Deiyen on 16/3/2004 at 05:25
Lol, yes, the guards are interesting. I didn't actually check, but I believe their behavior applies to <i>all</i> the rooms. If they notice something amiss, they'll correct it. If you've left a door open or light on, etc.
TheNightTerror on 16/3/2004 at 14:28
I never noticed the guards do that, actually. Probably because I just got too much of a kick out of using my makeshift blackjack, and I spared nobody. When I found it, I nearly died laughing, and went on a complete and utter rampage with it.
One thing that I don't think will ever cease to amuse me is that holy sponge! It was another thing I adored about this mission, and it definitely made it memorable. I'm opposed to kicking someone while they're down, but dropping a holy sponge on a zombie who just tried to kill me is a whole different, and much funnier, matter.
Personally, I love there being lots of story in a mission, and it's kinda ironic Rowena's Curse was mentioned, because that mission and this one are the ones I replay the most, just because they're not a typical get in, get loot, get out mission. There has to be something fun about it for me to replay it, because third time through I usually have everything memorized. In this FM and Rowena's Curse, they both have awesome plots and they're nice and creepy. Rowena's Curse was more on the suspenseful side, while Ominous Bequest just scared the hell out of me. Either way, I love it!
I had no clue about a sequel! :cheeky: I can't wait! Yeah, most people probably would've been overwhelmed if there was even more of a story to this one. And it was definitely smart to keep it in one piece, although you shouldn't be so hard on yourself, it would've been way better than the Casing the Joint/Masks disaster. You weren't under a ton of pressure to get it finished on time and would've been able to catch all the bugs, not to mention the first mission would've had a point to it, and you wouldn't have been forcing the player to ghost it. :)
Oh man, waiting for this weekend's gonna be hell! But when it gets here, it's gonna rock, between screenies of a new FM, a road trip, and my brother's wedding . . . :cheeky: I can't wait!!!!!!!!!!!!! :cheeky:
Macsen on 16/3/2004 at 15:01
Just finished this. Its up there with the best Thief missions, and beats them in terms of puzzles, complexity and plot. The only thing that made my enjoy it less in that I hate those [SPOILER]hammerite ghost things. When the plot began moving in that direction, I began to scream.[/SPOILER] :eek:
Vigil on 16/3/2004 at 19:31
About the only thing I can nitpick about this mission (besides the sheer length, which is a subjective thing) is the
[SPOILER]guards investigating open doors, and the doors closing on their own delay.
I know the former is more 'realistic', but it also goes against expected behaviour - akin to if guards went on a level-2 alert when a torch went out near them. It's something I would have appreciated if it were in the game all along, I suppose, but it wasn't, and as a rule I think changes to expected behaviour should be given a warning in the readme.
The latter is just plain bloody annoying, because aside from general creepiness there's no justification for it and it ALWAYS happened for me WHEN I WAS IN THE MIDDLE OF A DOORWAY. Return to the Cathedral did it and it worked, but having a mansion door close at full speed in your face for the 5th time when you're trying to leave just isn't creepy.[/SPOILER]
Eshaktaar on 16/3/2004 at 21:52
[SPOILER]Heh, yes, the self-closing doors were more annoying than anything else. Perhaps you noticed that all doors leading outside have this "feature": I didn't do this for creepiness reasons, but I thought it'd be more realistic to have outside doors with a closing-mechanism in order to prevent drafts through the manor if they were left open. Only afterwards I realized that people don't like having doors close behind them all of a sudden or, even worse, while they're standing in the doorway.
Well, no more of these, promised :)[/SPOILER]
daveodeth on 16/3/2004 at 22:06
hey Eshaktaar you... well i can't say what i want to say because i'll get banned. Here was me happily enjoying what i thought was a nice break into a mansion and steal everything mission, i break into the Vault(quite chuffed with myself for figuring out the switch puzzle) walk in expecting to reap my rewards and BOOM "mother f**k what was that, argh i want my mother". I bet you've been chuckling to yourself lots over the near heart attacks you've given people. But then, ooooh you go and do it to me again in a bedroom and attic. I hope you lose every left sock in your possesion ya swine. ;)
Vigil on 16/3/2004 at 22:17
Ahhh, right Eshaktaar :) I didn't notice that it was just the outside doors, I thought many of the inside ones did it too, but maybe I am getting them mixed up. Anyway, yay for no more auto-closing doors! ;)
TheNightTerror on 16/3/2004 at 22:33
I think the only inside doors that shut themselves were the ones opening into the courtyard. ;)
daveodeth on 16/3/2004 at 22:35
and the double doors upstairs, where the electrified treasures are.
Eshaktaar on 16/3/2004 at 22:53
Yes, because the courtyard counts as outside ;)
daveodeth,
[spoiler]In the first beta version you'd have been greeted by a LOUD explosion in that vault room instead. I figured that was kind of cruel for players wearing headphones, so I changed it to a big whispering mask.[/spoiler]
Edit: As for the showroom doors, you got me there :o