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Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)


Moonbo

Poll: Requiem (by Gelo "Moonbo" Fleisher)  

127 members have voted

  1. 1. Appearance

  2. 2. Gameplay

  3. 3. Story



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Doesn't work for me in 2.0, I get the following error:

Looks like a good mission though and I'll definetly check out the book :)

 

WARNING:file def/evil_being.def, line 111: 'snd_bounce_cloth' already defined

WARNING:file def/evil_being.def, line 112: 'snd_bounce_grass' already defined

WARNING:file def/evil_being.def, line 127: 'snd_rustle' already defined

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_42000'

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_42390'

removed 24 degenerate triangles

removed 12 degenerate triangles

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_43170'

WARNING:Unknown look_joint 'Waist' on entity Salo

WARNING:Unknown look_joint 'Waist' on entity Ptor

WARNING:Unknown look_joint 'Waist' on entity Nicca

WARNING:Unknown look_joint 'Waist' on entity Ackso

WARNING:Unknown look_joint 'Waist' on entity Marta

WARNING:Unknown look_joint 'Waist' on entity Messina

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_44730'

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_45890'

WARNING:Unknown look_joint 'Waist' on entity Kalash

WARNING:Unknown look_joint 'Waist' on entity Mazin

WARNING:Unknown look_joint 'Waist' on entity Blanca

WARNING:Unknown look_joint 'Waist' on entity Elena

WARNING:Unknown look_joint 'Waist' on entity Tomas

removed 18 degenerate triangles

removed 18 degenerate triangles

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_51050'

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_51210'

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_51370'

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_52630'

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_52810'

WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_invisible_53590'

removed 16 degenerate triangles

removed 10 degenerate triangles

glprogs/heatHazeWithMaskAndVertex.vfp

glprogs/heatHazeWithMaskAndVertex.vfp

removed 16 degenerate triangles

removed 16 degenerate triangles

...5948 entities spawned, 0 inhibited

 

==== Processing events ====

Objective 1: Parsing success and failure logic

Objective 2: Parsing success and failure logic

Objective 3: Parsing success and failure logic

Objective 4: Parsing success and failure logic

Objective 5: Parsing success and failure logic

Objective 6: Parsing success and failure logic

Objective 7: Parsing success and failure logic

Objective 8: Parsing success and failure logic

Objective 9: Parsing success and failure logic

Objective 10: Parsing success and failure logic

Objective 11: Parsing success and failure logic

Applied 0 objective conditions.

[aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0.

[aas_rat]: Assigned 0 multistatemover positions to AAS areas and ignored 0.

WARNING:Couldn't load gui: 'guis/scoreboard.gui'

WARNING:Couldn't load gui: 'guis/spectate.gui'

WARNING:Couldn't load gui: 'guis/chat.gui'

WARNING:Couldn't load gui: 'guis/mpmsgmode.gui'

--------------------------------------

SpawnPlayer: 0

WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default

WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default

WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default

WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default

WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default

WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default

WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default

WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default

removed 48 degenerate triangles

removed 8 degenerate triangles

removed 48 degenerate triangles

removed 8 degenerate triangles

glprogs/cookMath_pass1.vfp

glprogs/cookMath_pass1.vfp

glprogs/cookMath_pass2.vfp

glprogs/cookMath_pass2.vfp

glprogs/brightPass_opt.vfp

glprogs/brightPass_opt.vfp

glprogs/blurx.vfp

glprogs/blurx.vfp

glprogs/blury.vfp

glprogs/blury.vfp

glprogs/finalScenePass_opt.vfp

glprogs/finalScenePass_opt.vfp

----- idRenderModelManagerLocal::EndLevelLoad -----

0 models purged from previous level, 1905 models kept.

---------------------------------------------------

----- idImageManager::EndLevelLoad -----

WARNING:Couldn't load image: textures/darkmod/window/glass_chipdetail_blue_local

WARNING:Couldn't load image: textures/darkmod/window/glass_chipdetail_blue_s

WARNING:Couldn't load image: arms_legs

WARNING:Couldn't load image: rope_belt

WARNING:Couldn't load image: belt

WARNING:Couldn't load image: lights/triangle1

WARNING:Couldn't load image: tail

WARNING:Couldn't load image: sleeve

WARNING:Couldn't load image: sleeve_frill

WARNING:Couldn't load image: nodraw

WARNING:Couldn't load image: textures/knightons_manor/medal2_s

WARNING:Couldn't load image: textures/knightons_manor/medal2_local

WARNING:Couldn't load image: models/misc/rope_dark_noshadows

WARNING:Couldn't load image: tdm_beggar_sleeves

WARNING:Couldn't load image: tdm_beggar_limbs

WARNING:Couldn't load image: models/characters/scientist/head02/hair

WARNING:Couldn't load image: models/monsters/zombie/boney/boney

WARNING:Couldn't load image: models/md5/monsters/undead/zombie/necromantic_corpse

WARNING:Couldn't load image: models/monsters/skeleton/skeleton01

WARNING:Couldn't load image: _bloomimage

WARNING:Couldn't load image: _cookedmath

0 purged from previous

209 kept from previous

2205 new loaded

all images loaded in 124.5 seconds

----------------------------------------

----- idSoundCache::EndLevelLoad -----

232509k referenced

5847k purged

----------------------------------------

sound: missing efxs/requiem.efx

-----------------------------------

194880 msec to load requiem

3 22 1280 720

Regenerated world, staticAllocCount = 0.

Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled.

--------- Game Map Shutdown ----------

WARNING:Door OldChestLid_1 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_2 is not within a valid AAS area

WARNING:Door VaultDoor2 is not within a valid AAS area

WARNING:Door VaultDoor1 is not within a valid AAS area

WARNING:Door Gate1 is not within a valid AAS area

WARNING:Door Gate2 is not within a valid AAS area

WARNING:Door Gate3 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_3 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_4 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_5 is not within a valid AAS area

WARNING:Door GreenmanDoor is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_7 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_8 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_9 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_10 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_11 is not within a valid AAS area

WARNING:Door atdm_door_96x48_2hinge_6 is not within a valid AAS area

ModelGenerator memory: 3 LOD entries with 8 users using 2233 bytes, memory saved: 3750 bytes.

--------- Game Map Shutdown done -----

Shutting down sound hardware

idRenderSystem::Shutdown()

Shutting down OpenGL subsystem

...wglMakeCurrent( NULL, NULL ): success

...deleting GL context: success

...releasing DC: success

...destroying window

...restoring hardware gamma: success

...shutting down QGL

...unloading OpenGL DLL

I18NLocal: Shutdown.

------------ Game Shutdown -----------

ModelGenerator memory: No LOD entries.

Shutdown event system

--------------------------------------

malloc failure for 134217736

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Hey Mik,

 

That sounds like a memory ("malloc") error. Here's the recommended fix for that:

 

http://wiki.thedarkm...rash-to-desktop

 

Also, apparently turning off EAX in the settings will help stop some crashes. Let me know if that doesn't work :smile:.

Edited by Moonbo

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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i broke the story line when i picked the wrong scroll and could get our of the cage ^^

 

then i kod the bad hammerite and was happy 2 haved saved before...

 

but where the hell is this damn soul stone? im up in the last? tower with the hint of the last magician who sealed the dimension portal with this soul stone but the stone ist there...

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Hey McPhisto,

 

 

 

It sounds like you're in the top of the final tower. You can't access that section without first getting the Soul Jar in the temple with the shrine puzzle (unless you noclipped). If it's not in your inventory (it should be a jar like AluminumHaste mentioned), then you may have left it inside the temple by accident?

 

 

 

Let me know if you're still stuck.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Moonbo, that mission was amazing. Typically I come here to play missions more in line with something like Knighton Manor, as I think the sprawling-mansion types of missions best exemplify what's so great about playing as a thief. This mission was a step away from that kind of feeling, but oh man! That mission was truly a complete experience. I absolutely loved everything about it: the aesthetics, the ambience, the feeling of progression, and especially the fact that it was a self contained and complete feeling story that didn't feel forced or spoon-fed to me, which I always find hugely distracting.

I bought Shadowcursed and it seems really well written, though I'm only a few pages in so I haven't gotten a feel for the story yet. I'll review it on amazon when I'm done.

Please keep making stuff.. FM's, books, whatever. You clearly "get it.". :)

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Hey Gungnir,

 

Thanks for the feedback, and I'm glad you enjoyed it! Thanks also for buying Shadowcursed, I'm definitely interested in what you think when you're finished, one way or another.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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  • 2 weeks later...

Just finished this...totally exellent. All detail...especially in the ceilings with arches and buttresses and the perfect using of the Y-range (up and down).

 

 

I snatched the crowns from almost every cursed builder from the front. It took some blind frobbing and timing while he just had swung at me but down he fell :)

 

 

Makes me both inspired and depressed that I'll never achieve anything close :)

 

How long dit it take to complete this beast?

Edited by Fieldmedic
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Thanks Fieldmedic :smile:. And I have no idea why you're depressed, A Night to Remember is one of the best looking FMs I've ever played!

 

 

 

Yeah, it's definitely possible to grab the crowns from the front with some work since the frob-blocker things I stuck to their foreheads aren't perfect, but it's a lot easier to get them from behind.

 

 

 

As for the build time, from start to finish it took about 10 months to make Requiem (working pretty flat-out most of that time).

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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  • 3 weeks later...

Wow, finally finished this. I think this mission felt the largest of any TDM mission I've played, and it's definitely up there among the best. So many good things about it:

 

 

1. beautiful aesthetics

2. creative opponents--those necromancers scared the HELL out of me when I first encountered them. I had no idea what they were and the vocals were scary as hell. I took out the first two with mines because I wasn't sure what it would take to kill them. After learning they were more or less human I started using surprise attacks with the sword from behind. They were generally far too scary to leave walking around. Usually took only 3 or 4 hits to kill them, although I had to plan the ambush somewhere where they were lit. I couldn't kill the final one at the top of the tower because I could never keep him lit long enough to know where he was. Playing this mission right after Lich Queen was probably not the best idea...I need a nice, simple mansion heist now to calm my nerves.

3. creative puzzles -- loved the crown snatching dynamic and the shrine-lighting was also clever

4. great mix of different environments--crypts, caves, cathedrals, city, etc.

5. Huge number of AI...it seemed like this map had more AI than any mission I've seen. I know the church ones were ambient, but with all the zombies and everything else, you must have had at least 30-40 active AI. How did you manage that?

 

I only have a few minor cons:

 

1. I didn't find the key to the church for a while, and instead kept trying (and failing) to climb up to a point where I could jump over to the ledge. The crates looked like they were there for that purpose, but I couldn't seem to find a way over. Got a bit frustrating.

2. The underground areas were just a tad linear. I rarely had to make decisions about where to go next or how to get there. Didn't really bother me too much because the areas themselves were very rich, however.

3. Some readables were frustrating because they were static without any particular reason I could see. One scroll in particular was lying on the floor under a light, and there were enemies around, so it was a bit annoying that I couldn't pick it up and carry it somewhere safe to read.

4. I'm not sure if I missed something in the readables, but I'm still not entirely clear what "the evil" actually is, or who those transparent guys are. I thought they were necromancers of some kind, but they didn't really seem to be intelligent. I also was hoping for some kind of revenge on the priest--maybe that was possible, but after the ordeal I was too spent to sneak back into the church to look for him. After sneaking around that much undead I just wanted to get to the end of the mission.

 

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The shadows are the last of the Evil priests who worship death. They used the soul jar and a pact with their Death "god" to make them that way. That's what I got out of it.

The Evil were a people who worshiped death as the greatest of everything.

 

I always assumed I'd taste like boot leather.

 

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Hey Springheel,

 

 

 

I didn't know having too many AI in a map was an issue until you just mentioned it :-P. I didn't do anything special to get the number of AI in the map (not even tweaking interlevened thinking). The only thing I can think of is that the map is broken up into relatively separate segments (especially the underground sections which, as you mentioned, are somewhat linear) so maybe that took any stress off of the engine.

 

As for who The Evil were, AluminumHaste is pretty spot-on. Most of the story is present in the readables you can find and in various environmental cues, but If you're interested in more detailed back story just send me a PM :-).

 

 

 

And thanks for the write-up, I'm glad you enjoyed it. Thanks too for all the work you do for the Dark Mod community Springheel!

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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  • 4 weeks later...

What idTech4 is capable of doing is amazing, and what is being done with TDM is continuing to push boundaries.

Finished this a week or so ago, but collected my thoughts before posting review.

Reactions in chronological order:

I feel as though the mapping on this is a bit claustrophobic, or the player size is a bit large compared to the spaces. The feel was just a bit different than all the other FM's I've played. It was apparent from the first room forward, I quickly adjusted, so no worries...size ratio seemed to stand out to me quite a bit, most obvious in enclosed areas. Maybe FOV was changed or the rooms were intentionally made a bit smaller to help with the size of the mission?

I'm a bit surprised the amount of praise this is receiving given the way the TDM community tends to dislike the undead/magical stuff. I really enjoy the scary stuff, and this delivers. The fright effect was in full force, and I got a few good jumps. THANK YOU!! That's the first time I've experienced this in a FM, cheers Moonbo!

I wasn't expecting this to turn into a sprawling Jedi Knight II style mission in length, and asking myself "when will this actually end?" It felt like multiple missions combined into one mission.

I enjoyed how most bodies you carried had a name! Rolf...hehe...I was compelled with the linking the stories together (gambling on roof, stealing his cup, etc.) - made great sense given the author of the FM is also a writer, and the writing / story in this FM is excellent. So much added to the FM to bring it to life. All the readables are fantastic and really added to furthering the plot in a very organized and cohesive way.

I wasn't expecting too much from the get-go, but I was very pleasantly surprised at the unfolding of the plot. After grabbing fake letter, it was a bit like BIOSHOCK when the scripted event kicked in and the priest came to tell me how dumb I was to think I'd actually just gotten the letter and then it would all be done with. :-) Hooray for plot twists!

After climbing in the tower before placing the first seal I was happy to get creeped by the scripted ghost going by the passage once the player turned around. Encountering the broken bridge signaled to me that this mission was indeed pushing the bar from what I've seen in TDM FM's and the landscape is beautiful. Was delighted to grab third seal and have the spectre revenants appear. I knew something was gonna happen it was way too quiet on the walk down! Roping back up was killer.

The second seal was probably my favorite part of the FM, having to uncrown the revenants was just mind blowing and VERY tense. The first one gave the player the instructions on the "how to" but then getting in the chambers and realizing they had flames lit on their heads made it that much better in spades with the illumination / having to water arrow which alerted them and finally snatching the crowns. Never had to do anything like that and once again the versatility of what is possible with play style / imagination shines.

The ground breaking and falling into the pit of water is also another area of note with the engine tweaks, I loved that! The shadow necromancers are now a favorite enemy of mine, as only being able to be seen with light and their shadows. Very unique!! Only thing I'd say about this is that I wish they had a bit more of a sound cue beyond the normal footsteps because at the end (final tower), it was challenging to know where they were.

 

The final areas were sweet too. I love the dark / evil vibe with all the zombies, candles, blood. It almost felt like I was revisiting parts of Hell from DOOM3 (which those parts were my favorite in the game). The puzzle was good too with the shrines.

Destroying the soul jar was possibly the hardest part of the entire mission. By this part I was very low on arrows and really had to hide and wait for clear paths based on patrols to work my way up the tower. Used a couple mines to take out the shadow necromancers, but still ran out of equipment. I gotta get my sword fighting skills up!

Really surprised the mission lasted so long! I am only complaining now that it's over.

Being that I am partial to the undead / Hell / scary stuff, this mission is now my all time favorite.

Exceptional work Moonbo!!

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Hey Deadlove,

 

Thanks for taking the time to put down your thoughts in detail :smile:. It's always interesting to see how people react to different parts of the map and that was a lot of feedback! You're right about the scale being a bit small in the city section of the map - that was the first section I built and it ended up being a bit on the cramped side. Live and learn I guess. Thanks again for all your thoughts and I'm really glad you've enjoyed the map as much as you have.

  • Like 1

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Moonbo, just wanted to drop a quick note saying how much I love this mission. I really like how detailed the areas are, and how everything seems to have a purpose. All the buildings in the city area seem to be explorable (even if just a balcony), and nothing seems to be there just as an area boundary/border. The recent TDM update invalidated all my save games (I'd just grabbed the second seal), so I need to start over again, but I'm not upset about experiencing it again!

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Pretty great mission. Very unusual length for a DarkMod mission it seems-- I'm guessing largely because of engine restrictions, but you made it work by spacing things like the AIs out far enough. Longest DarkMod mission? Could be, although I've still got quite a few I haven't played yet. This mission reminds me of some of the longer T2 greats like "The Den" (L'Arsene series) and I have to say I enjoyed it quite a bit. I missed about 2000 loot on the top difficulty, which is pretty crazy. Maybe I'll replay it some day. I must have missed whole areas to have missed that much loot, or you're just sneaky and placing them up on beams and stuff like in that

portal room which had 4? 150? value golden statuettes sitting up there.

 

 

Definitely one of my favorite missions for DarkMod since I started playing it. Not quite as good as some of the Dark engine (T1/TG/T2) greats but I don't think you've been mapping for quite as long as some of those guys had been when they'd made those. The quality of this mission easily competes with original Thief series missions, though. That's something to be proud of for sure.

 

One thing I don't get though (story-related?) -- what's the deal with the grocer?

 

 

His death and "resurrection" didn't seem to be related to the necromancer "The Evil"/death worship cult at all, had nothing to do with their stated methods of creating undead in the readables. He died somehow trying to get that golden skull and then when you take it he gets up and leaves.

 

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Hey Guff,

 

I'm glad you enjoyed the mission :smile:. As for the greengrocer, the answer takes some lateral thinking as it's not explicitly spelled out, but there is a hint in at least one readable in the level.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Just finished this mission yesterday. Loved every moment of it - it's filled with memorable moments. The sound design throughout the map was really excellent, and made that atmosphere so much stronger. Some more specific/spoilerifc comments:

 

 

 

-I loved the necromancer wraiths (maybe not at the time, haha). Hearing their footsteps belowe you in the tower but not being able to see anything, then coming across that one Builder scroll which explains them...instant dread. I never felt safe knowing they might be in the same room as me; it's the same feeling that Hammer haunts gave me the first time I saw them. The warped sound when you're right by them is a nice touch.

 

-Is the wraith in the portal room meant to be their late leader, what with him being alone by his corpse and all? I gave him a taste of my sword before breaking the Soul Jar, just for good measure.

 

-Coming out of the Soul Jar room to see all of the zombies in the main chamber staring at you is deeply unsettling - so much so for me that I went pack the way I came, past the two wraiths again, just to try to avoid all the zombies.

 

-When I saw the letter sitting in the light in the middle of the crypt, I knew it had to be a trap. In fact if you lean forward to grab the note, you can leap out of the cage in time. Sadly the game acts like you're trapped so you have to reload, but at least I got to blackjack Father Marcus!

 

-Are the Builder spirits guarding the Third Seal still sentient, or did the Evil consume them after death?

 

-After I escaped the undergound, I decided to go back and solve the greengrocer mystery before finishing the mission; when I took the golden skull, nothing happened. Was this due to me breaking the Soul Jar, which slays all of the undead on the map? It didn't seem like inteded behaviour.

 

-About the greengrocer's undeath: might he have gone through the steps described in one of the builders' notes? He was beneath the earth, in a cold place, and had resigned himself to his current shop before being killed, after all...

 

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