Sliptip on 27/11/2006 at 04:33
There isn't really anything in there that you need. Unless they lock the gates on you.
When you enter that area there's a guy patrolling. If you kill or knock him out one of the guards in the station will notice and close the gates. He'll then do a search to find his missing buddy - he's got a key on him. If you don't get the key off of him before his search is over then you'll need to coax him out of the station again or you can also drink an invis potion and pick pocket it through the window.
But again the only reason to go in there is to open the gates again - there's no loot or anything in there.
Bardic on 27/11/2006 at 07:33
Ahh, and since I can't knock out guards in expert mode, I can't get the guards to come out on their own. I get it. Thanks.
Good mission. It took me forever to remember where I found the clockwork mice and to find a few other secret switches, but I'm all done now, and I really enjoyed it.
joanieS on 27/11/2006 at 12:56
Thank you, Yandros. However, that guard doesn't have a key on his belt. Am I in trouble here? What does IIRC mean?
Esme on 27/11/2006 at 14:53
I have to say
I really hate <span class="son">daylight missions I can never find the shadows</span>
I really really hate <span class="son">zombies that don't stay dead when you kill them</span>
I really really really hate <span class="son">no KO objectives</span>
but I really really really really loved this mission, the architecture was spot on, the lighting effective and the objectives were difficult but not impossible to achieve (albeit with a little help from the good folks in this thread :angel:)
on the whole I give it a good solid :thumb: on my thumbometer ;) (would have given it thumbs out of ten but there's a limit to how many smileys I can have)
Schwaa2 on 27/11/2006 at 16:39
I was running around trying to find my way into the room with the pirate and thief. It seemed like it ws thru that guarded gate, although I knew that gate was closed. I had to pull that lever. So I ran in with the guards, got 'em to chase me out thru town, jumped in the well by my house, swam to the cannal, climbed out, ran back to the room and pulled the lever. Now they were stuck in the other part of town, but you have to use the motel to get back into the sewers and out to the rest of the level.
Sliptip, A few nitpicks, nothing major, just stuff I figure you might want to change if you rerelease. Minor tweaks at most.
the note with vault #2 code was really hard to pick up due to being wedged by the container, I had to position on bed and keep moving around til I found a sweet spot.
The leaning ladders was a cool touch, but getting off to get clockwork mice was loud, guards outside could hear me. Maybe a carpet on the floor to jump to since you can't step off.
The 'outside gate' switch by pirate. Does it do anything? If not I'd add FrobInert so player isn't confused.
Maybe a guest check in book at hotel, as another clue who is where. For awhile I wandered looking for certain AI, but wasn't really sure who was who, maybe naming bodies would help too. Of course I'm bad at remembering names and locations I read as I go so more hints helps me.
Maybe a few lightswitches too. I played on expert so there might be some on lower levels, not sure. But the only ones I noticed were in the motel, in rooms with lights off, so not really an advantage to players. One in that room above by bell with guard and beds would be a good location.
I felt a little cramped in the motel stairs too, I noticed that they were next to canal, maybe you could 'overhang' above canal. (I know it's probably too late for terrain changes, but I thought I'd mention it.
As far as terrain, I'd try to use 0.75 tall stairs in the next mission. 1 foot tall stairs don't climb right, maybe it was only the motel stairs, but I snagged on them several times just trying to walk up them. I didn't notice a prob with stairs anywhere else (maybe apartment stairs)
Like I said, very minor nitpicks (constructive critisism). Great mission overall, great map too, which for some reason I didn't even check til half way thru?
lemniscate on 27/11/2006 at 17:53
Great Mission! :thumb: I thoroughly enjoyed it. The barrels below the open window and the keeper portrait were not solid, I could walk right through them. Did anyone else have problems with the new arrows?... for the life of me I couldn't find them anywhere in my inventory (read the note several times), I know I got them, but then they vanished on me.:confused:
shadows on 27/11/2006 at 18:41
The new arrows can't be accessed like your normal weapons using the number keys, you have to manually cycle through them. Check your key bindings to see which keys you have assigned to do this. On my computer i use the '-' and '+' keys on the number keypad, but your bindings maybe different.
Schwaa2 on 27/11/2006 at 19:22
Oh yeah, the arrows. That's weird and brings up one more thing (sorry)
I haven't looked, but I assume you didn't use combine type or weapon cycle whatever... for those arrows, I think if you did that they would be able to be picked with the 5 key. Fortunately I had read that in the threads before I found them. I don't like Auto select so I probably would never have known I picked 'em up.
Portraits. You should give them a combine type, so instead of cycleing thru 4 pictures, you just cycle thru one with a count of 4. Cleaner inventory ya know.
Sliptip on 28/11/2006 at 13:11
Thanks for the constructive criticsms - I really am eager for feedback good or bad. Most of those are things I decided against fixing for various reasons or simply couldn't fix at all.
Unfortunately with the regards to the arrows there's nothing I can do (as far as I know). Changing or adding the combine type won't do it - It's been a while since I researched it so this problem may have been fixed by now, but the only way to have the weapon come up in slot 5 is to actually change the fire arrow object. Weird, but there you have it. I'll check out fixing the portraits though. If I could have made them stack that would've been nicer.
The stairs are a bummer, I find particularly outside the vault area. I'll see if the .75 stair height helps, but I think it's the wall trims that stick out that you get stuck on - and once you stop you can't get moving. I'll see if the .75 stair height makes it easier to start moving again.
Extinguishables/light switches: Well what can I say, in this area I was just flat out lazy. I hate doing interiors and it shows (something I'm going to have to get over). I need to work on that a little because in this mission the player has almost no control over the light and that's not really very thiefy.
Non-physical barrels or crates: I like them non-physical, I hate when Garrett can't get around things like that - especially coffee tables and chairs. It drives me up the wall.
The outside switch in the pirate area opens the gate near the hotel. The same gate is also operated by the switch in the sewers.
Everything else I'll take a look at and probably change. Again thanks for the feedback - I think (hopefully) part 2 will be a much better mission because of it!
Cheers,
Slip:D
snowcap21 on 28/11/2006 at 14:50
A beautiful mission, thank you! I loved the new textures, they look amazing.
Now I'm extremly curious about what's the matter with those keeper portraits. Looking forward to the next part:thumb: