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Thread: New TDM mission Shadows of Northdale ACT I (2018/03/23)

  1. #1
    Member
    Registered: Jan 2014

    New TDM mission Shadows of Northdale ACT I (2018/03/23)



    Author Note:

    Shadows of Northdale is a new campaign that takes place in a city called Northdale that is situated up in the mounts of the western empire.
    Across the campaign the player will traverse through the varying districts of the city with each mission featuring it's own unique location as well as different locations in the city hub to access.

    ACT I is the first mission which is designed to introduce the player to the city hub area and the new mechanics available to them. During the first night in the city hub section there are a couple of places to explore however this will expand and open up further as you progress through the campaign's missions.

    This mission features some aspects which are different to the usual dark mod FM experience which are:
    - Food is an item that is picked up and stored in your inventory, pressing the use key with the food item highlighted will cause the player to eat it and gain 5hp
    - There is an ingame fence where you can purchase gear using any loot you may have found during the mission, you can visit him as many times as you wish but do be mindful of your loot goals
    - Also inside the fence's shop are contracts, these are readables which detail tasks that a client wishes you to complete for an agreed sum of gold. Upon completing them you will be rewarded with the designated sum immediately
    - Because you are not a wanted criminal (yet) the citywatch will only attack you if they catch you breaking the law or find you near the scene of a crime
    - Candles are pinchable in this mission, frobbing them causes Corbin to pinch them to put them out rather than pick them up

    The mission was designed and tested on 2.05, if you are playing on any other version there may be bugs present.

    If you enjoyed the mission please feel free to leave a review, I enjoy reading them and it gives me inspiration for my next projects. Tell me what you felt worked and what you felt could be improved for next time.

    Have fun taffers!

    - Goldwell.

    Available in the in-game downloader

    Size is 295mb

    Or you could grab a mirror from MEGA here

  2. #2
    Member
    Registered: Aug 2006
    Location: France (Lille)
    ahhh one of my favorite TDM authors is back, downloading now...

  3. #3
    Member
    Registered: Jun 2012
    Location: Portugal
    Great! Thanks & Congrats!

  4. #4
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Wonderful! Thanks, goldwell.

  5. #5
    Congrats on the release, Goldwell. Thank you!

  6. #6
    Master Builder 2018
    Registered: Jul 2008
    Congratulations on the release, Tyler! I may even get to play it one day.

  7. #7
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Congrats, bro! Glad to see it's out! Downloaded and hope to start on it tonight, although my TDM player skills are pretty rusty.

  8. #8
    Member
    Registered: Jan 2005
    Location: in here
    I cannot find access to thieves highway

  9. #9
    Member
    Registered: Aug 2008
    It's the whole section you get to if you leap into the pipes from the balcony in your house.

  10. #10
    Member
    Registered: Jul 2005
    Location: Tasmania
    Looks terrific, ta goldwell, dowloading now.

  11. #11
    The Necromancer
    Registered: Aug 2009
    Location: thiefgold.com
    Thank you, that was quite a treat

  12. #12
    Member
    Registered: Jan 2014
    I'm glad everyone's enjoying it

    And thanks for that Swiz, you are spot on there!

  13. #13
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Looks like a delicious treat!...Can't wait to play!...

  14. #14
    Member
    Registered: Apr 2002
    Location: Germany
    Thanks for the mission! Very clean design!
    Also optically very pleasant and some nicely hidden secrets.

    Can't wait for act 2 (although this was more of a prologue, being all too short...)!

  15. #15
    Is TDM a re-write of the engine used for Deadly Shadows? I downloaded the latest version just yesterday and tried the training and tutorial missions and it seems to have a lot of the same problems and finickiness that I remember Deadly Shadows having...

    Character gets hung up on slight changes in surface elevation
    Dragging bodies is a chore
    Clipping issues and post-mortem (or knockout) body spasms
    Highlighting objects for frobbing seems hit or missing

    Not to mention that TDM crashed 10 seconds into the first tutorial.

    What's the consensus of TDM around here? Is it worth playing these missions?

  16. #16
    Judith
    Guest
    TDM is a standalone modification of idtech4 Engine (Doom 3). Characters should navigate the space pretty well, they do have problems with tight spaces between objects, and with interactive objects blocking their path.
    When dragging a body, press the "Use inventory item" key to pick it up, it's much easier this way.
    Yeah, ragdolls are pretty basic, not sure if there's anything you can do about it.
    Highlighting uses center of the screen, items have different frob bounding boxes, some of them don't work very well (e.g. iron gates). TDM 2.05 should be pretty stable, a lot of depends on your system configuration and your settings. Also the engine is much more demanding on higher resolutions like 1440p or 2160p (1080p is fine in most cases).

  17. #17
    Thanks...I'll stick with it for now. I just found it odd that I had an unconscious body pretty much dancing around the room making all sorts of noise. I also found that when opening chests, boxes etc. that weren't at ground level that I had to climb up to be able to highlight anything (even if I could see the contents from my position at ground level).

  18. #18
    Judith
    Guest
    Yeah, that's up to mapper to make frobbing more accessible, either with frob radius, collision radius or frob bias settings. Some mappers state that you should use "Lean forward" button for that, and that it's a classic way of grabbing things in Thief as well. I never agreed with that, nor did I see any game that would ever require such button, Thief series included. But opinions of others on that matter may vary.

  19. #19
    Member
    Registered: Jan 2014
    Quote Originally Posted by Relayer2112 View Post
    Is TDM a re-write of the engine used for Deadly Shadows? I downloaded the latest version just yesterday and tried the training and tutorial missions and it seems to have a lot of the same problems and finickiness that I remember Deadly Shadows having...

    Character gets hung up on slight changes in surface elevation
    Dragging bodies is a chore
    Clipping issues and post-mortem (or knockout) body spasms
    Highlighting objects for frobbing seems hit or missing

    Not to mention that TDM crashed 10 seconds into the first tutorial.

    What's the consensus of TDM around here? Is it worth playing these missions?
    I may be a little biased however I feel that it is worth playing TDM missions.

    In Shadows of Northdale I made it so that frobbing is easier by making parts of the chest unfrobable. For example by default all chest bodies and lids are frobable, but I will manually turn the body to be unfrobable. This means the frob is only ever focussed on the loot or the lid which makes it much easier.

    In 2.06 there is a change to how frobbing works which makes focusing on loot much less frustrating too, but in the meantime it's just a matter of turning off the base of the chests.

    If you haven't played any TDM missions my favorite and goto are Requiem, A House of Locked Secrets, Volta 1 & 2. There are a few great ones scattered around too by authors like Melan, Sotha, Bikerdude and Grayman as well as other authors i'm probably forgetting.

    TDM isn't perfect, my main issues with the engine have been with sound and how it's handled, lighting and also voice character sets, some are good and some are quite unusable. But overall I think it's a great engine and there are a lot of gems to be found for sure.

  20. #20
    Thanks goldwell, I downloaded your mission and started playing it yesterday, though I didn't get too far as of yet. I'm sure I'll enjoy it.

  21. #21
    Member
    Registered: Mar 2002
    Location: California
    Only found 4 secrets, but this was a lot of fun. Thanks Goldwell!

  22. #22
    Member
    Registered: Aug 2003
    Location: Deep in the Heart of Texas!
    Great mission Goldwell! Great visuals and textures and loved the wind chime. Looking forward to the next part is there any time line?

  23. #23
    Member
    Registered: Jan 2014
    Quote Originally Posted by pwl View Post
    Great mission Goldwell! Great visuals and textures and loved the wind chime. Looking forward to the next part is there any time line?
    The Act II alpha is going to be rolling out to testers next month, I am aiming for a May release at the latest

  24. #24
    Member
    Registered: Apr 2002
    Location: Germany
    Quote Originally Posted by goldwell View Post
    The Act II alpha is going to be rolling out to testers next month, I am aiming for a May release at the latest
    Sounds great!

    Apropos "sounds" (he he)...

    You wrote above that you have issues with how the engine handles sound.
    I experienced something I haven't heard before in the starting area of the mission (directly in front of the museum):
    When I ran and took sharp turns it sounded to me that someone "invisible" was following me (the sounds of the footsteps) - with a "time distance" of perhaps 0.1 to 0.2 seconds.
    In other words: The sound lagged behind my motions.
    I ran the mission on Linux Mint KDE 18.3 with four speakers which usually works well.
    Maybe it's imply a performance issue (this area seems to be somewhat taxing, giving the relatively complex lighting there).
    So perhaps it's my aging hardware, perhaps it's that I ran it on the Linux desktop.

    Anybody else experienced this?

  25. #25
    Member
    Registered: Jan 2014
    Hm I haven’t experienced something like that myself. This mission does use new custom footsteps so perhaps there is an issue with those.

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