Jump to content
The Dark Mod Forums

Fan Mission: The Beleaguered Fence by Sotha (2010/06/23)  

47 members have voted

  1. 1. 1. Gameplay: Enjoyment. Fun duration. Smooth flow, ect. Versus Bugs. Frustration, Boredom, framelag

    • Poor
      0
    • Tolerable
      0
    • Good
    • Excellent
    • Near Perfect
  2. 2. 2. Appearance: Visual pleasure, lighting, visual style, deduct bad texturing etc.

  3. 3. 3. Story & Text: Story. Text. Briefing. Graphic storytelling



Recommended Posts

Posted

Been everywhere but can't find

the undead with gem area

others mention in this thread. Can someone provide a clue please. By the way , has anyone else

found that a rope arrow is a lethal killer? With a normal arrow only a head shot ( sometimes difficult ) will do but a rope arrow seems to kill outright anywhere on the body.

Posted

Been everywhere but can't find

the undead with gem area

 

 

Try in the jail. If you've been everywhere there then you need a clue from a readable - see next spoiler

 

 

 

You need the captain's diary from his room. It's hard to find

 

Posted

 

Try in the jail. If you've been everywhere there then you need a clue from a readable - see next spoiler

 

 

 

You need the captain's diary from his room. It's hard to find

 

 

Thanks !

Posted (edited)

Well , couldn't find

the captain's diary

but on going back

to jailblock B ( I rushed around that bit before as I'd found the fence in A block)

I was able

to open the end cell with the unmarked key I'd found previously. Dropping down the hole there I found myself in a cave with bodies ( including a stone one?!) and crawling along the walkway with lava underneath didn't help as the entrance was blocked. Is this a dead end? Perhaps I should be looking elsewhere?

Edited by raymeld
Posted

@raymeld:

 

You really need to find the diary. Check the captains quarters very thoroughly. Check under some furniture.. There is a loose floor board

 

Clipper

-The mapper's best friend.

Posted

@raymeld:

 

You really need to find the diary. Check the captains quarters very thoroughly. Check under some furniture.. There is a loose floor board

 

 

 

Ah ! All is explained , never thought of that one. Will check again. Thanks.

Posted

blush.gif I had a real "DOH" moment when

I was hunting and hunting for the captain's diary. I keft getting the floor board highlighted but it would not open. Finally highlighted standing farther back by the desk and it opened right up. I can only guess I must have been standing on it.

laugh.gif

 

 

Posted

Just finished . Another great mission and no problems encountered running it. Very enjoyable , 10/10 from me , many thanks Sotha.

Posted

I had to mess with the articulated figure's "MoveTime" settings, so he'd be more apt to act like play-doh when I use doom 3's dragEntity dev tool.

yay seuss crease touss dome in ouss nose tair

Posted

Heh.. Ouch. Gotta make the lavatory holes bigger and deeper next time.

Nice (and humiliating) way to stash particularily annoying unconscious guards. :P

Clipper

-The mapper's best friend.

Posted

Don't remind me - that ventilation grill is crap. :laugh: I never want to see that again! Fortunately the FM was good enough it didn't matter too much and it was a v. quick build so all is forgiven. Here's a quick grill I did yesterday which I thought was rough but yours takes the prize for crappiness! Maybe we should have a crappiest features contest. ;):laugh:

 

post-400-127787966084_thumb.jpg

Posted

Don't remind me - that ventilation grill is crap. :laugh: I never want to see that again! Fortunately the FM was good enough it didn't matter too much and it was a v. quick build so all is forgiven. Here's a quick grill I did yesterday which I thought was rough but yours takes the prize for crappiness! Maybe we should have a crappiest features contest. ;):laugh:

 

post-400-127787966084_thumb.jpg

 

Heh. That grill was still there? I got feedback on it and fixed it.. From the other side! :blush: This side I simply forgot.

I also vote for the crappiness contest, but maybe we should wait that there is a bit more FM's. Then have a tongue-in-cheek hunt for screenshots on crappy things in maps. :laugh: It would be beneficial as a lesson on how NOT to do things. Now the big problem is how to do this without making anyone angry..

 

I'd probably give some crappiness-votes for a few maps with insanely ambitious detail and open areas which results in bad performance on a quite new hardware. It's not all about graphics, but a delicate balance between graphics and smooth performance and this seems to be very easily forgotten by even the experienced mappers. I'm prone to think that experienced mappers actually stumble upon this more often, although they specifically should understand the harsh reality of performance vs. detail.

 

Somehow I tend to prefer frames-per-second over visual quality, as long as the visuals are not totally 'boxy' and the mission in itself isn't totally crap.

 

That's a really nice grill you have there, by the way!

Clipper

-The mapper's best friend.

Posted

yes I've done that where I know I fixed something but it somehow is still there in the release.

 

I see things in my screenshot I didn't notice when I made it. But basically it probably just wants more tesselation or something. I think this is all I did but maybe there is a better way...

 

Create a cylinder for the outer size

Clone it and shrink to the inner size

Cap that inner one and give that the grill texture

Delete the top cap and the inner cylinder just leaving that cap

Thicken the outer one by the difference

Give it rust or something.

Delete the top hidden area.

Posted (edited)

Great mission, Sotha !

It seems I'm too stupid for this objective:

 

"Get Lark out before he is interrogated !"

 

Where is Lark ? Cell Block A or B ?

 

Edited by id3839315
Posted
It seems I'm too stupid for this objective:

 

"Get Lark out before he is interrogated !"

 

Where is Lark ? Cell Block A or B ?

 

Try looking around for more information. Most jails keep written records of inmates.

 

yay seuss crease touss dome in ouss nose tair

Posted

 

Not sure what if anything I was suppose to do with the light gem, I believe somebody mentioned shooting it?, but I put out all the torches, grabbed the diamond and hid until the dude with the sword went back down the ramp and when he was off in the corner I ran like hell.

Great mission Sotha! Thanks!

 

laugh.gif

 

 

  • 2 weeks later...
Posted

had alot of fun on this one. Nicely designed and some cool effects and lighting.

 

Not going to finish tonight, have to go back to an earlier save.

 

 

 

I thought I needed to leave through the body waste system, so I took my buddy down there with me, now can't mantle back up top with him. Almost but it just wont let me.

 

 

---------

The only issue was when I let prisoners out of their cells. They immediately ran upstairs. I found them dead when looking for a candle later (ended up going to office upstairs).

 

I suppose the guards got set off by the prisoners, killed them and somehow the nobleman upstairs was set off, in a continual loop of 'help, someone's after me', his door was open (the guard lounge) and two guards were in the hall by him with weapons drawn, but frozen like statues (locked on full alert I assume).

 

The only way to make them snap out of it was to BJ the archer (his back to me, standing in his shadow). Then he would wake up and I could get away real quick. He'd start to search and the other guard would start a search too.

 

(I've got a gamesave of it)

Dark is the sway that mows like a harvest

Posted

I'm happy you had fun!

 

 

I thought I needed to leave through the body waste system, so I took my buddy down there with me, now can't mantle back up top with him. Almost but it just wont let me.

 

 

In the objectives it says where Lark should be taken.

But yes, it is

 

possible to get stuck if you drop the body in the underground tunnel. Should have put a mission failed objective if player does so.

 

 

 

 

 

The only issue was when I let prisoners out of their cells. They immediately ran upstairs. I found them dead when looking for a candle later (ended up going to office upstairs).

 

 

-Yes, the guards kill escaping prisoners.

 

 

I suppose the guards got set off by the prisoners, killed them and somehow the nobleman upstairs was set off, in a continual loop of 'help, someone's after me', his door was open (the guard lounge) and two guards were in the hall by him with weapons drawn, but frozen like statues (locked on full alert I assume).

 

The only way to make them snap out of it was to BJ the archer (his back to me, standing in his shadow). Then he would wake up and I could get away real quick. He'd start to search and the other guard would start a search too.

 

 

Sounds like an AI glitch. When encountering the escaping prisoners the guards should eliminate them as they are in a different team. After this, the AI should resume on normal patrol paths, but with swords drawn out.

 

Clipper

-The mapper's best friend.

Posted

Hey Sotha, this FM was pretty neat, especially the optional objective. I played on difficult and I gotta say, this felt like one of the hardest FMs up until now gameplay wise. Very hard to sneak. This might have been so hard for me because I discovered my equipment very late in the end.

 

 

I was a little puzzled about how to open the door to the evidence room. I read something about a key being lost outside, but couldn't find it. In the end I discovered that I can pick the lock of the door. That was a bit frustrating and poses a small minus on my rating of this FM. Very subtle decals on the captains hiding place indicating that there is something there would also have been nice. There should always be some visual hint to hiding places like that in my opinion.

 

 

Anyway, congrats on this FM. Looking forward to your contest entry... :)

Posted
Hey Sotha, this FM was pretty neat, especially the optional objective. I played on difficult and I gotta say, this felt like one of the hardest FMs up until now gameplay wise. Very hard to sneak. This might have been so hard for me because I discovered my equipment very late in the end.

 

 

I was a little puzzled about how to open the door to the evidence room. I read something about a key being lost outside, but couldn't find it. In the end I discovered that I can pick the lock of the door. That was a bit frustrating and poses a small minus on my rating of this FM. Very subtle decals on the captains hiding place indicating that there is something there would also have been nice. There should always be some visual hint to hiding places like that in my opinion.

 

 

I'm glad you enjoyed it. ^_^

 

Nice suggestions. If the mission is a tad bit more difficult, surely beating the mission is more rewarding? Also if you play it on HARD difficulty, it should be.. well.. hard. ;) If it's too hard, then there are the more easier difficulty-level where you have plenty of money to get good equipment in the beginning.

 

My mapping philosophy is:

1) There will be no mission jamming hunts for keys in illogical places. Do not drag the player through the mission the way mapper intended. Let the player go where he/she wants.

2) All doors should be pickable, but having a key is a nice convenience and rewards the player with much easier and silent access.

 

 

In this mission the player gets to choose wheter to find the key or pick the lock. Picking the lock is very risky as there is the electric light and frequent patrols. Slipping in with the key is quick and easy.

 

Clipper

-The mapper's best friend.

Posted

Just to be clear, my comments about difficulty were no criticism. I love a challenge! Although I have to say, that I had to quit TDM at one point out of frustration... :-)

 

I understand your philosophy and although it's not my preference in gaming, I accept it. (Well, I gotta accept it)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • jivo

      I just uploaded a new version of the Visible Player Hands mod. It's been updated for TDM 2.13 and has new animations. Check out the post if you're interested!
      · 0 replies
    • datiswous

      I moved from Manjaro Linux (rolling release) to Linux Mint (LTS). One of the reasons was that I found the updates a bit too often and long. But now on Mint I get updates every day, although they're usually small updates.
      · 3 replies
    • JackFarmer

      "Hidden Hands: Vitalic Fever" - new update available including subtitles & compressed briefing video (thanks to @datiswous) and several fixes.
      · 0 replies
    • Wolfmond

      🇬🇧

      2025-04-20
      I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.
      I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced. 
      I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea. 
      I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan. 
      I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.
      I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.
      For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar. 
      I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable. 
      In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.

      __________________________________________________________________________________
      🇩🇪

      2025-04-20

      Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.
      Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen. 

      Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee. 

      Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind. 

      Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.

      Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.

      Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können. 
      Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar. 
      Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.



      · 2 replies
    • JackFarmer

      On a lighter note, thanks to my cat-like reflexes, my superior puzzle skills and my perfect memory, I was able to beat the remastered version of "Tomb Raider: The Last Revelation" in a new superhuman record time of 23 h : 35 m, worship me!
      · 5 replies
×
×
  • Create New...