'm assuming there's somewhere where it'll get the green flash. I've read the merchant's letter telling his wife to give it to Jon (?) with the sealed letter but can't make any connection with anything else in the map. If there's a readable I need to look at more closely, point me in the right direction

     

    Also - in the very first part of the map:

    Am I meant to be able to get up here?

    post-9265-0-24884100-1335127506_thumb.jpg

    And, is there a way to this window?

    post-9265-0-92628800-1335127560_thumb.jpg

    Or am I just being a spidernoob? :P

    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.

  3. When entering a new location, the lights in that location can contribute to the overall ambient value. When passing from a dark location to a lit location, or vice versa, the effect can sometimes be jarring.

    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.

  4. This isn't dead serious business, you know.

    +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 :rolleyes:.)

  5. 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....

  6. #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

  7. I don't get how you guys can think about Thief after watching this video, sorry :P

    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** :P

    Does look awesome tho'....

  8. 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.)

    Sorry, but this is ridiculous hyperbole. Do players feel "weak and impotent" because big scary mapper "forces" all their preferences for textures and models and sounds and entities and readables on them? :rolleyes: I don't know what makes flame particles the tipping point.

    +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).
  9. you weren't supposed to be there and I can't understand how the hell you've made it there

    post-9265-0-62299900-1334411230_thumb.jpg

    Spidernoob, spidernoob, does whatever a spidernoob does :P

    And with the sitting guy: There's often some problems with sitting or sleeping AI's in the game which I as mapper can not solve as far as I know. I'm sorry, I hope it wasn't too bad!
    Wasn't aware of that - I can't have tried to KO many sitting AI's up till now.

    we need also some candy

    Just keep looking at the poll results :D
  10. Welcome Ken. From personal experience - if you've never played a stealth game before, you may have a bit of a learning curve ahead of you, but stick with it and you'll be rewarded with one of the most immersive game-playing experiences around. Start with the training mission (duh), then the recommended newcomer missions (The Crown of Penitence, The Outpost, The Parcel, and Too Late; I'd also add Special Delivery). If you haven't already checked it out, the wiki page on Dark Mod gameplay may be useful (I'd definitely recommend the sections on combat and AI - it'll give you an idea of what you're letting yourself in for!)

     

    You are very late to party, but it's not over yet.
    Seriously - I think TDM's glory days are still to come. :smile:
  11. Just played through on easy level - and for the first time ever in a TDM FM I've got 100% of the loot!! Woo-hoo!!! So thanks for that, ST - likes/dislikes/etc as follows: -

     

    Likes:

    1) The sound ambiance - just having the wind on the outer sections gave it a great atmosphere, and the music generally worked very well. I thought the cellar level music was the best; for the upper levels I was more aware of the music repeating (although it never got annoying) but the cellar level music combined music and ambiance really well, if that makes sense.

     

    2)

    KOing the first guy in the cellar and dragging him up the slope to the trapdoor entrance. Only to have him slide all the way back down again. (Not sure why I liked it, but I did.)

     

     

    3)

    Wasn't too keen on not having any lockpicks at first, but you placed the keys really well. As long I kept my eyes peeled, no tedious key hunting!

     

     

    4) Had to check the forum to put the last piece of the puzzle into place, and my first thought was

    I've got to get the guests to go to bed?? That's stupid! How do I do that??!!

    - at which point ***CLANG*** the penny dropped, some of the readables suddenly made sense, and really, given the set up, I realised the solution is actually quite satisfyingly logical. I was just fixated on looking for

    a note saying "I have to kill Thief. My wooden leg is acting up and maybe I should stop wearing a luminous green top hat. Kill. Kill Thief. Grrrr." etc :)

     

     

    5) Having that little 'debrief' scene at mission end. (Just to go OT for a moment; I'm with Pusianka in finding the 'Mission complete' music a bit jarring/cheesy, and at some point I'll have a go at coming up with something I like)(and that everyone else will find jarring/cheesy :smile: )

     

    6) Good AI mapping - having them be able to turn lights on gave me a scare but meant I had to keep on my toes!

     

    7) Some seriously awesome textures - these were one of my faves:

    post-9265-0-55986400-1334331914_thumb.jpg

    so yummy I could eat them (if they're standard TDM fittings, then kudos for making them look so good; I've never noticed them before). (EDIT: Just gone into jysk's FM and suddenly seen them there too, so I've probably seen 'em loads of times without noticing them :blush: )

    Loved this scene too:

    post-9265-0-55765600-1334332080_thumb.jpg

    (I would put more up but I've reached my upload limit :(.)

     

    Dislikes

    1) I actually wasn't keen on the key objective: it's purely personal preference but

    I'm not a fan of forced-kill objectives (I'd rather have the choice :P ),and personally I'd want a bit more reason to kill someone than the word of a total stranger and a poster on a wall with an arrow stuck in it, but hey - it's a game and I'll try not to take it that seriously :smile:

     

     

    2) Didn't seem to be much opportunity to climb around, but I'd guess that'll be a more advanced build (I notice both your and jysk's FMs avoid

    offering rope arrows

    :).) I did get up on a couple of roofs/ledges, but I got the feeling I wasn't meant to be there...

    post-9265-0-97007900-1334331942_thumb.jpg

    post-9265-0-65645800-1334331960_thumb.jpg

     

    Possible bug?

    I came across what seemed to be a bug with this guy

     

     

    post-9265-0-19124400-1334332008_thumb.jpg

    I tried to KO him from behind while he was sitting down, and he got stuck sitting down in a really weird way - he just sat there staring at me and, erm, well, it looked like he was stroking his thighs in an unnervingly pervey kind of way. He didn't try to chase me to anything (I tried knocking him out anyway, and discovered that when someone goes down with repeated whacks of the blackjack, it doesn't just knock them out, it kills them.) Never sure whether it's just my system - I've got a saved game with the guy doing his staring bit if anyone wants to have a look at it.

     

     

    All-in-all, ST, amazing work for a first build - really looking forward to what you'll come up with next!

  12. Been playing it for about an hour now - don't think I've got very far, just been loving the atmosphere (I'm a sucker for sea/waves ambience). Man, jysk, this is your first mission??? It looks fantastic, AND it's already let me do one of my fave thief activities of (after a fluffed k.o. attempt) running away and hiding. (And then coming out of hiding and doing the k.o. properly.) :wub:

     

    Serious Toni's FM was really well done for a first mission, but I'm already thinking this one's outdoing it. Serious kudos to both of you.

     

    Got a bit freaked out in the warehouse -

    it looks like something rather nasty has escaped

    - but don't tell me yet if I'm right, I'm looking forward to finding out for myself....

  13. It's pretty much fine as it is; I'd just suggest some small tweaks:

     

    Aside from that, the city itself offers a lot of opportunities for a professional like me. Grimson's Bank has a branch here - on my way back, maybe I could pay it a visit. I'd need to be properly prepared for a job like that, but my fence can probably give me some useful information...

     

    I'm not too sure if I understood your last sentence so I may have misinterpreted it. Feel free to disregard this - like I say, it's good as it stands :) .

  14. as it happens one of the clues is in the part of the cathedral: hint - look up..
    Got there and finished. Great mission - finding the remains of St Alban was the only bit I wasn't too keen on:

    not a big fan of puzzles, nor switches that trigger something a long way away :angry:

    but everything else was great. Killed my first haunt in hand-to-hand combat :o ; the sewers were really atmospheric, and I must still have loads of places to explore as I was 3000 short of total loot. And being able to do that swing-vaulting thing - :wub: ....thanks again BD.

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