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Posted

Thank you for this gem, Kingsal. Played it on Easy and thoroughly enjoyed it, just wish it was longer! A beautifully designed mission with a pleasing atmosphere, reminiscent of the buried city of Karath-din in the Thief series. 

I'm sure to replay it on Expert eventually.

  • Like 1
  • 3 months later...
Posted

This is my loudest mission. I wasn't spotted as much as I was falling back to the undead slayer mindset.
The atmosphere is great, no hiccups in sound design either, great voice work too.
I loved the fact that you have that OTHER key (and I can't believe it took me this long to notice security key)
Since "He doesn't need it anymore".

There are only two gripes I've had (aside from bruise ankles from all the drops)... The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least.
The other being that I couldn't find one more blowtorch, if there wasn't one, then it's about making a choice (which is fine), but if there was I wish I found it.

Great map, really imposing.
Desert being death trap was great.

And I really like the fact that we essentially circle back to where we were on the way out.

  • Like 1
Posted
43 minutes ago, Rio_Walker said:

The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least.

Thanks for playing and Im glad you went loud, that was the intention or at least to tease players into killing some zombies.. Also I hear ya on the survivor, I had plans to give him some vocal lines and maybe some interactivity but I ran out of time. Maybe someday Ill go back in and update this mission :) 

  • Like 1
Posted
17 minutes ago, kingsal said:

Thanks for playing and Im glad you went loud, that was the intention or at least to tease players into killing some zombies.. Also I hear ya on the survivor, I had plans to give him some vocal lines and maybe some interactivity but I ran out of time. Maybe someday Ill go back in and update this mission :) 

Those fire arrows are OP.
I mean... don't change them, but maybe have them react with holy water to increase range? XD (Is that a thing?)

You could, technically, make him either too parched to speak, mute altogether (hence why he lived, since he didn't scream and zombies didn't notice) or too shaken to talk.

Maybe write a little lore piece where the PC recognizes the survivor as someone who was a good man (unlike our slave driver) and could incite the Player to help him (with an optional mission)

Maybe have an option to bring him IN (if you found the other key) or bring him OUT (if you didn't) but you'd some food for both of you.

  • 2 weeks later...
Posted
3 hours ago, Tuomas said:

Another failure by @kingsal. Firstly the mission is way too short. And like his other missions, the quality is supreme, keeps me playing and neglecting real life duties. Never feeling the frustration of getting stuck, never resolving to walkthrough material. Is it a sign of excellent design or rather a lack of challenge? Also extreme attention to detail, engaging maps from room to a room, gorgeous visually. I understand this is just a free-time effort for someone who could instead make money out of his skills but, I'm sure you could do better.

Ill do better! 😆
 

  • Like 2
  • 1 month later...
Posted

I was having trouble deciding how I wanted to balance and portray the zombies in my upcoming FM and many pointed me towards towards Hazard Pay as the gold example. I must say, it did not disappoint! I especially loved the atmosphere, the resource management and item scarcity, the safe rooms, it all made for a rather refreshing mission and a great source of inspiration for my own project. Keep up the great work, Kingsal!

  • Like 1
  • 4 months later...
Posted

This mission was awesome! Almost perfect in every category:

Cool plot and scripted events, great visuals, nice atmosphere, amazing lighting, superb briefing and talking execution, smart and varied map geometry, provided tools.

I am running out of superlatives here: yet another masterpiece!

Plus....

Spoiler

I got to blow up some zombies with mines. I love using mines, it is just so fun!

 

Clipper

-The mapper's best friend.

  • 1 month later...
Posted (edited)

image.thumb.jpeg.53c59bd7b65b73b7ae15f75525870cf2.jpeg
@kingsal    Now it´s time            (for the so long ago announced statement)
a commentary I just wrote to Sotha´s “The last Offering “
reminds me to write my Resumee for Kingsals´s “HazardPay”
as said there : the best Mission I ever played – for many and some private reasons !

In my opinion this mission should be a “ must know “ to all new and older mappers .

Spoiler

First :
HazardPay can be played perfect in any way one would like to .
1.      You can just go for a walk taking pictures , collect stuff laying around and leave the area after a funny afternoon .                Just like a Visit in an Safari-Park
(okay – near the beginning is one place where you have to decide –
do you use brut force or do you find a smarter way to go further .
2.     You may go for a quick run – with all the foes running after you -
and you searching for a place to hide – or – climb somewhere and start laughing on them .
3.     Instead of a BlackJack-Rally --- you may go for a Bow-Hunting
and kill all undead by a precious Head-Shot ( you will retrieve the arrow for your next victim )
4.     you like to ghost ? Discover all the secrets ? --- go for it ---
but be aware it will be harder than it looks like !
Often the light-gem will shine too bright you might think – but it´s okay !
But the difficulty are the passing undead (and the laying around can also conflict you )
they have an 180° or more viewing angel – and most disturbing – an endless view !
Some of them have a Bat-like hearing – not only the walking ones !
5.     you´ve done so – you´re in need for a real Challenge ?
Go for a SupremeGhost !
I promise : it can be done ! -
with the only use of the Rope-Arrow you may achieve downwards and which can be placed back in place ! But this is hazardous !
Be aware : Gordiff is not allowed to know of your presence ! --- so you better use his place as a shop and take the one Rope.Arrow that lays there ( should be allowed )

Second :
this Mission is (nearly….) perfectly designed !
1.    Stone is Stone – Wood is Wood – Gravel is Gravel ….. and they all react like they should !
When it looks like you could climb or jump on it --- you can !
2.    everywhere you might like to , there is a place to hide and watch the scene .
So you are able to decide when , where, what and how to do your next move .
3.    If you´re in need of a tool ? There will be some near by !
Only for cleaning the ceiling I´ve been in need to do a more expensive run .
4.    places or moves that have to be done with/by timing ?
Observe the Scenery --- for sure you will get a phase when it can be done !
On some places this is very exact and may be done in a specific way !
And again – be aware ! Undead turn their heads randomly – have endless view & good hearing !
5.    and – really perfectly managed by Kingsal
you all ways get a hint if an undead is coming around –
so you can pause your move or hide until they passed by !
6.    The Secrets ---- they are a wonderful bonus you might discover .
They all need a special way to be found and explored
especially when you´re going for a supremeGhost

that brings me to the not perfect designs :
the first :      is very very helpful standing around everywhere and has a not intended design
I don´t want to spoil this (because i´m sure it´s not Kingsal´s fault )
it helped me a lot in the mission --- especially some secrets and to get into the Storage-Room without breaking the sup.Ghost-Rules
the second : is more a funny one !
I call them MMSW (Members of the Ministry of Silly Walk)
It´s a couple of Undead that often gets stuck in for sure 5+ different places -
starting to dance with each other for a while – before they free themselves -
and go ahead as if nothing has been .
But not all ways – sometimes they loose each other – leaving the other alone -
and this mostly happens by an suicide from the shining one 😉 by standing much to long to near by a very hot halogen-light
the third :      this is a bad (unlucky?) Design !
Most players will not become aware of it so it´s nothing game-breaking !
The passages with wooden structure – the structure seems to be bigger than they should !
Maybe not for the player-Character – but for tools he is carrying
Crates , Pallets , Boards ... you want to carry along will get in conflict with something bigger than the wooden parts and suddenly turn around – not all ways in silence , cause they will eventually get in touch with the structure itself or something near by and giving enough noise to attract the undead !
This behaviour made it very hard to do the ceiling !
There are also two stone walls with this issue
one between the stone-Block and stonewall near the resting-place on the stone-floor
and the other is the stonewall that overhangs a little the small wooden stair down to the big Area where the colleague is left on the hanging platform . This stair can only be handled with the small soft-crate – for all other stuff one better use the other opportunity !

P.S.: from the first time i played HazardPay i´ve been sure - this one is for a supremeGhost 
and i tried so quit often without success and not understanding why ---
later i discovered the loot-stealth mod and took my effort again to do so -
and That taught me what I had to pay attention to ;
with the save restriction this has been a hard experience with a lot of trying again
i never had more fun to fulfill my goal
(and to have recorded my tries --- making a music edition of my walkthrough has been my next Challenge with HazardPay ---
so an additional Thanks -- for have given me this task , it´s been an adventure ! )    👻

What else to tell ?
Nights In White Satin, Pt. 1
image.thumb.jpeg.6792479c31d0fb932c1c8932fa506769.jpeg
I used this at the ending of my video Walkthrough as a greeting dedication for you

Spoiler

if you shall be curious and interested to watch it – contact me by PM – we will find a file sharing
Edit : This offer is especially for @kingsal
and to @Klatremus or @marbleman for they have interest in Sup.Ghost 
and would be allowed to present it on their You-tube Channel 

 

Edited by Bergante
  • 2 months later...
Posted

I'm returning to TDM after quite a few years and... wow, what an absolute bounty of beautiful, well designed  missions are available these days. Hazard Pay might be my favorite of the bunch and really makes effective use of lighting. I gasped a little when first entering the ruins! Like others here I'm not a huge fan of zombie missions but this pleasantly drew me out of my comfort zone.

Looking forward to "Hazard Pay 2: On a Rail" :)

One question

Spoiler

Perhaps @Bergante might have the answer here, is possible to bypass/ghost through the two stationary glowing zombies in the passage leading to water filled tunnel, just following the pair of surveillance cameras? I ended up just using a flash bomb and quickly moved through but I definitely prefer a cleaner approach.

 

Posted

@Sotha Right on! Glad you liked it. Its always good fun blowing zombies up :) 

@BerganteIm very happy to hear you liked it. It cool to hear you tried to ghost this mission. I wasn't expecting players to do that since its really tempting the player to be violent. Great stuff. 


@Touchpad Welcome back and glad you dig it! Maybe a talk a break from my campaign at some point and do a Hazard Pay II :) 

Posted (edited)
4 hours ago, kingsal said:

@BerganteIm very happy to hear you liked it. It cool to hear you tried to ghost this mission. I wasn't expecting players to do that since its really tempting the player to be violent. Great stuff.

Ha 🤣 - not tried--- did so 😇👻
but your answer surprises me ! -
as mentioned in my comment , from my first Playthrough i´ve been sure this was made for a sup.ghost .
it´s tricky (especially the secrets) but there´s almost always a helping solution (tool) laying near by !
That's why I was sure that you did this on purpose by design

@Touchpadto give you a hint for this place :
Have you done it to the shadowed area on the left side - behind the "tunnel" -
but before you have to pass these laying zombies ?

Spoiler

Then take your time and observe the scene ! 
the here and there walking Zombie and the Camera are not exactly timed ! 
so you can wait for a good moment when he walks outside and the camera gives you the best time to make your move !

Spoiler

stand up and go slowly passing them ( it´s quicker then crouching )

You should get far enough to get out of reach for the camera and before the Zombie turns around to come back

 that´s one of the places why i´ve been sure @kingsal made this for Ghosters 
the difficult parts were to get the emeralds from the ceiling (without waking the sleeping dead nearby)
and to get into the store-room without breaking the sup.ghost rules ! ( a very special move 🤣 )

best wishes to all who try to ghost - it´s fun 😊🫠🥰

Edit : Kingsal --- a little special for you 

Spoiler

 

 

(because you once said you redesigned the outway so it wouldn't be any more possible to leave before time - yeah - thats true - but one can come here at the end 😉 )image.png.430c3594ca6a8946bb2f28e1810ecd4c.png
 


 

Edited by Bergante

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