Jump to content
The Dark Mod Forums

Recommended Posts

Posted

In no order:

 

Glenham Tower

House Of Theo

Knighton Manor

Mandrasola

NHAT

 

Can I add Living Expenses too?

I know it's six missions then but I hope it's okay :blush:

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

I was hoping more votes might break the massive 4-way tie for fourth place, but now we've just got an even larger tie for third place. :)

Here are the results:

 

The Top SEVEN Missions, by community vote:

 

1. Tears of St. Lucia (13 votes)

2. A Score to Settle (11 votes)

3. No Honour Among Thieves, Glenham Tower, Knighton Manor, Heart of Lone Salvation, Return to the City (7 votes each)

 

Honourable Mentions:

 

4. Alberic's Curse, Flakebridge Monastary (6 votes each)

5. Mandrasola, The Transaction, St. Alban's Cathedral, Fiasco on Fauchard St. (4 votes each)

6. The Builder's Influence (3 votes)

 

 

Other than pinning this information somewhere, I'm not entirely sure what to do with it. I had thought that doing something in the Download Mission menu, like adding a star or something next to those missions, would be appropriate, but I'm not sure how easy that would be to do.

 

I had another idea as well...since Tears of St. Lucia was the clear favourite, with more than 50% of people listing it as one of their favourites, how would people feel about including it in the main TDM download package? It's only 18MB, so the size would be negligable. And Tears of St. Lucia was an official, team-built mission that was designed with 'impressing the public' in mind (it was our second demo, for those that didn't know). By including it in the download, we would make it very likely that new players would play it before downloading any other mission, so we'd be certain that they play TDM's best mission first. I personally think it's a good idea.

  • Like 1
Posted
Other than pinning this information somewhere, I'm not entirely sure what to do with it. I had thought that doing something in the Download Mission menu, like adding a star or something next to those missions, would be appropriate, but I'm not sure how easy that would be to do.

It surely wouldn't be too hard on the main TDM page? Add a star, explained as a "Community pick". Maybe add this info to the short blurbs of the individual mission files as well? Or in a corner of the initial screenshot you see in the downloader?

 

I had another idea as well...since Tears of St. Lucia was the clear favourite, with more than 50% of people listing it as one of their favourites, how would people feel about including it in the main TDM download package?

Good thinking.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted (edited)

Maybe we should now vote on which of the remaining missions for each of the 3rd, 4th and 5th places we would prefer, to break the tie? Yes, I think a sticky here on the forums, a mention on the main page (news and download list), wiki, etc., would be enough.

 

I also vote for including Saint Lucia for sure, I always wondered why it wasnt in the first place - the training mission is a great map to get to know the potential of the mod, but I dont think anyone would not like to have a "introduction" mission to play with right after downloading the whole thing, specially if its such a nice one like Tears.

Edited by RPGista
Posted

Lol, Tears of Saint Lucia... It was the second map out for TDM right? Its really a masterpiece, since some time ago a Classic mission and now included in the Mod. Thats the way to go!

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

Posted (edited)

I had another idea as well..How would people feel about including it in the main TDM download package? It's only 18MB, so the size would be negligable. And Tears of St. Lucia was an official, team-built mission that was designed with 'impressing the public' in mind ... I personally think it's a good idea.

 

Absolutly. I always wondered why Tears of St. Lucia wasn't included. Being a excellent team effort to showcase TDM...

Edited by fllood

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

Posted

St. Lucia was always special. And it's not a bad idea for new players to have the same first "deep" experience with Dark Mod that we had. (For that reason, packaging A Thieve's Den wouldn't be so bad either, everyone's real first experience. Edit: What about the idea of combining Thieve's Den into the Tutorial Mission, so after you've visited all the areas, a door opens up that teleports you to a full mini-mission you can play, and it's Thieve's Den, and winning it just teleports you back to the tutorial hub. Just an idea...)

 

I think for #3, if you wanted an "objective" tie breaker, No Honor Among Thieves is the most ambitious of the list as a 3 mission campaign. So if the goal is the make an impression for new players, that's the one for them to play first I'd think. Or if you wanted a vote-off to pick among them, that'd be my pick anyway (just for that reason; I like all those missions).

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

I don't see the point of a vote...I only gave the totals for the sake of transparency. The main goal is just to have a list of recommendations, and having 7 is fine, I think.

Posted (edited)

I'm not sure if this has already been addressed and I might be thinking of the wrong mission, but I remember my only problem with The Tears of Saint Lucia is that it has this odd issue with the last objective where if you don't go to a certain place on the way out of the cathedral it won't count as completed.

 

This would be fine except there is an exit that bypasses this specific area gives you a clear way to the beginning of the level, which doesn't seem to count completing the "leave the vicinity of the church" meaning that the player has to go back towards the church in order to complete that objective, which runs counter to common sense as well as to the way the "get out" objectives work in most missions.

 

I don't know if maybe I didn't update the mission properly or if I'm thinking of the wrong mission, but if I'm thinking of the same mission then I really think that's something that would need to be fixed before you include it with the mod.

Edited by Professor Paul1290
Posted

Definitely this mission, and definitely an issue.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

I can go over the map and make sure everything is working. There were a few other things that were a bit glitchy with the new version, as I recall. And if we're going to include it with the mod download, I'd like to add in a little support for a few new features that weren't available at the time, like suspicious lights and doors.

Posted

Great idea! I can remember at least a couple of cases where suspicious doors would be very welcomed, like the chapel door and the bishop's room...

Posted (edited)

While not quite as offending as the issue with the "get out" objective, there is something else in the mission which doesn't make sense.

 

As far as I know, the main door to the crypt does not work at all from either side, and I think it doesn't even frob. Maybe there's a trick or switch to opening it somewhere, but if there is I have yet to find it. It's not really mission breaking as you can get in and out of the crypt using the elevator but it doesn't quite make sense considering that the door is as decorated as it is and has a keyhole next to it, which strongly suggests it should do something other than act as a wall.

 

I think you should at least be able use the door or keyhole to attempt open the door even if it never works, at least to maintain consistency with the other doors.

Edited by Professor Paul1290
Posted

It could even be easily made to be barred from the inside. So then you still have to go to it through the vator but can unbar and use it then. Would give a reaon why it's not accesable in the firs place.

Dark is the sway that mows like a harvest

Posted
I can go over the map and make sure everything is working. There were a few other things that were a bit glitchy with the new version, as I recall. And if we're going to include it with the mod download, I'd like to add in a little support for a few new features that weren't available at the time, like suspicious lights and doors.

Dont forget to checking all the texture alignments et, nothing takes you out of the game than a poorly aligned texture..

Posted

The Tears of Saint Lucia

No Honor Among Thieves

A Score To Settle

St. Albans Cathedral

 

and great, great fan mission, a personal favorite, The Heart of Lone Salvation.

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

    • 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!
      · 3 replies
    • Goblin of Akenash

      My mapping discord if anyone is interested, its more of a general modding thing rather than just for TDM 
      https://discord.gg/T4Jt4DdmUb

       
      · 0 replies
×
×
  • Create New...