★ 5 / 10 Falling Down, 20. Dezember 2024
★ 10 / 10 Winds of Misfortune, 17. Dezember 2024
★ 8 / 10 Cold Hands, Cold Heart, 17. Dezember 2024
★ 7 / 10 One Man's Trash, 8. Dezember 2024
★ 9 / 10 Alcazar, 8. Dezember 2024
★ 5 / 10 Torben - The Traitor, 8. Dezember 2024
★ 8 / 10 The Hammer Skull, 5. Dezember 2024
★ 7 / 10 Into the Dark Forest Remastered, 29. November 2024
★ 8 / 10 Misguided Souls, 14. November 2024
★ 5 / 10 Curiosity, 27. Oktober 2024
★ 4 / 10 Unforgiven: Mission One, 15. Oktober 2024
★ 7 / 10 The Brand, 6. Oktober 2024
★ 9 / 10 Death's Dominion, 6. Oktober 2024
★ 8 / 10 Where Old Faces Fade, 4. Oktober 2024
★ 8 / 10 Thief Noir, 27. September 2024
★ 5 / 10 Crystal Clear Conscience, 4. September 2024
★ 7 / 10 Starting From Scratch, 3. September 2024
★ 7 / 10 Valley, 30. August 2024
"In majority of other immersive sims and in FMs shafts and many narrow spaces become a cheat"
I find this statement very... confusing.
If the core concept behind your argument is that anything the player can do, but enemies can't is fundamentally cheating, then... what about rope arrows, breath potions, life potions, lockpicking, etc. ?? Also, I think it's much more interesting when a game constantly shifts between tension and relief - environments that are dangerous and safe. The constant ...
"Especially in the last 5 years or so, there has been a trend to bigger and bigger missions, and not an emphasis on making the missions fun to explore and play"
@chakkman: I >slightly< disagree with that statement - even though I'm very glad I finally stumble upon others discussing this problem as well. I think the last 5 years were an interesting mix, because while many gigantic and overcomplicated maps got released (personally, I thought that it was a problem that slightly overshadowed eve...
Yep, I missed a smart loop leading back to the beginning of the map too, though I gotta tell that I loved the dark fantasy, linear middle sections (with the tunnels, the Keepers camp, skeletons of fallen giants, etc.) so much that walking back wasn't actually that disappointing for me (except re-visiting the Hammerite factory, huh).
Interestingly, this reminded me of how Bryan's missions did have these smart loops, but I hadn't played his latest one yet (Hammer Skull), so gave it a try - ...
Such a cool tutorial. I wish I knew about it during last summer when I made an attempt at learning DromEd, haha. But this makes me wish even more Komag had made more Thief 3 fan missions. Haven't played his other fms (yet?), but I think even this little project showcases some good talent.
The disappearing case file is an annoying bug sadly, I had the misfortune to run into it as well.
By the way, I'v enjoyed the mission somewhat more, but kinda agree that the unknockable guard here is a bit of an annoyance. This unit type can serve the pacing of a mission well, but here, it just makes everything way too slow.
Thanks for the recommendation, Mike, I'll make sure to play Nigel's Hidden Treasure the next time.
By the way, AR has one advantage over ASNW: there are no strange abandoned looking dead ends with doors and switches you can't interact with. I suspect that Bryan was perhaps pushed a bit too far by his own ambition with ASNW, but I still respect the end result quite a lot. But there story is, I think, much-much better over here.
Wir haben den Vorschlag zur Änderung angenommen categories von Into the Dark Forest Remastered, eingereicht von Matt, 29. November 2024
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Wir haben den Vorschlag zur Änderung angenommen categories von Illusionist's Tower, eingereicht von Matt, 30. Juli 2024
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Wir haben den Vorschlag zur Änderung angenommen categories von Cabot, eingereicht von Matt, 11. Januar 2022