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Posted

Proper maze in T1/2 styles this one, with lots of verticality, crawling, climbing, jumping and head scratching... 🙂

The beta testers managed to reign in some more of Fosty's more hardcore gameplay elements 😁
 

bhm_banner.jpg

Posted

Wonderful city fm, completed on Medium in 1:21:54 with 4621/8493 loot.

8.5/10, really enjoyed the layout and architecture of the buildings, and looking for then weaving in and out of windows throughout the level. The apartment facades in the screenshot/opening area, and the really tight nested rooftops and ropes of the last major area, were highlights. Also, I appreciate any level that delivers the dream of grabbing nasty-ass raw fish out of someone's kitchen sink, stuffing it into your pockets, and eating it whole.

Some minor notes/critiques:

- I'm never a fan of no-kill objectives on all difficulties. I always end up with like 30 broadheads and the police sure ain't taking prisoners - just let me use 'em.

- I think this level leaned a little too much on "Door does not open from this side"? Started to feel less like the city had locked down for the night and more like obviously gating the player for gamey reasons. Although I did appreciate the opportunity to go back and look for more loot (even if I didn't take much advantage of said opportunity) as a nice surprise for exploring and getting lost. I did also appreciate the separate sound cue for a barred door vs a locked door. IDK, its a good mechanic, but maybe use it a bit more sparingly.

- The ms paint-esque map drawing took me out of the game a bit immersion-wise. Its vague/abstract design is fine, as the level layout was quite good at funnelling the player to the next location so it was more for just keeping track of where I am. But an art pass would be a nice touch to have.

- The music changed a lot during my playthrough? Due to the nature of the map, you're entering and exiting areas through windows a lot, and the music track switched around all the time as a result. Was a bit jarring, and maybe just the rain ambiance would have been perfect for the outdoor sections.

- I was able to frob a light switch through a wall on the other side of a door. I found this at a location that I can't describe without spoiling, but can safely screenshot without spoiling. I've attached a picture of where I was standing and looking when I was able to frob the light switch. 

lightswitch_bug.jpg

  • Like 1
Posted

Congratulations on the new mission. I'm looking forward to playing your new mission. 😃

  • Like 1
Posted (edited)

Concratulations from me also!

It looks great!

Now last I entered the house of Mrs. Hyde where I found an issue at the staircase. First I recognized a strange light spot on the upper floor which shouldn't be there and after that I saw the staircase's texture and that of the whole house's floors have gone - execept the carpet. Just black and this light.

1.jpg with lit torch, 2.jpg without

By the way: the characters of the map could have been a bit less tiny...  🧐

2.thumb.jpg.6eb47ba8e5534e1a5c3bc9fb91b7aa45.jpg

1.jpg

Edited by werner
Posted
55 minutes ago, werner said:

Concratulations from me also!

It looks great!

Now last I entered the house of Mrs. Hyde where I found an issue at the staircase. First I recognized a strange light spot on the upper floor which shouldn't be there and after that I saw the staircase's texture and that of the whole house's floors have gone - execept the carpet. Just black and this light.

1.jpg with lit torch, 2.jpg without

By the way: the characters of the map could have been a bit less tiny...  🧐

2.thumb.jpg.6eb47ba8e5534e1a5c3bc9fb91b7aa45.jpg

1.jpg

If you reload the map does this still happen?  I'm pretty sure this is nothing to do with the map itself...

Posted
15 minutes ago, Frost_Salamander said:

If you reload the map does this still happen?

Did so. Deleted the folder, erased it out of missions.tdminfo, reinstalled it. It's the same just right from the start, but didn't recognize it because I wasn't using the torch. Outside floors look absolutly normal.

Strange question: I installed 2 weeks ago beta version 2 of "Last Night in Stonemarket" where there was some trouble with lighting issues. I had never such kind of in any regulary installed mission before with this actual version of TDM. Is there any possibility that a beta mission or maybe an very old mission I tried some time before "changes" or "damages" anything in the TDM setup? Sounds like a nutty idea...

I guess I have to delete the whole TDM and reinstall it.3.thumb.jpg.8ac62775151bdd444d6484119c7cd5de.jpg

Posted
3 minutes ago, werner said:

Did so. Deleted the folder, erased it out of missions.tdminfo, reinstalled it. It's the same just right from the start, but didn't recognize it because I wasn't using the torch. Outside floors look absolutly normal.

Strange question: I installed 2 weeks ago beta version 2 of "Last Night in Stonemarket" where there was some trouble with lighting issues. I had never such kind of in any regulary installed mission before with this actual version of TDM. Is there any possibility that a beta mission or maybe an very old mission I tried some time before "changes" or "damages" anything in the TDM setup? Sounds like a nutty idea...

I guess I have to delete the whole TDM and reinstall it.3.thumb.jpg.8ac62775151bdd444d6484119c7cd5de.jpg

When it comes to weird things happening to player's TDM installs, I'd have to defer to someone else I'm afraid.  But yes it sounds like yours is messed up.

Apologies about the in-game map. I know it's not great.  If someone wants to volunteer to make a better one, I'd take them up on it.  I just can't do them.

Posted
26 minutes ago, Frost_Salamander said:

But yes it sounds like yours is messed up.

Your're right. Installed TDM anew and everything's fine with Lieutenant 4.

Sorry for the whirl! 😇

  • Like 1
Posted (edited)

Sweet mission. Very sharp city. I'm almost done, but I'm stuck with a few details.

 

1: I can't find...

Spoiler

...the combination for the Sinclair safe.

There is a...

Spoiler

...barred door upstairs that I haven't gotten into yet;

I assume that has something to do with it.

 

2: I'd like to...

Spoiler

...lay Clarice's ghost...

...(so to speak), but I can't find ...

Spoiler

...the referenced key.

Also, there's an...

Spoiler

...open-windowed apartment occupied by a jumpy woman high above Fishend .

I can't figure out any way to get in there.  

 

Any hints would be appreciated.

Edited by Oleron
Posted

HI @Oleron.  Some hints:

1:

Spoiler

To get into the treasury building, you would have entered through a window from a ledge on Rosedale place. Maybe that ledge leads to other places...

2:

hint:

Spoiler

There is a hint to where the key is in the tower caretaker's journal.

spoiler:

Spoiler

If that doesn't help, have a good look around the fireplace in the tower dining room.

3:
 

Spoiler

All places can be reached using the ropes. Try the rope directly across from the wrecked boat.

 

  • Like 1
Posted

Congratulations for the release. I am already stuck at the beginning.

Spoiler

Can't figure out what to do in the room in the lower flooded area with the patroling guard. Is there a key or a secret passage? All doors are locked and the lockpics do not work.

 

Posted
2 minutes ago, kin said:

Congratulations for the release. I am already stuck at the beginning.

  Hide contents

Can't figure out what to do in the room in the lower flooded area with the patroling guard. Is there a key or a secret passage? All doors are locked and the lockpics do not work.

 

Hi @kin

Spoiler

If you mean the treasury basement where the vault is, there is another way in that you'll come across a bit later.  Doors that make a particular 'clunk' sound and don't work with lockpicks are normally latched from the other side.  If you've already searched your office and aren't sure how to progress, there is another way into that building you're in, just higher up 🙂

 

  • Like 1
Posted

Congrats for the release, this was really fun to play! Lots to explore around, the barred door puzzles were just enough to be challenging without becoming frustrating, liked the vertical challenges too.

Spoiler

Meeting some of the obnoxious characters sometimes I wished there wasn't a nokill objective...

I managed to only find 6000 of loot, a perfect excuse for a replay 🙂

  • Like 1
Posted (edited)

5/5 gameplay. The most challenging and enjoyable part was stealthily bonking everyone in the tavern and those 3 weirdos sitting outside of it under the rain.

But... the ambient for the outdoors is absolutely terrible. I fucking despise this funeral procession music, it never fits any fan mission where it's used and it's so overly dramatic that it makes me cringe every time I hear it, but it's also very loud and masks all other noises such as potential alert barks of the enemies.

Edited by I.C.H.I.
  • Like 1
Posted
1 hour ago, I.C.H.I. said:

But... the ambient for the outdoors is absolutely terrible. I fucking despise this funeral procession music, it never fits any fan mission where it's used and it's so overly dramatic that it makes me cringe every time I hear it, but it's also very loud and masks all other noises such as potential alert barks of the enemies.

If it's the ambient I'm thinking of, I think it fits the dreary, rainy atmosphere quite well but that's just my opinion 🙂.  I do agree however that that particular sound shader is too loud.  I'll make a note for the next update.

You probably already know this but you can turn down the ambient volume in the menu. I typically have mine set to about 50% (even for more normal ambient).

Posted

These are stock TDM ambients right? So it's not like you could do a lot about it. These are in ogg format, so the only think you could do without adding compression artifacts would be via sound shader. I've been browsing through these ambients lately, and while you can reduce their volume either via shader, or in game menu, the main problem for me is that they were probably designed for small computer speakers from early 2000s. On near-field monitors, the amount of bass is making my head explode. If anyone has original uncompressed versions, it might be a good idea to do a re-EQ on them.

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