Thread:Deathstalker666/@comment-1915529-20140221183807/@comment-3547390-20140226224951

Interesting, part 2 of something that leaves the area of part 1...

Really? How on earth did I manage to get more insane?

One of the earliest mods on a big modding community for JK was for Dragonball Z. It is funny, apparently that is where they got the idea!

Fun, we both played the games of our youth improperly before we played it properly. As recalled lately, I believe I actually used walkthroughs a lot more as a child. I remember enjoying replaying the early levels but just basically following a walkthrough word for word. Remember that I was playing on Normal and had no patch installed, so it was extremely different and confusing (the frogbeasts used to just sit there for a minute before attacking, which made for some interesting situations). In turn I would end up writing walkthroughs in my journal as I replayed them in my head.

I remember level 1 of Thief II being quite difficult as that was my training. Plus I did what I love to do now, play with Basso's bird call and watch him get shot down! From level 2 on I was a psycho murderer, rarely using my blackjack. That was the complete opposite of ghosting, meaning level 13 was a nightmare for me. I also remembered level 14 being chaotic and having to use rope arrows a lot in the upstairs areas with the Combat Bots. Level 12 was another nightmare as I failed to understand the logic of green lights and instead tried to use a walkthrough that had a different set path. Level 11 was nightmarish, especially when trying to find that secret button (I must have touched the advanced difficulties at some point) as I played directly across from a window where the sun was

fully visible and on a CRT monitor. Yeah, I was trying to play a game based on darkness with a lower gamma setting (I didn't know how to change it, it took me a while to figure out how to drop an item) in an extremely bright room with a sun reflecting off most of the screen. No wonder I was terrible at figuring out where I was going! And then we had Garrett randomly going to the land of the monkeymen only to return to the city with no explaination after following a hobo (there is a pagan sleeping in one of the abandoned houses of blackmail) into a portal. Ah, the insane memories of being a child and playing this game. Yet somehow my swordplay became amazing to the point where I could fight numerous T2 Hammer Haunts (so combine the threats of a Hammerite with those of a Hammer Haunt) in one room and somehow survive. I don't know how I managed to do it and definately would need to "get back in shape" to tackle a similar challenge. Servants were also amazing, imagine running after all them with my sword and having them scream about the bodies lying around everywhere. Yes, I was a psycho murderer back then too!

Dishonoured is at the end of a long path of stuff, so it won't be for a while, but it is on my large try list (I really have to start tearing some of it down).

Nope, I quit after that level.

XD, I noticed that. I wonder if it is like the last level, except that secrets actually count (a lot of things seemed to be secrets such as the repeater gun behind an invisible wall yet of course none were counted). I like his style though, it was the best level yet. It was rather easy, but also good as it built Mara up for later challenges, and was quite addicting in the mass psycho muderer slasher style I always play. Raadec was right, this level was worth it!

Crazier? Well, Mara seems to be quite spontaneous and does some wild stuff that causes a lot of destruction. Kyle on the other hand often was about being subtle with some light murder on the side which eventually led to his desire to destroy the world. This game doesn't even have a dark side and yet I feel Mara would be perfect for it! If Kyle did half this stuff I might have changed at the end of the third level!

EDIT: The Zombie Apocalypse continues! Some of the servants ran out of their rooms after hearing the zombies roaring, meaning they were quickly subdue

d. The robot left the game room and made it all the way to the ball room before getting stuck on a chair. Now we have a mob of zombies that are trying to find the robot, but fail to do so as the robot is in a dark patch (for some reason, they cannot detect in darkness unless it is you). At the same time they don't give up the hunt as the robot keeps yelling alerts "Please be warned... a misguided soul..."



The passageway to the second floor was actually already opened. It seems a guard with a gear got alerted by the invasion down below and so joined the carnage. Still, as he used the gear to unlock the door that means I have quick access between the two floors!

I was going to show a screenshot of the game room, yet between the darkness of the room and the large hoard of Zombies, it is nearly impossible to get near Benny's corpse.

Maybe this is my chance! The child has come back to the game room, meaning it probably will send the Zombies into a hilarious chase scene.

Scary... Benny disappeared from my screenshot like a ghost.

Nevermind, I got the robot in the shot as well with one of the zombies trailing it (the others seem to not notice the robot yet, though I have heard near notices).

Also... anybody know how to hide pictures from the recently uploaded if they are specifically on the talk pages? It would be nice to upload these without them being considered part of the wikia's media.

I did some minor fixes to the main page. Now certain text links are instead buttons, meaning they are more visible and less likely to blend in with the text.

Finally I updated the background picture as we talked about a few months back (we complained about the bluriness though nothing ever happened). As usual it should take a little bit to update, but I think I see a general improvement in the quality. The one problem is a slighly smaller logo than we have now.

Well, preview mode doesn't really help so I have to figure out the perfect alignment (the current version is a little too high).. I'm working on it! I have uploaded a wider and lower version... hopefully it comes through as fast as the first one. Also... I am not sure if the quality improved (ugh...). It seems that we need to have it tiled, otherwise the wikia wants to have a black gap in the middle of the image. The problem is that it seems to blur when tiled. This means we either keep the bluriness or switch to a 2 smaller logo variant.

Okay... just came through. Seems to be better than my previous version, only problem is that I don't think we really got anywhere (though the actual image is quite a bit bigger in resolution than the previous, plus I have a lot of templates (it makes it very easy when you seperate the logo from the background to have a ton of variations) so we can experiment if you guys have any ideas).