MysteryMan on 23/5/2013 at 18:16
I have revised the original timed objective version-Reason, was I wanted to repair the obvious problem with the Distant Art. A black ugly hole visible from the rooftop looking over the lower wall. No obvious or logical way to adjust the properties on the Distant Art. Looking at the Original Thief2 missions, the only way is to block the player's view. Disappointing to say the least. Doubtful, I will ever use it again. There will be no revision of the untimed version, as it was developed to satisfy those who reject timed objectives.
(
http://thiefmissions.com/m/TillDeathDoUsPart) http://thiefmissions.com/m/TillDeathDoUsPart
To answer some of the voter comments to make them a little more understandable. Thankyou for a wonderful contest Brethren, and thanks to all who participated. Congratulations to Xorak,and to all the other contestants.
1.This one had an interesting story right out of the 'box'. The briefing caught my interest and I settled in to play. However, after trying for more than half an hour, I had to give up. I realize that it was not intended to be a 'typical' Thief mission, but some sort of 'speed play', however, I found that between the timer, the objective not to raise an alarm and the sounds, I could not really get started on this mission. I could go around the building and knock out the patrolling guards (and avoid the frog), I could get into the building, but I could not seem to get out of the little entryway without alerting guards that were on the other side of the wall, or clear across the room with their backs turned, no matter how slow I creeped. Nor could I find an alternate route in (the ladder upstairs. I could get to the ladder, but could not seem to get onto it without falling and alerting guards - again). That coupled with the 'timer' made the whole thing rather frustrating and I had to stop playing. Its a pity, it was a promising story.
sorry you had so much difficulty, maybe you need to enable mantling?, or maybe just a little more practice? The player's foot steps on metal (Sound Value) has been set to none, meaning the metallic contact noise on the ladder or fire escape wont alert the guards.
2.The author made good use of space however some passages were rather cramped. The architecture was interesting and creative. I only played on expert, but there were too many guards, and the initial gameplay became a system of KO most guards in the same fashion and/or place. I'm not particularly fond of timed missions, but at least there was ample time to complete this mission.
As stated in the Story, it is a heavily guarded Museum. May I suggest playing on normal difficulty to cut the number of guards down for you.
3.use of space doesn't impress me as it looks like its been made by making first one big empty 64 cube and then adding the house in it. visualy nothing new or stunning. plot is something i haven't heard before, but i think it interferes too harshly with thiefs original storyline. after all its only nice little castle type house which is spammed full npcs and trying to get bonus points by having T3 sounds.
Is a building supposed to be some other shape besides your typical rectangular structure? Not sure what you mean by spamming npcs? I suggest you enter a similar contest and show me that a heavily guarded Museum as told in the story should be considered to be spamming npcs. As far as going with the original thief story line, you have got to be kidding, right? Garrett, Basso, Jenivere, and guards, and maybe one thief doesn't fit in?
4.Enjoyable enough, but ultimately nothing special. The architecture is very obviously a cube, and the three or four levels inside the building are a bit repetitive - turn off the lights, knock out the guards, collect museum loot and find the secret switch. I thought I'd hate the time limit, but it was generous enough, and I did like the ticking clocks in the mission. There's a useless purchase screen at the beginning of the mission.
I dont see where a 3 story building would have drastic changes in the architecture or textures. Is a Museum supposed to be all out different on each floor? Would a round or pyramid shaped Museum be a little off considering the space it would take? The purchase screen you claim to be worthless shows the starting inventory and the letter Garrett receives when he arrives. Hardly what I would call worthless!
5.The part of this mission that I thought I was going to hate (the time limit) actually ended up being what made it interesting. This is a fun one to speedrun and go on some EXTREEEME LOOT GATHERING (seriously, loot is like everywhere in this). The level design has a bit of a copy/paste feel to it, but it's pretty detailed at least. I'd actually like to play this one again on a higher difficulty.
I have a hard time trying to understand what you mean by copy/paste feel to it, as mentioned above, was each floor of the Museum supposed to be uniquely different somehow? There were no cloned obects, and every object was different except 2 on the main floor. Every guard had a different face, and many custom voices were given so each guard had a different voice. Consider this, if you were the buiding contractor do you think that it would be cost effective to make each floor obsolete from the next?
6."Use of Space": the floors seemed a bit copy-pastey, loot placement was all over the place and the patrols were unavoidable (or I may suck at Thief, but other missions didn't have this effect on me). I had fun exploring the little details here and there, but it's almost a given in this type of compact missions. "Technical": The (optional) time limit is a neat idea, alas the rest of the mission wasn't really a beauty, with many out of place textures and objects and the visible skybox edges. "Narrative": The premise was silly but original, the readables were adequate if a little out of charachter in the thief universe.
Here again is the copy/paste bit! You are correct about the Distant Art having a black hole in the center. Dont know what you mean by out of place textures! Maybe you could take some screen shots and post them with an explanation. What objects are out of place? How was the Narrative(Briefing video) Silly? Can you write a better dialogue? How was this outside the Thief Universe?
7.My Pros and Cons: What I didn't like was the quite standard architecture and the uneventful plot. However, the optics in this mission are very nice, maybe the best and the time race was fun.
Uneventful plot? Rather a simple one from a objective viewpoint wouldn't you agree? Your best friends lives depend on you grabbing enough ransom loot to save them. From start to finish, how would you have created anything in between using such a limited space to do it in?
8.How many times can you save Basso? Seems like the only thing he's good at is getting in trouble. Not a very helpful companion, eh? Visuals were good untill I looked over the wall. This is the mission that was supposed to show us amazing abilities of NewDark? Seriously?!
The Revised edition repaired the Black hole you speak of, and sorry it wrecked your vision of the mission. As far as amazing abilities, all I can say is look at some of the textures used, and the great lighting ability of the New Dark. Look at some of the Ai (PNG) skins. I think it is a little early to judge the full capability of this new patch.
Thanks to everyone who was willing to comment. Everyone's opinion is worth alot to me in order to improve my ability to excel in this magnificent game in the thief world.
fortuni on 18/12/2023 at 23:02
dml courtesy Jax + Glypher
Fixes- Final goal now irreversible
- Security alarm now works on expert (didn't make any sound when activated)
- doors (blockfrobs, open angles, open positions, scaling, physdims)
- Block frob on wall safe (can't turn off alarm on normal + hard without opening safe now)
- Reduce width of brass plaques under paintings (no longer get caught on them as you sneak past the guards)
Code:
DML1
//T2 FM: Till Death Do Us Part (NewDark 64 Cubed Contest) by MysteryMan / Fixes: miss20.mis.dml
#script "squirrel"
//final goal
+ObjProp 789 "TrapFlags"
{
"" Once, NoOff
}
//doors
ObjProp 58 "RotDoor"
{
"Open Angle" 85
}
ObjProp 58 "Scale"
{
"" 0.872975, 0.872975, 1
}
ObjProp 59 "Scale"
{
"" 0.872975, 0.872975, 1
}
ObjProp 59 "RotDoor"
{
"Open Angle" 275
}
+ObjProp 60 "DesignNote"
{
"" SetVectorPropProperty="PhysAttr"; SetVectorPropSubProperty="COG Offset"; SetVectorPropValue=1.75,0,0; SetVectorProp2Property="PhysDims"; SetVectorProp2SubProperty="Size"; SetVectorProp2Value=2.5,0.25,8
}
+ObjProp 60 "Scripts"
{
"Script 0" SetVectorProp
"Script 1" SetVectorProp2
}
ObjProp 60 "Scale"
{
"" 0.875, 0.875, 1
}
ObjProp 60 "Position"
{
"Heading" c000
}
-ObjProp 60 "PhysType"
+ObjProp 60 "PhysType"
{
"Type" OBB
}
+ObjProp 99 "BlockFrob"
{
"" true
}
+ObjProp 122 "BlockFrob"
{
"" true
}
+ObjProp 185 "BlockFrob"
{
"" true
}
+ObjProp 354 "BlockFrob"
{
"" true
}
+ObjProp 354 "TransDoor"
{
"Open Position" -3.00
"Base Speed" 2.00
"Blocks Vision?" false
}
-ObjProp 354 "RotDoor"
+Link 385 387 "ControlDevice"
{
}
+Link 387 392 "ControlDevice"
{
}
+ObjProp 387 "DesignNote"
{
"" NVMetaTrapOn="TurnOff"; NVMetaTrapOff="TurnOn"; NVMetaTrapMeta="FrobInert"; NVMetaTrapTarget=392
}
+ObjProp 387 "TrapFlags"
{
"" NoOn
}
+ObjProp 387 "Scripts"
{
"Script 0" TrapRelay
"Script 1" NVMetaTrap
}
+MetaProp 392 -1629
+ObjProp 392 "BlockFrob"
{
"" true
}
+ObjProp 403 "BlockFrob"
{
"" true
}
+ObjProp 442 "BlockFrob"
{
"" true
}
+ObjProp 474 "DesignNote"
{
"" SetVectorPropProperty="PhysAttr"; SetVectorPropSubProperty="COG Offset"; SetVectorPropValue=1.75,0,0
}
+ObjProp 474 "Scripts"
{
"Script 0" SetVectorProp
}
ObjProp 474 "Scale"
{
"" 0.875, 0.875, 0.96875
}
ObjProp 475 "Scale"
{
"" 0.875, 0.875, 0.96875
}
+ObjProp 475 "DesignNote"
{
"" SetVectorPropProperty="PhysAttr"; SetVectorPropSubProperty="COG Offset"; SetVectorPropValue=1.75,0,0
}
+ObjProp 475 "Scripts"
{
"Script 0" SetVectorProp
}
+ObjProp 509 "DesignNote"
{
"" SetVectorPropProperty="PhysAttr"; SetVectorPropSubProperty="COG Offset"; SetVectorPropValue=1.5,0,0
}
+ObjProp 509 "Scripts"
{
"Script 0" SetVectorProp
}
ObjProp 509 "Scale"
{
"" 0.75, 0.75, 1
}
-ObjProp 509 "PhysType"
+ObjProp 509 "PhysType"
{
"Type" OBB
}
+ObjProp 856 "BlockFrob"
{
"" true
}
+ObjProp 906 "BlockFrob"
{
"" true
}
+ObjProp 1003 "BlockFrob"
{
"" true
}
+MetaProp 1052 -2420
//AIs
+ObjProp 12 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" cswgardm
}
+ObjProp 22 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" carcher1
}
+ObjProp 24 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" cswgardm
}
+ObjProp 131 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" carcher1
}
+ObjProp 225 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" cswgardm
}
+ObjProp 567 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" cswgardm
}
+ObjProp 578 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" cswgardm
}
+ObjProp 838 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" cswgardm
}
//various objects
-ObjProp 67 "PhysType"
-ObjProp 240 "PhysType"
-ObjProp 241 "PhysType"
-ObjProp 242 "PhysType"
-ObjProp 243 "PhysType"
-ObjProp 244 "PhysType"
-ObjProp 245 "PhysType"
-ObjProp 293 "PhysType"
-ObjProp 294 "PhysType"
-ObjProp 295 "PhysType"
-ObjProp 296 "PhysType"
-ObjProp 297 "PhysType"
-ObjProp 298 "PhysType"
-ObjProp 299 "PhysType"
-ObjProp 300 "PhysType"
-ObjProp 319 "PhysType"
-ObjProp 320 "PhysType"
-ObjProp 321 "PhysType"
-ObjProp 322 "PhysType"
-ObjProp 323 "PhysType"
-ObjProp 324 "PhysType"
-ObjProp 325 "PhysType"
-ObjProp 326 "PhysType"
-ObjProp 387 "PhysType"
+ObjProp 111 "StackCount"
{
}
+ObjProp 880 "InvType"
{
}
//security alarm
+Link 118 393 "ControlDevice"
{
}
+Link 128 393 "ControlDevice"
{
}
+Link 132 393 "ControlDevice"
{
}
+Link 147 393 "ControlDevice"
{
}
+ObjProp 390 "TrapFlags"
{
"" Invert, NoOff
}
+Link 393 389 "ControlDevice"
{
}
+ObjProp 393 "TrapFlags"
{
"" Invert
}
+ObjProp 393 "Scripts"
{
"Script 0" TrapRelay
}
+Link 395 390 "ControlDevice"
{
}
+ObjProp 395 "JointPos"
{
"Joint 1" 0.70
}
ObjProp 395 "StTweqJoints"
{
"AnimS" Reverse
"Joint1AnimS" On, Reverse
}
ObjProp 400 "Locked"
{
"" false
}
//switches
+Link 341 339 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
+Link 343 337 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
+Link 347 337 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
+Link 353 357 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
+Link 370 371 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
+Link 372 344 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
+Link 377 266 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
+Link 382 380 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
+Link 635 634 "FrobProxy"
{
"FrobProxyMask" AllowDirect
}
Correct Missflag.strCode:
miss_1: "skip"
miss_2: "skip"
miss_3: "skip"
miss_4: "skip"
miss_5: "skip"
miss_6: "skip"
miss_7: "skip"
miss_8: "skip"
miss_9: "skip"
miss_10: "skip"
miss_11: "skip"
miss_12: "skip"
miss_13: "skip"
miss_14: "skip"
miss_15: "skip"
miss_16: "skip"
miss_17: "skip"
miss_18: "skip"
miss_19: "skip"
miss_20: "no_loadout, end"