Monday, April 30, 2012

New Fan Missions Released

After a long spell where there were absolutely no new fan missions to be had for TDM, except for the release of a previously unreleased FM in “Closemouthed Shadows”, this month we finally have three new ones to download. They are “Sneak and Destroy”, “Rightful Property”, and In “Remembrance of Him”. And all three FMs seem to be from thus far little known authors, which isn’t a bad thing. New blood is always welcome, I say. Especially when there’s a fan mission drought going on.

These fan missions are entries in the new contest for 2012, the Beginners Contest.

Sneak and Destroy is a particularly weighty download, coming in at over 150 MB, making it one of the largest FMs in terms of file size, while Rightful Property is a lot less, but still bigger than average I would say. I’ve managed to play all of them all ready, so I may have reviews up at some point in future. I’ve mainly got a back log of old FM reviews that I’ve been trying to upload to make way for the newer ones, so no promises on when it will be up.

“When it’s done” ®.

Head over the thedarkmod.com to get the missions.

Tuesday, April 24, 2012

Progress Update on TDM: Crucible of Omens

A while back, a little after the 2nd anniversary of the TDM, it was announced that there would be a full campaign developed for The Dark Mod, by the actual team who has been working on it for over 7 years.

I was pleased to see that in the last week there has been a progress update on this. In the post on TDM’s official site, there were some new screenshots. As was said in the post, the team has been working on this for a while (12 months) – in fact for years. If you were a visitor to TDM’s website years ago you would have seen that the screenshot gallery that existed back then had several screenshots that would eventually be unveiled as belonging to missions that make up this very campaign.

So far the TDM community (which won best community award over at ModDB late last year/earlier on this year) has brought us some spectacular fan missions as well as some mini campaigns, showcasing what can be achieved using DarkRadiant, the mods level editor, and of course the power of the ageing id Tech 4 engine.

Tuesday, April 10, 2012

TDM FM Review: Crystal Grave

This is a review of one of The Dark Mod’s (a mod for Doom 3) fan missions. It may contain traces of spoilers. You have been warned.

Crystal Grave Author(s): ERH+
Version: 1.0
Date released: 11-12-2011
Other info: First completely foreign FM 
Theme: Builder/Haunted
Download FM here

I first saw this FM up for download on The Dark Mod’s official website. But the file was actually hosted over at Darkfate – a thief fan site of sorts. A mirror still hasn’t been put up over at TDM.

I was a bit apprehensive about downloading and installing this FM. I’m just so paranoid, and the last thing I needed was some fan mission made in a foreign country. I tend to get a bit suspicious. That and it wasn’t hosted at the usual place, but off-site, and that made me a little wary.

But security concerns aside, I learnt by reading through the thread over at the TDM forum that this mission was well worth a play. So I decided to give it a go. Starting off, I found myself on an island. I’d somehow rowed out here, got past the large walls surrounding the property, and run aground. Ahead of me lay a large building, surrounded by water – perhaps a moat - which towered into the skies above. My FPS was getting a kick in the balls all ready.

I noticed straight off the bat that there are several entry points – from picking locked doors in the dock below, to climbing up ivy vines and pipes to reach one of the higher floors. I was highly impressed. Once inside, this feeling of amazement was extended by the rather good level design. A good mixture of small, pokey rooms, with larger occupied rooms – there’s not a lot of space wasted here. Everything seems functional. It works, and like I said: there are multiple ways to get from one floor to the next, whether you take one of the stairwells, or climb up a chain linked to a crane of sorts. The layout is rather good. There’s seemingly endless areas to explore. And just when you’ve seen it all, there’s more on the next level.

I will say that despite several keys being around for you to find, there’s once again on overreliance on lockpicking which is so addictive with mappers for TDM. And the locks aren’t even that complex to pick, ironically.

screenshot710screenshot709

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Lighting is used to good effect in most areas, and there are different light sources – not just fire-lit torches, but also electric lighting, too. And most of the rooms have light switches that even AI interact with occasionally. I wasted most of my water arrows and holy water potions dousing a haunt after he saw me when switching on the bloody light in one room.

But despite this one experience, overall there isn’t much challenge as far as AI goes. There are two or three areas where AI is heavily concentrated, which means two things: first off, it’s easy to gain access to the place using most entry points, and two, it’s nigh impossible to get past said areas because the AI have overlapping, confusing patrol routes which guarantee the player will be seen and murdered instantly.

It’s also difficult to know where to go and what to do, as this FM’s greatest flaw is revealed right from the get go (and I mentioned it earlier too): it’s foreign. The objectives are in Polish, the text and readables in-game are in Polish too. It’s been weeks (months now) since its release, and someone has yet to come up with a decent translation for it. So I’m wandering around this otherwise great map but I don’t know what the hell is going on – and that takes away a lot of this map’s charm; it’s done almost everything else right. The good news is that not only will someone eventually get around to getting a translated version up, but from TDM v 1.07, internationalization is being featured in the mod, which is supposed to help in situations like this… somehow.

Crystal Grave (probably the most awesome name for an FM I’ve heard so far) reminds me a lot of “The Outpost” – one of the first TDM FMs ever released, back in late 2009 - except it’s probably bigger, and better in several respects. There are a few niggles with it, such as the ones outlined above. I’ll also add that the texturing could have been better, and there were a few bugs – particularly with lighting. I would stand in shadow and yet my lightgem was lit up like a Christmas tree (sorry for the reference, but it’s December at the time of writing this). That and opening some doors and windows resulted in the infinite looping slamming bug which would really put a damper on things if the AI actually noticed it.

Despite its flaws, it’s not bad; not bad at all.

Pros:

+ Great level design.

+ Layout provides smooth play.

+ Multiple entry points.

Cons:

- Foreign with absolutely no translations for text, objectives, etc.

- Buggy.

- Not too challenging.

FM score: 8.8/10

Tuesday, March 20, 2012

TDM FM Review: House in Blackbog Hollow

This is a review of one of The Dark Mod’s (a mod for Doom 3) fan missions. It may contain traces of spoilers. You have been warned.

screenshot616 Author(s): stumpy
Version: 1.0
Date released: 2011-10-29
Other info: Halloween Speed Build Contest 2011 entry
Theme: Builder/Haunted
Download FM here

Stumpy has made two missions in the past – neither of which I enjoyed much, to be honest. But “House in Blackbog Hollow” (which I will from now on refer to as HIBH – not a rude word) is mostly better than said missions. In case you’re wondering – the missions I speak of are “Lord Dufford’s” and “Illusionist’s Tower”.

You start off on the streets hidden away in an alley of sorts, and make your way in to the large area ahead. You’ve got two patrolling guards here but they’re easy to avoid. First thing you’ll notice is the large black house – more on this later. The mission is to grab some ancient treasure outside a warehouse nearby. But it turns out it’s not that simple: some bastard got there first and nabbed it – and he’s hiding in the house you couldn’t help but notice earlier.

I managed to enter the place after several minutes of mucking about; missing the obvious way in. After seeing a pumpkin kill a nobleman sitting at a table, I knew I was in for something else. From then on, I was wary of every bloody pumpkin I came across. I tried shooting them with arrows, or slicing them with swords – to no avail.

And there were spiders, too. Very large, patrolling spiders. This mission pretty much has everything scary you could possibly want in a mission. Never mind zombies – they’ve got nothing on seemingly invincible pumpkins.

Stumpy pulls some tricks similar to the ones seen in “Illusionist’s Tower”. Upon entering the house, it grows larger than initially thought. It’s positively massive with several floors to explore. There’s some interesting illusions besides this, such as walls that can actually be walked through to reach the corridor behind. It wouldn’t have been so obvious if it hadn’t been for the spiders, that basically showed me it was possible in the first place. Otherwise I’m sure it might have stumped (no pun intended) a few people. There’s also a crying baby, which turns out… not to be. Rather creepy, that part.

What is with this guy and spiders and pumpkins?I need to stop with the hallucinogens... 

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There aren’t any guards anywhere, but you’ll come across some corpses every now and again – these are supposedly the people who lived here before the curse came along. I won’t spoil it too much for you, so that’s all I’m saying.

After some looking around, you reach the study near the top of the mansion and discover that there’s more to the pumpkins than you originally thought. The pumpkins you avoided earlier actually need to be collected and taken to a temple beneath the surface. They need to be used to end a curse that resulted due to the mansion being built on top of the temple. Sounds similar to the old “house that was built on top of a sacred Indian burial ground” cliché, but nonetheless. That’s what we were all expecting to come out of this competition: clichés.

So we went from trying to retrieve the treasure to helping end the curse.

The mission was enjoyable in the end. Stumpy pulled out the usual tricks; some new, and others old. From what I can tell, he’s not as amateurish as I thought he was initially and has shown that with some general messing around in DarkRadiant, he can put a decent, and sometimes challenging map together. But this mission is his best so far, because it doesn’t stray too far from the norm as far as a TDM mission goes. The level design isn’t anything too special, but it is a step up from the likes of Lord Dufford’s large, empty, uninteresting rooms. The soundtrack that accompanies the FM consists of some new tracks, as well as some old ones with a twist.

Lord Dufford’s was an average at best mission for several reasons among which included some gameplay faux pas that could have been avoided with some beta testing. That and it was a bit too loony for my liking. And Illusionist’s Tower was too frustrating – it tried to be overly technical. This mission is a sort of happy medium, or balance between the expected and outrageous. It’s not too challenging, and the best bit of the FM will be the story, more than likely, which isn’t bad.

Overall the FM is unconventional, rather wacky, but for this Halloween Speed Build Contest – it works; almost perfectly.

Pros:

+ Good story.

Cons:

-  Not that challenging.

FM score: 8.8/10

Tuesday, February 28, 2012

Thief and Thief II over at Good Old Games

I received this info this month while visiting Cheap Thief Missions recently. It seems as though GOG finally got a hold of Thief Gold and Thief II: The Metal Age!

Going over there to have a look at the games’ pages, the user reviews are in and it’s 5 stars all round – and it should be, because these truly are classic titles that served to inspire further games that took a more stealthy route rather than all-out gunplay.

They both currently go for $9.99, but that price may well drop as time goes by, as the average price for games on GOG is about $5.99. But still, both games for $20 – that’s not too bad at all. Of course, these are digital downloads and both game are a bout a CD’s content in weight. For those of you who don’t have a decent internet connection, you can still get these games as retail products, with boxes and manuals – everything. And they’re not too expensive. Really, from Amazon you can get Thief and even full Thief series bundles (including Deadly Shadows) if you shop around a bit for less than $9.99 and shipping is free. So while digital might be more convenient for those in the first world, in my opinion GOG should lower the price for competitive reasons soon.

Now all they have to do is get System Shock and System Shock 2 on there – they’ve been two of the most demanded titles yet to appear on GOG for some time now. Then the Looking Glass collection would be a little nearer to being complete.

Wednesday, February 22, 2012

TDM FM Review: A Night To Remember

This is a review of one of The Dark Mod’s (a mod for Doom 3) fan missions. It may contain traces of spoilers. You have been warned.

A Night To Remember Author(s): Fieldmedic
Version: 1.0
Date released: 2011-10-31
Other info: Halloween Speed Build Contest 2011 entry 
Theme: Mansion/Haunted
Download FM here

This FM takes a different turn to fit in with the horror theme expected in this contest. You are a nobleman who moonlights as something a more disreputable (but just barely): a thief. This is an inside job. Instead of having to break in to the mansion, you begin inside one of the rooms. You’re here as a guest but right off the bat, it seems as though somebody knows your ulterior motives.

You exit your room and wander around the mansion. There are no guards about as the lord of the manor does not want any patrols inside. This seems to make life easier as you explore the rooms that aren’t locked. Most of them are and you don’t possess any lockpicks or much equipment at all, initially. There’s a fair bit of lockpicking involved, but numerous doors actually require a key.

Judging by the design and the dates in the journals, Fieldmedic has practically ditched the Middle Ages in favour of a more modern feel, possibly Victorian or Colonial era – perhaps even later. But this isn’t anything new seeing as his previous mission, “Reap As You Sow”, exhibited a similar style. With the large, sprawling, practically empty estate, I couldn’t help but feel that this reminded me of one of my favourite horror-themed games of all time: Clive Barker’s Undying.

You make your way up to the study to steal some blueprints for an airship named Gottfried II – but it seems as though you might be too late. The rest of the mission is spent chasing after an individual who seems to have the same idea in mind as you.

Follow the sooty footsprints...The murderer is in here... whoops, spoiler.Nice touch, this. You can even play with the balls - not like that, sicko!Coast is clear... mostly. 

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There are sections which contain ghostly figures who patrol the dark corridors of the servants quarters’ hallways and passages the lead to the more stately rooms of the manor. Getting near these spirits will damage you. If one of the beings spots you, you die instantly. So extra caution is advised in avoiding these spirits, much like Thief: Deadly Shadows’ infamous Shalebridge Cradle mission. There are pianos that play all by themselves, and you can hear the constant cries of torment coming from the ghosts of the beheaded servants.

Fieldmedic is an FM author who experiments with new ideas, such as “Reap What You Sow”, and obviously knows a little about scaring the player, which was evident while playing an earlier FM of his in “Betrayal”. Here he’s turned TDM in to yet another experience: that of fully-fledged horror, instead of just mildly tense. Once again it feels like a mod for a mod and not just an average FM. You lack most of the gear and weapons. You’re, for the most part, defenceless and vulnerable.

But like “Reap What You Sow”, it is flawed. ANTR has bugs – maybe some of you have experienced these, and others haven’t. But there’s a bloody annoying save game bug where if you save the game after a certain point, the game crashes. Saving the game before you come across the first ghost in the servant’s quarters works; after that point, it doesn’t. As long as you don’t save you’ll be fine. Some people play TDM this way by design. They shouldn’t have a problem (this bug seems to have been fixed since I installed TDM version 1.07 and restarted the FM).

When I first played this FM with this bug present, I hated it. But after I had patched TDM and replayed it, I realised how good it really is.

Pros:

+ Atmospheric.

+ Feels different from the normal FM.

Cons:

- Some bugs.

- Might be too much of a departure from conventional TDM gameplay.

FM score: 8.9/10

Tuesday, February 7, 2012

The Dark Mod FM Review: The Siege Shop

This is a review of one of The Dark Mod’s (a mod for Doom 3) fan missions. It may contain traces of spoilers. You have been warned.

The Siege Shop

Author(s): PranQster
Date released: 06-10-2011
Theme: City/Pagan
Download FM here

PranQster, to date, has made one FM, and I’ll say right from the start, that it’s a great one – all ready featured on my list of favourite TDM FMs available to date.

It’s called The Siege Shop, and the very beginning is misleading. You start off in the sewer, and after a minute or two of trying to squeeze in to the narrow pipes on either side of you, you eventually get the idea and climb up the ladder to the surface. After opening the door, you are greeted by a sight completely opposite to what you were expecting a few minutes earlier (perhaps a mission similar to “Special Delivery”).

You enter a cobblestone courtyard and are attracted instantly to two things: the horse (in a non-sexual way of course), and the hot air balloon. This is what you must use to get on to the rooftop of the siege shop, as the drawbridge over the moat is up. And knocking out the balloon operator isn’t enough. You have to jettison him from the craft, otherwise you’ll be too heavy to make it to the roof – very clever bit of programming, and realistic to boot.

I was impressed so far.

Bug I came acrossBenny?! No, Bentley. This fella's a bit confused as far as dress goes. He must be going through a stage.The noisy little "autonomaton".

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Another thing that I found was a nice touch was being able to steal arrows from the quivers. Most of the guards you encounter here are armed with bows and the not the usual swords. So you can get at least a dozen broadhead arrows by pinching them from the guards’ quivers, and you can also obtain special arrows from the quivers in the guards’ quarters on the upper floor. Very handy if you forget something in particular from the buy screen before the mission started, such as not enough water arrows, for instance. And this is good seeing as there are plenty of extinguishable light sources in this mission.

On the floor below this, I heard some funny banging noises and I assumed that it was just somebody in a workshop with a hammer – this was after all, a siege shop. I was certain that some degree of construction must take place here. But another floor down and I, like some others who had played this mission, was flabbergasted to see something moving towards me. It lit up the floor in front of me with an inextinguishable light and made a terrible racket. Even though part of my form was caught in the beam as I desperately hugged the wall, I wasn’t noticed by the contraption – this steam beast had no eyes. This was the first time so far that I’d witnessed any sort of robot in a TDM mission, and I was understandably taken back to those days of Thief II: The Metal Age – the fear of coming across any one of Karras’ dreaded Builder’s Children.

Overall, this mission boasts originality, and like I’ve mentioned above, there are some nifty things that this author put in to make it an unforgettable experience. A very good effort for his first map, indeed.

Pros:

+ Level design.

+ Very inventive and original mission, this.

Cons:

- A few bugs.

FM score: 9/10

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