[Developer Commentary Added] T2 FM - Lingering Whispers - (8 Sept 2011) - by scarykitties
darthsLair on 21/9/2011 at 06:07
Quote Posted by Bar
Good morning! and thanks a lot for for your precious HELP! It's O.K. now! All the troubles are gone! I'm a little embaresed for my english!:D:thumb:
Cool Bar ! Glad you are back in the game !:D
Dawggon on 21/9/2011 at 19:41
Playing the revised version. When I enter the numbers correctly on the key pad and get the electrical sparks, where is the transformer? In the first version, it was under the stinky plant. Also, there are now buttons at the bottom of the key pad. How to use them?
S.K. Many thanks for all the efforts put forth in this FM. Don't let this be your last one.
scarykitties on 21/9/2011 at 20:10
There is no control box anymore. The door codes open the bay doors directly now. And clearing a code won't close the doors. That's what those buttons are for: to close the bay doors again.
Gloria Creep on 21/9/2011 at 23:11
The door code 6877 doesn't work for me in the newer version as it did in the first one. I don't get it really: how do I get to all of these codes when these codes are devided in two parts. You don't mean I have to flip to another side to push one number and go back again to use another numer??? I'm so helpless in finding my way back to earlier spots:erm: This is hell!
I started over 2 times, but I can't get to a simple ending. :(
:angel:
scarykitties on 21/9/2011 at 23:56
It really isn't too bad if you try smashing one of those windows near a stack of crates and just jump from one place to another.
But since you're having so much trouble, I'll let you in on a secret (literally) that I added:
You can destroy those pitcher plants with fire arrows or explosive barrels, so if you are really having trouble, just drag a couple barrels up from the infinite barrel machine in Bay 1 and throw them at the plants until they've all been destroyed. Then you can just hop across the gap.
As for the door code, are you sure? Do the wires not even spark? The set-up is so simple, there's nothing that couple possibly go wrong: it's just a direct combo lock, which is pretty much fail-proof. I'd give it another try. Anyway, you can get everywhere you need to go (almost) without using the combo locks to open the doors now. Before, you had to open the doors to get to the maw area in Bays 3 or 4, but now you can break that window that is blocked by poisonous pitcher plants and destroy them with a barrel or arrow, then hop down into Bay 3. There is a back-up door opening mechanism there that you can use to open the bay door from the opposite side if the combo lock isn't working for you.
brush on 22/9/2011 at 02:44
You can really notices that some player have been lost the feeling of beeing thief. That´s the problem. In my opinion, it wasn't necessary to make an update only if some want to play thief like "mario brothers". There was a beautiful mission with an excellent balance of all its elements, ...just waiting for players. Beat me! :eww:
scarykitties on 22/9/2011 at 02:53
Enough wanted the doors to be handled more easily, so I made that change and a few others to make it easier and more accessible. Based on your suggestion, I quickly fixed the sound issues in 1.0 and posted it on the first page of this thread as the "Master Edition," which is basically (
http://www.4shared.com/file/onmjOZAU/Lingering_Whispers_1_0_1.html) Lingering Whispers 1.0.1. It's more difficult, like the original version, because there have been no tweaks to make the bay doors easier or to give the player extra power or tools. However, sound bugs ARE fixed, so that major issue has been dealt with.
Now everyone can be happy. Yes? Maybe?
Quant on 22/9/2011 at 03:46
SK, what a GREAT mission!
Finally finished (v1.0 on expert) after about 10 hours gametime. Really needed some(!) hours to find enough loot.
I'll start with what I didn't like too much right after starting:
- forced ghosting (I usually hate that; but read contrary remark below)
- the Mask was confusing; I had no idea what it was (or what was so special about it) and why it kept me beaming around.
- sound propagation issues (esp. the giveaway of apemen and Conrad while still in the mines)
- way too dark (during the last couple of gameplay-hours I had to crank up my alpha a LOT to re-comb for loot)
And here are things I really enjoyed:
- temporary forced ghosting... finally being able to get rid of the figments of Karras and Constantin after having to avoid them before was SOO rewarding
- as for the remaining glowing-eyes-ghosts and one child-of-Karras, staying unseen by them wasn't too hard.
- the apothecary; although I only used it for one holy water I really liked the setup and puzzle
Mixed feelings for:
- forced ghosting; it DID make some interesting gameplay difference from those FMs where I make it my first priority to just knock out the whole place and only after then start exploring. I really liked it after a while.
- door code acrobatics - after a while it grew a bit tiresome to mantle/jump around to enter a code
- the detached blast door control panel: it took a very long time until I realized that it still does its job, even though being physically disconnected from the sparkling cables. Some voice line when first coming near it, like "I wonder if that thing still works", would have been a good clue.
To sum it up, I really enjoyed your mission a lot.
I don't remember any other FM I've tried so hard (and so long) to finish without looking for help on the forum. Retracing my steps over and over was rewarding (finding a little bit more loot here and there), and I never got tired. Only had to look here for help once, and that was because I found the catacomb secret but had't seen any rope/vine arrows so far - I had thought I really had COMBED the gamma area, but actually had missed all those vines :(
That was a superb misson scarykitties!
Thanks a lot for your efforts!
scarykitties on 22/9/2011 at 12:25
Oh, thanks, epithumia! I wasn't going to ask, but that's good of you. :D
Glad you liked it, Quant. Some of those thing were ups and downs of gameplay decisions. Some worked, some didn't, some were better at first and then began to wear on you, some wore at first but would grow to be more enjoyable. Kind of an experiment, really.
I'll try to put a greater focus on storytelling in the future. It's not that many of these story questions had no explanation, but since there was no one around (for the most part) who could have a conversation to inform the player what was what, I was pretty limited to just readables, and those tend to get boring fast. So explanations were more hinted at than outright offered unless the readable could also give a gameplay hint as well.
Thanks for playing!