Sharga on 26/1/2010 at 06:47
Hey, sorry I missed this. Apparently I'm blind as an albino fruit bat. Does that even make sense? No? Good.
Well, it sounds like there's something of a lack of continuity in my story. It's been a while, so I don't remember precisely what I was thinking, but I guess I'd had the idea that the swamp was somewhere on the outskirts of the city. That might have worked if I hadn't also apparently said something about Garrett traveling over hill and vale to get there. Then again, perhaps he was returning from a previous journey located far from the city. I mean, the guy does get around a lot. Or maybe the doomed thieves unwittingly fell through a portal located on the city's edge. Or it could be those thieves were from another city. I mean, anything is possible. The answer must be something more creative than me just having a brain fart.
I'm glad you folks have enjoyed playing it. And thanks for that detailed review Phantom. As it turns out, you did find all the loot. That floating red gem in the underground puzzle area is counted as loot even though you can't actually pick it up. Had I known better I would have set its loot value to 0.
Sadly, it just doesn't seem realistic that I'll complete this campaign, wishful as I may be. However, if you ever want to know what plans I had for it, I'll be glad to tell ya. Also, as I said long ago, there is quite a large portion of architecture completed for the two following missions. Anyone is welcome to either continue the campaign or use it (in part or whole) for their own missions. I thought it was looking pretty sweet, but then again it might seem outdated now looking at the amazing stuff authors today are producing.
The Phantom on 16/3/2010 at 13:02
A bit late but whatever.
Sharga, nice to see you drop by :). Thanks for the explanation.
I understand about the campaign. Too bad it ended this way though. There's an enormous potential in this tale.
I'm no dromeder myself but are interested to hear the plans you originally had. Consider posting it in (
http://www.ttlg.com/forums/showthread.php?t=103255) this thread (created for this occassion in a distant past :p). Maybe someone gets inspired by it and likes to continue the way you intended.
To potential takers: it's also mentioned in the (
http://ttlg.com/forums/showthread.php?p=1684415#post1684415) abandoned FMs list.
This thread has a huge gap in posts between 2004 and 2009 so surely there are new members out here who haven't played '
Swamped' yet. Be sure to check it out people, and don't forget to post a reply :thumb: No matter how old a mission is, they all deserve a bump once in a while.
Gloria Creep on 30/1/2011 at 00:11
I've written all of these posts and can't find an answer to my question.
I'm in the area with the portucullis puzzle. I've got 2 rubbles to use and I can't use a dead body on any of the pedestals, because they disappear under the pedestal. What must I do here?
:angel:
Gloria Creep on 30/1/2011 at 04:11
ANYONE ???? :angel:
Emerald Wolf on 30/1/2011 at 07:07
From what I remember (haven't played this in a while) you have to use only those two pieces of rubble to open all the gates by swapping them from one pedestal to the other (so that you can't have all the gates open at the same time).
If no one else can help out here I'll post a more detailed answer later after playing through that part again (one of my favorite settings for a FM, I've been meaning to play it again anyway)
EDIT:
Okay here is how to solve the portcullis puzzle, let me know if anything is confusing:
-After having taken the rubble from above the pillar room and placing it on the pedestal in the entrance chamber you can enter the puzzle room by standing on the next empty pedestal and going through the gate that opens in front of you (don't worry about it closing behind you again)
-optional: the small room with loot to the N of the puzzle room can be opened by placing some rubble on the SE pedestal but it is best to do this before solving the rest of the puzzle.
-Take the rubble in this room and put it on the pedestal in the SW corner. This will open a gate on the E side of the room where you can find another piece of rubble
-Put this rubble on the pedestal in the NE corner and then move the other rubble onto the pedestal in the NW corner. This will open the two gates leading to a pedestal in a room on the E side of the puzzle room.
-Take the rubble off the NE pedestal and hurry into this room (don't worry about the gate closing) and place it on the pedestal there. This will open the gate that just closed as well as one on the S side of the puzzle room.
-Take the rubble off the NW pedestal and place it on the pedestal in the S room. This will open the "cage" in the center of the puzzle room as well as the gate on the W side and tick off a "secret found".
-Your prize is scroll with some information about the Craymen, but when you have finished reading it look up. There is also a switch in the cage that will open a passage leading to the pillar room so that you can now exit the puzzle room by going through the W gate.
Sagittal on 31/1/2011 at 11:00
If you need to you can still use a dead body to weigh down a pedestal if you mantle onto it first and then drop or throw the body from there.
Well this worked for me - although as Emerald Wolf explains above the 2 bits of rubble you find/get in the Portcullis room are enough to solve it. :thumb:
Gloria Creep on 1/2/2011 at 00:58
Thanks Taffers for the help. I definately needed the extra body and it worked fine, when I climbed op on the pedestal with the body and than let it fall down.
:thumb: for all of your trouble :angel:
fortuni on 14/3/2021 at 04:52
dml courtesy Glypher to fix Newmantle issues, and some secret doors.
Code:
DML1
//T2 FM: Swamped by Aaron Lambert (Sharga) / Fixes: miss20.mis.dml
//loot
+ObjProp 332 "Loot"
{
}
//portcullis
+ObjProp 717 "PhysCanMant"
{
}
+ObjProp 718 "PhysCanMant"
{
}
+ObjProp 719 "PhysCanMant"
{
}
+ObjProp 742 "PhysCanMant"
{
}
+ObjProp 769 "PhysCanMant"
{
}
+ObjProp 770 "PhysCanMant"
{
}
//fountain sound
+Link 686 418 "ControlDevice"
{
}
//fire arrow
-ObjProp 136 "DeathStage"
//secret doors
+MetaProp 279 -2420
+MetaProp 508 -2420
+MetaProp 709 -2420
+MetaProp 715 -2420
+MetaProp 741 -2420