<Username> on 9/6/2010 at 21:17
Mission 1 was excellent and unusual. I had good times during mission 2 dropping mines on people below me in a section of the city with very high buildings. The emptiness of the place and the vast spaces remind me a bit of the works of (
http://www.thiefmissions.com/search.cgi?search=turi+robert&sort=author#m) Turi Robert, although this one is a lot of fun to explore.
I'm stuck while trying to access the police station at the very beginning. I'd appreciate a hint.
<Username> on 10/6/2010 at 08:33
Sticky Fingers, I had been missing the key for the door in the northwest corner. Your post prompted me to search the nearby guard's belt. I was finally able to access the police station. Thank you!
Both missions of Crooked Town were enjoyable. I liked mission 1 a bit more than mission 2. My favorite design ideas were the sunken city, the large lava cave, the thief's crazy house and the descent down into the area with the very high buildings. It was also nice to see all the electrical wiring implemented, few authors spend time on that. There is a lot of creativity on display here. Nice job, Ricebug!
I don't know if you have the motivation to fix some things post-release, but here is a couple of things I noticed that could be improved upon:
* It is possible to go outside the intended mission boundary by roping up one of the wooden poles near Chancey's bank.
* The main entrance to Chancey's bank disappears after a few blows with the sword, revealing the entrance is fake.
* How am I supposed to guess Elisabeth's letter goes onto Chancey's desk? How am I supposed to know it is his desk? I wouldn't have been so confused had the objective been phrased "Put his late wife's last letter on Lord Chancey's desk".
* The boat moving only after all objectives are completed is a bit illogical. The sign about saving at this point is necessary due to the trigger being unreliable, but the warning immediately diminishes immersion.
Ricebug on 12/6/2010 at 02:28
Quote Posted by <Username>
* It is possible to go outside the intended mission boundary by roping up one of the wooden poles near Chancey's bank.
* The main entrance to Chancey's bank disappears after a few blows with the sword, revealing the entrance is fake.
* The boat moving only after all objectives are completed is a bit illogical. The sign about saving at this point is necessary due to the trigger being unreliable, but the warning immediately diminishes immersion.
Thanks for the positive comments. Pertaining to those quoted above.
* If I remember correctly, the telephone poles and wires were installed during the beta-test, so no one thought of that little trick of roping up onto one of them.
* I may flesh out the bank in a later release. I assumed that most players would ignore any door that doesn't frob. Oh, well.
* The boat thing was tossed around and no satisfactory resolution was reached. I tried a physical switch mounted on a post to initiate the boat, but this didn't seem realistic either.
bob_doe_nz on 12/6/2010 at 06:55
Quote Posted by Ricebug
Thanks for the positive comments. Pertaining to those quoted above.
* If I remember correctly, the telephone poles and wires were installed during the beta-test, so no one thought of that little trick of roping up onto one of them.
I did. I just never made it up...
Quote Posted by Ricebug
Thanks for the positive comments. Pertaining to those quoted above.
* I may flesh out the bank in a later release. I assumed that most players would ignore any door that doesn't frob. Oh, well.
Won't the Mrs disapprove?
Acolyte6 on 12/6/2010 at 13:50
Quote Posted by Nightwalker
You'll find a
key to that gate in a bit. For now, you're on the right track but you need to use a
rope arrow to get over the broken part of the track. I've played this twice in the last week and really enjoyed it. Excellent FM, Ricebug and I've very sorry to hear it will be your last. :(
What do you mean my last ? :confused: :confused: :confused:
edit: oh, Ricebug's... we'll see... once a builder, always a builder...
Dia on 21/7/2010 at 16:26
I'm late to the party (as usual ;) ), but wanted to say that I had LOTS of fun playing this FM! Thanks so much, yet again Terry, for your hard work & efforts and thanks also to all who were involved! I was saddened to hear that you won't be creating any more FMs Terry. I've tremendously enjoyed all your FMs and will keep hoping that someday (soon) you'll change your mind.
taffedinthehead on 14/10/2010 at 22:46
In the lava room - been past the fire burrick, up the stairs, up the well, opened the gate at the very top again . . . now what?
Please PLEASE tell me I don't have to shoot a rope arrow in that branch near the fire burrick and jump to the ledge next to it . . .cause, that is a FRIKKIN IMPOSSIBLE jump thanks to the razor-thin ledge that you can't mantle up onto . . . I know that's not the way I'm supposed to go, right? If so, I'm deleting this mission.
Sagittal on 15/10/2010 at 07:39
Quote Posted by taffedinthehead
In the lava room - been past the fire burrick, up the stairs, up the well, opened the gate at the very top again . . . now what?
Please PLEASE tell me I don't have to shoot a rope arrow in that branch near the fire burrick and jump to the ledge next to it . . .cause, that is a FRIKKIN IMPOSSIBLE jump thanks to the razor-thin ledge that you can't mantle up onto . . . I know that's not the way I'm supposed to go, right? If so, I'm deleting this mission.
Just to the
right of the gates you opened "at the very top again" there is a small gate
(Crane Gate?) which will take you over the crane and onwards.
You probably got the key
for the Crane Gate earlier down with the giant , and another one (forgotten name) somewhere else in the lava room?
Ricebug on 15/10/2010 at 11:41
The other key is at the bottom of the well where the catwalk spirals up around the walls. This key gets you to Crooked Town's next section.