Calibrator on 20/12/2007 at 07:57
Quote Posted by bob_doe_nz
Also, what is this
keeper compound I hear of?
Oh and Melan:
I don't kneel before false gods ;)
Keeper Compound:You found the dopefish but not Keywell? You should be
seeing a certain
square and work with the map...
:sly:
Regarding Loot:After gathering complete loot (I wouldn't have gotten the dead sorcereror "alive" without help, though)
I found out that there is an "Extras" directory in the mission archive and in there a zip with a complete
loot list...
:laff:
Opinion piece (without big spoilers):I agree with others that there are certain doors that look too inviting to make them blind but this could be
solved by by making them at least unfrobbable or by a readable next to them.
However, this is the only minor negative point I have about this terrific mission!
It's extremely well designed with a great sense of spatial movement - jumping to and from gargoyles
being only one of the highlights. Mantling and climbing makes the Thief games different to others
out there and this mission shows why.
The newer objects are well integrated and don't look out of place like so many donuts and cakes
in certain other missions...
What we have here is one of the rare cases of a T2 mission capturing the mood of one of the
original T1 missions. Textures and music being two reasons, dark storyline and atmospheric
readables that extend the mission well beyond the playground - with a brilliant choice of names
for people and places and extremely well written notes (see Bridge or Keywell Note for example).
Thanks for making this and I hope that you continue dromeding, Melan! :thumb:
Calibrator
Melan on 20/12/2007 at 08:20
Quote Posted by Dia
Absolutely great FM; I love large city FMs (with nary a zombie or haunt to be seen, thank you ever so!).
Don't look too hard, then, because they might find you! :ebil:
Quote:
So how's your second FM coming along, m'dear? :cheeky:
At the moment, it is a rough map, some sketches of architectural features, and a few new texture families I am still grappling with (some things don't tile too well). I will announce things when I have progressed far enough with the FM to see the end of the tunnel. It will also be city-based, a bit smaller than Bad Debts, but with more water.
Quote Posted by Calibrator
agree with others that there are certain doors that look too inviting to make them blind but this could be solved by by making them at least unfrobbable or by a readable next to them.
I don't know, do you mean textures instead of objects? Because they are
supposed to be unfrobbable, and last I checked, they were. Strange...
Calibrator on 20/12/2007 at 10:30
Quote Posted by Melan
I don't know, do you mean textures instead of objects? Because they are
supposed to be unfrobbable, and last I checked, they were. Strange...
At least the cellar door in the usurer's house is frobbable, the much discussed door in the cave isn't
but looks real and reacts to smashing against it.
The problem with these good looking, physical doors is that the player automatically suspects
them to be openable - and if they can't be opened by direct action (frobbing or using a key)
the player could assume that a secret switch or some ritual opens it (especially with this
mysterious altar in front of it)...
That is of course a difficult situation for the designer: Either having good looking, mysterious doors
or more or less ugly textures which the player never suspects to be functional.
My idea of a readable isn't perfect either - it can actually motivate the player to further inquire
about the door in question.
Calibrator
bob_doe_nz on 20/12/2007 at 12:21
Quote Posted by Calibrator
Keeper Compound:You found the dopefish but not Keywell? You should be
seeing a certain
square and work with the map...
If your referring to the
abandoned area containing what looks like an old keeper area and a small amount of loot down the stairs with a scroll on keywell, I already have that. It was the first new areas I explored.
Calibrator on 20/12/2007 at 16:42
Quote Posted by bob_doe_nz
If your referring to the
abandoned area containing what looks like an old keeper area and a small amount of loot down the stairs with a scroll on keywell, I already have that. It was the first new areas I explored.
Then you have already found it! But it was more than a small amount of loot, wasn't it?
:cheeky:
Calibrator
lomondtaffer on 20/12/2007 at 18:49
Just finished this mission. Please accept my highest praise.... the imaginary Garrett. (at present, only a figment of my imagination, but, given the Christmas hols, who knows, it may materialise someday).
Seriously though, thanks for all the hours (yes, more than 3 !) of fun.
frobbin hood on 21/12/2007 at 12:55
Agree with lomondtaffer.
Fantastic mission - can't believe it's your first.
Excellent map, with plenty of places to explore. More please.....:thumb:
One question - what was the purpose of [SPOILER]the glyphs?[/SPOILER]
I found a couple. Are there more?
clearing on 21/12/2007 at 16:02
Really excellent CITY level :thumb:
I can't open (
http://thiefgold.strana.germany.ru/door_bd.jpg) this door. I have
Public Works, Armourer's, Thieves, Pawnshop, Usurer's and Timms's keys. Help! Play on expert.
Arondil on 21/12/2007 at 16:35
Finished late last night. A very good mission Melan.
It's been a very good month for FMs, and this one of the highlights for me.
Still got a little more exploring I'd like to get done, and one or two places I can't figure out quite how to get to.
frobbin hood on 21/12/2007 at 17:32
Clearing, you need the[SPOILER]landlord's key[/SPOILER]