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Guild of Darkness I: The Legend of Satchmo by Tetraarchangel
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How do you rate it?
Fantastic
14%
 14%  [ 2 ]
Above Average
14%
 14%  [ 2 ]
Average
42%
 42%  [ 6 ]
Below Average
14%
 14%  [ 2 ]
Very Poor
14%
 14%  [ 2 ]
Voted : 14
Total Votes : 14

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PostPosted: Mon Dec 06, 2004 3:55 pm
   Subject: Guild of Darkness I: The Legend of Satchmo by Tetraarchangel
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'Guild of Darkness I' by Tetraarchangel (now known as Harpuia) is currently being updated. What do you think of the original version? What especially needs to be improved for the new version and what is already ok? You can download it at http://www.wolfenstein3d.co.uk/dark1.zip

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PostPosted: Tue Jan 11, 2005 1:28 pm
   Subject: Re: Guild of Darkness I: The Legend of Satchmo by Tetraarcha
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Poor, eveything can be improved, obviously, various things of this TC are rushed as it seems to me.

1: The menu images don't match up with the menu it has, the Readme Spoils almost the whole game.

2. The levels are either huge sqaure rooms or long corridors.

3. The dogs are too fast, making the game so unreal, it's beyond exceptable.

I'm sorry, but this is what I rate it.

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PostPosted: Sun Feb 12, 2006 3:42 am
   Subject: Re: Guild of Darkness I: The Legend of Satchmo by Tetraarcha
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Why the game have more than 10 levels??.. I mean, I've been played, and now I'm in the level 53 or something! Crying or Very sad, Can anyone tell me why!? Sad Did I do something wrong?? I have the wrong game!? If anyone can tell me, please.. DO IT Mr Green

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PostPosted: Sun Feb 12, 2006 4:51 am
   Subject: Re: Guild of Darkness I: The Legend of Satchmo by Tetraarcha
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.....


Last edited by Thomas on Fri May 27, 2011 2:24 am; edited 1 time in total
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PostPosted: Sun Feb 12, 2006 5:54 am
   Subject: Re: Guild of Darkness I: The Legend of Satchmo by Tetraarcha
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@Tyler: A limit of 10 levels only applies to the shareware (episode 1) version, or to a single episode of the full game, which can have 60 levels (6 episodes). Guild of Darkness, amongst many other mods, has been made by re-compilng the wolfenstein source code to make a new EXE. One of the changes people have made to this source code has been to make the game into one single episode, so you don't have to select a new episode to go higher than level 10. Another way to look at it is that episodes have been eliminated.

I always liked this game for its novelty. The fast dogs and officers, the slow guards, and the ridiculously high limits for health and ammo made this game a very funny, surreal experience for me. The open, simple levels, black floors and ceiling, and the Blake Stone music complement the strangeness; if it had Gary Ragland type levels, I don't think it would work.

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PostPosted: Sun Feb 12, 2006 6:41 am
   Subject: Re: Guild of Darkness I: The Legend of Satchmo by Tetraarcha
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.....


Last edited by Thomas on Fri May 27, 2011 2:24 am; edited 1 time in total
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PostPosted: Sun Feb 12, 2006 6:42 am
   Subject: Re: Guild of Darkness I: The Legend of Satchmo by Tetraarcha
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Thomas wrote:
What do you mean?! There is 60 levels in this game, so yes, it's the right game. 53 is more than 10, yes.


I know that already Thomas.. I just think the full game has 10 levels.. 'Cause in the page I read this: "Guild Of Darkness Ten levels, some with very large rooms. The level four maze with a seemingly endless number of doors is quite effective. There's a number of new graphics and source code changes. The speed of the actors' has been massively increased and there's a health/ammo maximum of 999. There's a manual (with the storyline etc included) which is well presented. By Tetraarchangel. You can download it here." But I already played the full game.. The game has 60 levels.. Thank you anyway.. And thank you Andy, and now I know that!! Razz

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PostPosted: Sun Feb 12, 2006 2:10 pm
   Subject: Re: Guild of Darkness I: The Legend of Satchmo by Tetraarcha
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Was interested by the novelty of this at first as it's quite a bit different to most other mods.

The novelty factor wore of a bit quick and theres just no way i was going to play through all 60 levels. It certainly has a basis of an idea that can be expanded on if making a sequel or updating.

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PostPosted: Sun Feb 12, 2006 9:28 pm
   Subject: Re: Guild of Darkness I: The Legend of Satchmo by Tetraarcha
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I'll admit it has some concepts placed in it that aren't seen in any other mods, but not one of these features makes the game interesting to play. We're faced with enemies that move way too slow, or move so fast that they're always irrating rather than interesting to fight against. The level layout may be a welcome change of pace for those longing for a different type of level set, but its approach gets too old too quickly. And some levels don't even work right.

The one thing I'll grant this game is that there's some good music in it. This is mostly music ripped from other games though, such as "Blake Stone: Planet Strike".

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