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75 members have voted

  1. 1. Gameplay: Enjoyment. Fun duration. Smooth flow, ect. Versus Bugs. Frustration, Boredom, framelag

    • Poor
      0
    • Tolerable
      1
    • Good
      12
    • Excellent
      44
    • Near Perfect
      18
  2. 2. Appearance: Vertical use, Visual pleasure, lighting, visual style, deduct bad texturing etc.

    • Poor
      0
    • Tolerable
      0
    • Good
      11
    • Excellent
      33
    • Near Perfect
      31
  3. 3. Story & Text: Story. Text. Briefing. Graphic storytelling

    • Poor
      0
    • Tolerable
      1
    • Good
      17
    • Excellent
      29
    • Near Perfect
      28


Recommended Posts

Posted

At long last, I am finally releasing my first mission, A Score to Settle. smile.gif

It's been a long road! I started this mission three years ago, when I didn't even know you could move the verts of a brush, and knew nothing about visportals or patches. I'm sure I've made every noob mistake in the book.

I have learned a huge amount from this map, and have developed a great deal of respect for anyone who goes through the entire process of building and releasing a mission.



score1.jpg

A Score to Settle is a small to medium sized mission, where you set out to find and humiliate the leader of a rival gang. It is meant to be a challenge to players who are familiar with TDM, and is probably not a good mission for those still getting accustomed to TDM's mechanics (it's also not appropriate for children).

ASTS uses 1.06 features, which means that AI are capable of relighting lights. The chance of this happening goes up depending on the difficulty level you choose.
Difficulty levels also affect the number and quality of AI, the number and type of lights, and AI acuity (AI have slightly better than normal hearing on Hardcore). The difference between Casual and Hardcore is considerable.

The mission includes several video and audio files, so it is hefty at 135MB.

edit: Please follow the objectives carefully. If you don't do the "first" objective first, you'll spoil some of the story for yourself.

Hope you enjoy it! smile.gif

  • Like 4
Posted

Man that was a great FM, definitely one of the very best so far.

The streets architecture was complex and very well made, everything felt right and believable. I was really dragged in it. The conversations and briefing were great too. My favorite part was that little

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The ambient music was great too, I got a huge Thief 3 vibe from it and it's something I enjoyed very much (I think T3 has the best music in the series despite the game having the flaws we all know). Overall the sounds and ambient noises were great, strengthening the immersion in the city. The drunkard's voice glitched a bit though, but that's the only thing I noticed.

 

The gameplay was challenging yet never frustrating.

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and I got busted like an amateur at the very end of the mission. I saw some little bugs here and there but nothing too nasty, like brush/patch overlaps and some sky brushes on the world geometry. Everything else was perfect.

 

Overall it was really great, definitely one of my favorite TDM missions. I can't wait for more from you.

Posted

Jaw dropping! Every aspect of it. :wub:

 

I've played in 'challenging' difficulty and it was pretty coherent most of the time, except towards the end. My parameter is 'how much do I rely on quick save/load and why'

 

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So that took me a few retries.

 

I have nothing more to add.. just: Make more!

Posted

Might this be the best mission so far? It is just great. Very high production values, inventive architecture (a convincing slum area, not an easy thing to do), a well-realised plot and some seriously tense moments. Well done, Springheel! B)

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

Congrats on the release!

 

  On 7/2/2011 at 7:14 AM, Melan said:

Might this be the best mission so far?

I think so, I never tired of it in testing and I'm looking forward to playing it again! The AI relighting is a huge deal as well I feel, I hope future FMs take full advantage of this as well.

Posted

I just completed it for the first time. The mission has very nice visuals (professional quality). The audio was excellent as well. I would say it is even better than TDS because the environmental sounds are directional. When I'm roaming around the streets and I hear a horse galloping in the distance, I turn and the sound fades to the appropriate direction because it isn't just baked into a background music track. That draws the player in to the world much more.

 

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Bottom Line: This is another mission that should be advertised on TTLG. Just show them some screenshots of the town... How could anyone *not* want to play it?

 

Thanks!

--- War does not decide who is right, war decides who is left.

Posted

Great work Spring. I loved playing this mission. Sorry I didn't have more feedback in the testing thread, but I'm working two jobs the last two months. It's a bit of a shock to the system to go from being self employed for the last 4 years, to self employed and 9 - 5 employment rather suddenly. lol

 

Anyway, great work on this mission.

Posted

uhh :wub: second half of 2011 starts with a Bang!

 

Thanks completing building this aspiring work for us taffers Springheel! :)

 

I'm very much looking forward diving into your FM after I'm completed all the Contest missions.

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

Posted

Playing now.....prof level mission, really professional.

 

Some little graphic problems:

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Found a "logic" bugs with pepkin's ring:

 

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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

perfomance is fine,but i have looked on map in DR and see that some brushes and patches could be converted to func_static

for exapmle this house isnt sealing visportal,so if you going to make an update,i reccomend you to convert some world geometry to func_static

it will make dmap faster and perfomance higher

Proceed with caution!

Posted

lowenz, Shadowhide: please surround your screenshots with Spoiler tags.

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
  Quote
Might this be the best mission so far? It is just great.

 

Wow, coming from you I consider that high praise indeed. :)

 

  Quote
Playing now.....prof level mission, really professional.

 

Thanks everyone, it's very gratifying to see it so well received. :)

 

  Quote
Found a "logic" bugs with pepkin's ring:

 

 

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Posted
  On 7/2/2011 at 3:39 PM, Shadowhide said:
if you going to make an update,i reccomend you to convert some world geometry to func_static

We did a bunch of that, but as you know mappers get burn-out when working on the same mission for too long.

Posted

As others have said: Truely a masterpiece!

 

The only downside I can come to think of is...

 

 

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Posted

Holy awesome! I haven't finished yet, but this mission definitely makes my top 5! :D

 

A lot of work, a lot of love, and a lot of thought went into this, and it definitely shows. Thanks for the release, Spring! :)

yay seuss crease touss dome in ouss nose tair

Posted

Congrats Spring - I only just found this thread. :) Glad to see greebo's already mirrored it. Likely I want read this thread again until I get to play this through. Unless I get stuck of course. ;)

Posted

Very enjoyable and looks and plays great but some glitches and confusion and feedback...

 

 

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I'll resume tomorrow. :)

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