Francine on 16/4/2005 at 15:13
Quote Posted by qolelis
Great little first mission! The lamp and the moisture was a nice extra touch.
Thank you. I think little bits like that can help give a level that much needed "Yes, people really do live here" feel.
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I think that you are the first to actually place something inside a barrel, thanks!
Credit goes to Thiefsie Fool for that. He convinced me that the loot needed to be hidden better (originally, it was just behind the barrel). The hardest part was tweaking the model so you could mantle it, and rotating resizing things so you couldn't see the objects inside the barrel from outside it.
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I also managed to climb to the top of the outside area, looking down at the stars, but that was easy.
In retrospect, I probably should have spent a little more time tweaking the roofs there so that was impossible. As it was, I didn't figure out you
could do that until late in the betatesting sequence, and by then I just wanted to be done with it.
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Where did the necklace in the sewer come from?
That and the design of the sewer itself are both a tribute to Bafford's. I agree that the loot placement itself was a little odd, but I figure quite a few players smiled at the Bafford's reference, so that made it worth it.
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I think these hammers need to get a new chef!
I originally had a Hammer in the kitchen, but I didn't think he looked right cooking food and holding one of those gigantic hammers, so I took him out. Given a Hammer model without a hammer, I would have left him in.
I'm glad so many people are having fun with my tiny creation. Knowing that makes working on the sequel that much easier.
qolelis on 17/4/2005 at 19:17
Quote Posted by Francine
Thank you. I think little bits like that can help give a level that much needed "Yes, people really do live here" feel.
I agree, that's very important in a mission. When playing a mission I want to get to know these people, it makes it much more exciting (and sometimes more difficult, morally speaking) robbing them. I want real people.
Quote Posted by Francine
In retrospect, I probably should have spent a little more time tweaking the roofs there so that was impossible.
It's fun getting to places where you are not supposed to be :)
Quote Posted by Francine
That and the design of the sewer itself are both a tribute to Bafford's. [...] quite a few players smiled at the Bafford's reference, so that made it worth it.
Yes, I recognised it. I still remember the feeling when I first played Thief 1.
Thief was all new then and it felt a little like when you're in love.
Maybe you could have used one of the young acolytes as a chef?
I'm looking forward to play the sequel!
Esme on 18/4/2005 at 12:23
Minor detail <span class="spoiler">I got into the cellar and destroyed the barrel blocking the door, then I could open the door but I still couldn't get through the doorway, it was like it was a transparent wall</span> what am I doing wrong ?
ffox on 18/4/2005 at 16:40
Sorry, that's my fault. :tsktsk: When betatesting I asked Francine to make the door openable when the barrel was chopped. I didn't check that Garret could go through it. I've just checked, and I can't get through either. :rolleyes:
Either use the lift (power it up with the switch by the generator) or rope arrow up.
russellmz on 20/4/2005 at 16:13
yup, francine packed a lot of goodness into that little download. thanks! :)
MrMunkeepants on 22/4/2005 at 00:13
I am a big fan of this one :) I just finished a campaign, and decided to 'get it out of they way' because it was so small... I had no idea how good it was going to be! Thank you!
I spent waaay too much time trying to figure out how to get into the ceiling of the chapel (above the wooden boards over the rooms and such)... there must be a way! :devil:
russellmz on 22/4/2005 at 04:22
question i forgot: [SPOILER]is there one metal door you can't open? (on the floor above the cells level, with all the other rooms)[/SPOILER]
Francine on 22/4/2005 at 13:54
Quote Posted by russellmz
...is there one metal door you can't open? (on the floor above the cells level, with all the other rooms)
Yes. That door doesn't go anywhere.
And my apologies for the bug with the barrel and the blocked door. I'll see if I can get it fixed this weekend. Should just be a matter of destroying a marker...I hope.
Morrgan on 31/5/2005 at 11:19
I have to bump this thread and post a few comments. I'm really surprised it didn't get more replies.
This is a lovely mission: not too big, enough detail and good gameplay. Best of all, it's got Hammerites! This is one of few missions I've had
fun playing lately, with only a minor complaint about having some trouble finding enough loot. Well done!
Quote Posted by Francine
That and the design of the sewer itself are both a tribute to Bafford's. I agree that the loot placement itself was a little odd, but I figure quite a few players smiled at the Bafford's reference, so that made it worth it.
Indeed, recognized it immediately. Got me all nostalgic. ;)
Any new missions coming up, Francine?
Yandros on 31/5/2005 at 12:04
I agree, Morrgan, this mission is really well done and deserves more attention than it got.