T2 Cryptic Realms 1.19 New Dark (14/10/2012). - by Sensut
Cardia on 23/9/2012 at 14:13
Quote Posted by shadows
What glyphs? where? :confused:
i found some marcs on the floor like they were drawn with chalk.
Nightwalker on 23/9/2012 at 15:19
Those marks only show up on the easiest difficulty setting. They are to help with locating the secrets.
Sensut on 23/9/2012 at 17:18
Quote Posted by Haplo
By the way Sensut, did you ever play Unholy Vivid Innocence?
Of course, and like it. I've played all of your missions, except 2 yet which are based on Pinkdot's projects.
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Today I started to revert the mission to color (in fact it's a simple work, I need to replace the textures and re-add the light colors). Both versions (b&w and color), will be available soon with some fixes, including that mummy correction at sun book chamber.
Cardia on 23/9/2012 at 19:40
Quote Posted by Nightwalker
Those marks only show up on the easiest difficulty setting. They are to
help with locating the secrets. Thanks Linda ;-)
Finished this amazing Mission, as i progressed in the game the mission became more imressive and captivating, i was really suprised to see new wonderful objects, also i loved the lost city part, the whole map of the mission is excellent, beautifull architecture as usual, perfect selection of ambient sounds that fit well, interesting new spells wich is something really new, my favourite part was to see the ghosts dancing and those two demons playing organ and piano :-). Nice story you made here Szabo.
Many thanks Szabo for this high quality mission, you and Haplo should make a team project for thief 2.
Dafydd on 23/9/2012 at 22:12
There is supposed to be a secret on the second floor of the King's Cross, but I can't find it. By "second floor," I'm not sure which is meant: the walkable level at about the level of the skulls that poke out from the cross (one of which is a different secret) or the not-really-navigable section in between that level and the floor level; but I can't find any secret in a "ruined tomb" at either of those elevated levels. Can someone give me a hint, please?
Edit: Ah, I understand -- "second floor" means the second corridor you come to, but still on the same vertical level as the switch behind the banner in the previous corridor that raises the grillwork. Nevermind!
Thanks,
Dafydd
Dafydd on 24/9/2012 at 04:48
Gaah! I need only 96 more in loot to clear the last optional objective. But where to find it?
Any suggestions? I have all the secrets, so it has to be something else...
Cheers,
Dafydd
Ravenus1 on 24/9/2012 at 14:33
Thanks so much for this. For me Cryptic Realms was the only B/W mission I have ever enjoyed. It's going to be fun playing it in color.
Dafydd on 24/9/2012 at 22:59
Sensut, another suggestion for ghosters, if I may.
Those "ruined tomb" secrets are cool, but they have one serious drawback for those of us who like to ghost missions: Smashing the doors is louder than all get out. It alerts every AI for miles around -- even those in other FMs I'm not even playing!
I was in the corridor that surrounds the elevator down to the dancing hall; I waited until both the zombie and the skelly were at the far end (I had to wait through several patrol cycles); but when I smashed the door, both of them alerted nevertheless, full hunting alerts. That's a ghost bust.
That's not the only instance; the secret in the "second floor" (second corridor) leading to the King's Cross is right next to a stationary AI... who of course cannot help but be alerted when Garrett smashes the door standing about three feet away!
That puts ghosters into a quandry: Either we must skip a large number of secrets, as well as the loot, gems, and useful items found inside; or else we must go ahead and bust a nice ghosting run just to get a secret.
I have three possible fixes for your next mission:
* Make the doors crumble noiselessly into dust or a puff of magical smoke.
*
* Make the sound as loud as you want... but more like an ambient noise or a Garrett voice over, that only the player can hear -- not the AIs.
*
* Make the noise somewhat softer and the AI not quite so acute of hearing; then send nearby AIs on a patrol that takes them, at some point, out of earshot of the ruined tomb. That way they don't alert when Garrett smashes the door.
I prefer number three, because there's no bizarre change to basic physics; we just have to wait until the coast is clear before making noise. But any of these fixes would have made the game more ghostable.
(There is an ineradicable core of non-ghostability in this FM anyway, which could have been fixed with not too much trouble: We're required to kill the two musicians -- but there is no way of doing so silently. But that's a subject for another post. I would love to beta/ghost-test your next mission, Sensut; I always try to ghost missions if at all possible; and I have beta-tested quite a few FMs in the past, probably more than twenty.)
Cheers,
Dafydd
Sensut on 25/9/2012 at 06:30
I understand your aspect, but ghosting was not in the plan in this mission. I made it more for combat than ghosting, for that reason are there many aggressive AI types with weapons instead of simple walking dead. For example, when you break a ruined stone wall that causes a loud sound especially in a large echoing crypt hall, even in RL :D . If I unlink these effects the mission will be deaf and blind :D. So, it's not suitable for ghosting, this should have been mentioned in the beginning. Sorry, it's my fault :rolleyes: . But it was worth a shot, is not? ;)