Jump to content
The Dark Mod Forums

Recommended Posts

Posted

Congrats! This is really something. :)

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

It was pure pleasure to test this FM. Kingsal proved again that he really understands design and aesthetic aspects that made Thief: The Dark Project unique. What is more important, he proved that you can successfully bring these into TDM and make an enjoyable mission. Volta I and II are solid proof that legacy of Thief can live on in TDM.

 

If you want to convince a DromEder to switch to TDM, this is what you should show ;) By the way, there should be a mission thread on TTLG forums as well.

  • Like 4
Posted (edited)

Kingsal proved again that he really understands design and aesthetic aspects that made Thief: The Dark Project unique. What is more important, he proved that you can successfully bring these into TDM and make an enjoyable mission. Volta I and II are solid proof that legacy of Thief can live on in TDM.

 

If you want to convince a DromEder to switch to TDM, this is what you should show ;) By the way, there should be a mission thread on TTLG forums as well.

Totally Agree, @Kingsal you should post the FM annoucenment over on the TTLG if you havent done so already.

Edited by Bikerdude
  • Like 1
Posted

Indeed some of the very best exploration elements of the early Thief games. In my honest opinion Cauldron has improved on the same formula and expanded in others. A great change up to the first installment and definitely a worthy successor in the Volta series.

 

Glad to have been involved where I could be. Looking forward to whatever comes next! ;)

  • Like 1

Modeler galore & co-authors literally everything

 

 

Posted (edited)

We got a new masterpiece for winter holidays, guys? :D

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

Posted

Hi i am german people sorry my englisch. you are the king i love the mission Danke

  • Like 2
Posted (edited)

Thanks everyone! I will get this posted over at TTLG today.

 

Edit: Kin beat me to it! http://www.ttlg.com/forums/showthread.php?t=148479&p=2378019#post2378019

Edited by kingsal
  • Like 1
Posted

Congratulations on the release Kingsal!

 

This mission is very well done, taking many pages out of the Thief: The Dark Project design book and mixing them with your own unique touch.

 

The custom artwork, briefing video, AI, ambient music and SFX are all very high quality, true to the thief universe and cohesively implemented with a level of polish that makes this feel more unique than any other TDM mission before it.

 

The level design is well thought out, intuitive and fun to play. On each playthrough I found myself coming back and discovering new things that I missed before. So there is plenty of replay value here too.

 

Overall a very enjoyable experience, well done Kingsal, you've done an incredible job here!

Posted (edited)

UPDATE: Skacky over at TTLG has reported a crash late in the level. I've not been able to reproduce it on my own, but please make hard saves every so often as a precaution. Im getting the crash looked at and will hopefully be able to address it in an update. Thanks!

Edited by kingsal
Posted

Played on 2.06 with soft shadows enabled:

 

 

The mission really feels a lot like dark project. And i like ruined underground cities. Also loved the maple syrup river and monster tree idea. My blackjack got dusty though.

Spent 5 hours until i found the drunken bastard and got him to the elevator (did a lot of sightseeing and target practice on the way in). I was so lucky that i am not a ghoster (but with a lot of patience and saves it might be ghostable).

 

Had some issues that might or might not go away as 2.06 gets out of beta:

I got stuck on geometry a lot. I had to spam the mantle key a lot of times and even needed to noclip on a dozen occasions.

Textures looked pretty washed out on a lot of surfaces.

The stone door does not open when i use the ancient key on the "rod" next to it. Tried attaching keys to the rods on both sides of the wall.

Spore bomb radius is rather short. Have to hit the target above the legs to actually affect it. And TDM hasn't the best throwing mechanics.

The fungus lights are brighter than street lamps and seem to have a comparable illumination radius.

There are a lot of locations featuring lights without a visible source.

Electric lights' mounts are invisible. They look like hovering midair.

Most streams that look like they should have some impulse do not seem to have one.

Sewer water reflects some reddish environment that is not there.

 

 

Posted

Played on 2.06 with soft shadows enabled:

 

 

The mission really feels a lot like dark project. And i like ruined underground cities. Also loved the maple syrup river and monster tree idea. My blackjack got dusty though.

Spent 5 hours until i found the drunken bastard and got him to the elevator (did a lot of sightseeing and target practice on the way in). I was so lucky that i am not a ghoster (but with a lot of patience and saves it might be ghostable).

 

Had some issues that might or might not go away as 2.06 gets out of beta:

I got stuck on geometry a lot. I had to spam the mantle key a lot of times and even needed to noclip on a dozen occasions.

Textures looked pretty washed out on a lot of surfaces.

The stone door does not open when i use the ancient key on the "rod" next to it. Tried attaching keys to the rods on both sides of the wall.

Spore bomb radius is rather short. Have to hit the target above the legs to actually affect it. And TDM hasn't the best throwing mechanics.

The fungus lights are brighter than street lamps and seem to have a comparable illumination radius.

There are a lot of locations featuring lights without a visible source.

Electric lights' mounts are invisible. They look like hovering midair.

Most streams that look like they should have some impulse do not seem to have one.

Sewer water reflects some reddish environment that is not there.

 

 

 

 

 

Re: The spore bomb, I found it worked best if you hit the ground near the target, like a hard surface. That causes a decently sized cloud of gas to appear and knockout multiple enemies even. Also if you hold down the use key it throws the spore bomb further, I had no idea the throwing mechanics in TDM worked like that but it makes it a lot easier to throw knowing that.

 

 

Posted

Played on 2.06 with soft shadows enabled:

 

 

The mission really feels a lot like dark project. And i like ruined underground cities. Also loved the maple syrup river and monster tree idea. My blackjack got dusty though.

Spent 5 hours until i found the drunken bastard and got him to the elevator (did a lot of sightseeing and target practice on the way in). I was so lucky that i am not a ghoster (but with a lot of patience and saves it might be ghostable).

 

Had some issues that might or might not go away as 2.06 gets out of beta:

I got stuck on geometry a lot. I had to spam the mantle key a lot of times and even needed to noclip on a dozen occasions.

Textures looked pretty washed out on a lot of surfaces.

The stone door does not open when i use the ancient key on the "rod" next to it. Tried attaching keys to the rods on both sides of the wall.

Spore bomb radius is rather short. Have to hit the target above the legs to actually affect it. And TDM hasn't the best throwing mechanics.

The fungus lights are brighter than street lamps and seem to have a comparable illumination radius.

There are a lot of locations featuring lights without a visible source.

Electric lights' mounts are invisible. They look like hovering midair.

Most streams that look like they should have some impulse do not seem to have one.

Sewer water reflects some reddish environment that is not there.

 

 

Thanks for the feedback and for playing.

 

 

 

- You wouldn't happen to have screenshots of the areas you got stuck would you? Because that would be pretty helpful.

- The stone door might be a 2.06 problem, but Ill take a look at it.

- The other stuff I may or may not address in an update.

 

 

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!
      · 5 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...