Jump to content
The Dark Mod Forums

Recommended Posts

Posted
45 minutes ago, Azaran said:

How do I get in here?

Also,

  Reveal hidden contents

I have 2 artifact pieces. Where do I find the remainder so I can open the underground \Lost City portion?

 

Spoiler

These windows are closed from inside, you have to go through the door, but the door is closed. There is a key somewhere, or you can use an other item .. at your own risk : )

In the "hard" mode there are 6 artifact pieces, dunno how much in other difficulties.

 

  • Like 1
Posted

WOW! I just finished this. Wow what a great mission. Absolute masterpiece. My only
critique is no lockpicks and most doors were not openable. But the design of this place
was just masterful, elegant and really beautiful. A feast for the eyes. :)

Gameplay was just great, at times I felt lost, but after awhile it began to make sense. Missed
a few of the safes, I found some of the clues to be just a bit obscure or never found them. Except
for te obvious one in the museum. 

Thanks, loved it and will definitely play it again. :D

  • Like 2

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Posted

I wanted to talk about the more interesting 'Replacement' alternative ending.  Which I would not have been aware of if I had not read this thread, and watched a YouTube video.

Which I understand is achieved by:

Spoiler

Obtaining the Sealed Note from the safe-within-the-safe in the Bakery, and then not reading it.

(Or more realistically reading it, then going back to an earlier save, and then not reading it.)

I appreciate this is a totally optional ending.  But having missed it the first time around, there was a sense of achievement when I did manage it.

Should I have worked this out for myself?  This is just me talking out loud, and by no means a criticism of the set-up for the Replacement ending.

Having first come across the 'Hat Collector', it was clear there was some scope for humour in the mission.  And so in my first pass through the mission, I thought the Note was just the Authors 'having a laugh' (as the Brits say).  But thinking about it further, that doesn't make total sense.

It would be more humorous if the safe-within-the-safe was inside a Bank.  Where you would expect to find serious treasure, so it would be more of a unexpected leg-pull not to find any treasure or money.

But there is an incongruity in finding it in a Bakery.  For a start you would only expect to find a locked cashbox in a Bakery, not a full-blown safe.  Let alone a safe-within-a-safe.  So should I take that as a message that things should not be taken at face value?  Or am I just thinking about this too deeply?!

Posted

 

 

5 minutes ago, High John said:

 

  Hide contents

Obtaining the Sealed Note from the safe-within-the-safe in the Bakery, and then not reading it.

(Or more realistically reading it, then going back to an earlier save, and then not reading it.)

In terms of the options you have after reading

Spoiler

the note

this is not strictly correct. You have option(s).

8 minutes ago, High John said:

Should I have worked this out for myself?  This is just me talking out loud, and by no means a criticism of the set-up for the Replacement ending.

No, not every player is expected to do everything. The mission tells you up front the few things you will be required to do. *Some* players are expected to do just about everything, which is appears to be what is happening.

14 minutes ago, High John said:

It would be more humorous if the safe-within-the-safe was inside a Bank.  Where you would expect to find serious treasure, so it would be more of a unexpected leg-pull not to find any treasure or money.

Something is funnier when it is more in line with what someone expects? I am not sure I follow at all.

In general judging from your past comments you just seem to want this mission to align with some form of personal preference which would be that every time you run into something you can “do” in a mission it should give you a pop up and get registered on some kind of checklist which you then dutifully guides you through to the end of the level, which is totally fine if that’s your preference, but it just isn’t this mission.

Displacement is intended to care only as much as the player does in terms of “doing” things. There is intentionally little expectation imposed on players at all.

I personally have already worked on all kinds of objective systems in missions, including one that is pretty much exactly like you would prefer, but personally I am just not interested in doing things I have already done and I am happy with result here.

But thank you still for taking the time to register your thoughts.

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

  • 2 weeks later...
Posted
On 2/16/2026 at 12:04 AM, Klatremus said:

Cool! My list deviates only in minor ways from yours. Most notably:

  Reveal hidden contents

I found 3 gas arrows, but only 3 slowfall potions. I also didn't find any flash mines. Where is that one?

The sequoia challenge sounds interesting, though perhaps a bit pointless. But isn't everything...

Lol no I won't attempt to pick up all the items, just a straight Supreme run. That might be a serious challenge though.

I wachted it a bit, 4hrs?

i found a save code only later, i do the 9stepwalz on small digits

000, 001, 002, 003, 004, 005, 006, 007, 008, 009,

019, 010, 011, 012, 013, 014, 015, 016, 017, 018,

028,029,020,etc

since there never is a stethiscope to listen at ??

 

 

btw i you DONT buy loot, its Never added to the max of loot?

its in da pocket !!

right?

 

Posted

I am now pretty certain that in some cases guards in hostile areas don't immediately get alert after clearly seeing me, triggering lines like "move aside!" for the first couple of seconds or so, before they start reacting hostile. The most recent example was Napier when I bumped into him near the internal staircase that leads to the mansion top floor. But I distinctively remember it happening elsewhere too.

An alternative explanation would be that for some reason these lines trigger without the guard having actually seen me, then of course I panic, start to run and the normal hostile reaction starts.

Posted
30 minutes ago, irisx said:

An alternative explanation would be that for some reason these lines trigger without the guard having actually seen me, then of course I panic, start to run and the normal hostile reaction starts.

That is essentially the case - these "greeting" barks are not tied to actual detection or the fire off a lower alert level than is required to actually spook an ai. typically not a problem, as they are only intended to allow ai which are neutral or friendly to acknowledge eachother, but they do get suppressed when this relationship can and does change to hostile (which is what the observer script in this mission does) and I have never been able to find a way to address this in the scripting

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted
On 4/13/2026 at 5:30 PM, I.C.H.I. said:

Guess what other game used the same free asset.

ktt.jpg

Good old bioshock ❤️ Nice find!

  • Like 1

Can we have more scary Zombie Horror maps?

Posted
19 hours ago, I.C.H.I. said:

Not even close... The Occultist, recently released horror game.

That was my point :,D No one had a clue :D

Can we have more scary Zombie Horror maps?

  • 2 weeks later...
Posted

A really splendid mission, thank you Amadeus & WellingtonCrab. Beautifully designed and full of atmosphere.

Lampfire Hills is a region in decline, judging by

Spoiler

all the dead people around the place

but it's a very evocative town to explore.

  • Like 2
Posted

I've missed this feeling of being utterly enamoured by a game. It has been far, far too many years since the last time...

I wholeheartedly wish that you guys are already working on Displacement II, or another new TDM mission.

  • Like 4
Posted (edited)
46 minutes ago, Display Cement said:

I wholeheartedly wish that you guys are already working on Displacement II, or another new TDM mission.

A few of us share that sentiment, I plan at some point to create a mission in one of the locations mentioned in the mission based of the lore and style. From memory we have the distillery, the monastery, the Forrest, the lake and of course other mines....

Edited by Bikerdude

bhm_banner.jpg

Posted

Message for the likely non-human creators of this mission—probably a highly advanced form of true AI that likely replaced the original forum members, welli and Amadeus, three years ago: 

I could have done that too.

Otherwise, I have to say, I’m currently setting up a new Linux Mint desktop—a really snappy and sleek one (something you losers could never pull off). I’m currently thinking about which screenshot from your (non-human-made) mission I’ll use as my desktop background.

Now, my question: 

Which specific location in this mission do you think I’ll take a screenshot of for my desktop?

If you can’t answer this question (and I have no doubt you can’t), then I’m right, and I’ll have nbohr1 remove your non-human monstrosity (yes, I’m allowed to do that).

Best regards,
Jack (waiting for an LLM answer proofing him right).

Posted (edited)
12 hours ago, JackFarmer said:

Which specific location in this mission do you think I’ll take a screenshot of for my desktop?

Easy
 

Spoiler

displacement.jpg

 

Edited by Bikerdude

bhm_banner.jpg

Posted (edited)

Hah, oh yeah noice. Hmm, I don't remember seeing that, but just had a look, next to Tsunga bay, so cool. 

But I plan to create something in the same style and that is based off the environment you and Amadeus created for Lampfirehills. There are a number of pins on that map and enough readables  for someone not to imho.

Edited by Bikerdude

bhm_banner.jpg

Posted
20 minutes ago, Bikerdude said:

where is this map located...?

Spoiler

It’s pinned up in the lead historian's office. You will also see The Gatehouse landmark  referenced in the dendrochronology display.

Obviously a lot is embellished, elaborated on, or outright changed, but “The Gatehouse” is what originally establishes Lampfire Hills as “border town with a storied history” and things like the Builder presence referenced in the Gatehouse background were spun out into things like the monastery island on Jewell Lake near the end of the Builder Road pilgrimage site.

Which is all a long way of saying - yes Lampfire Hills is skimmed from Purah’s Thief Fms, but it is also skimmed from the existing TDM skim.

skim.gif.28ed74154b462280dc30d3f2db60975c.gif

  • Like 1

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

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

    • JackFarmer

      Happy Labour Day, my taffing taffers & hard working mapping friends!
      And remember the poor souls who, within the Inventors’ organization, labor under Jonus’s yoke to ensure the success of that very guild! Always remember the hard workers!
      · 0 replies
    • datiswous

      Is there a script command to make a screenshot?
      I just though it could be interesting to be able to create a screenshot at a certain point in time. Then use that screenshot possibly in a debrief.
      I guess the second question is: Can you use a (in-game made) screenshot in a (debrief) gui?
      · 1 reply
    • Bikerdude  »  Display Cement

      So what type, and what ratio of portland to sand 😏
      · 1 reply
    • JackFarmer

      Our esteemed professional mapping predecessors from 20 years ago faced the same challenges we do today!
      · 2 replies
    • snatcher

      TDM Modpack 5.1 is out!
      · 0 replies
×
×
  • Create New...