DrK on 6/1/2006 at 13:50
Well, my architecture is way too complex, so I can't really allow climbing on city roof, because too much polygons would be in sight and it could make the game to crash... The few time my design allows you to watch the city from a high place, the view is kept limited (through a small window or in the middle of two buildings) to prevent these crash to happen.
I'll try my best next time... ;)
The idea of a challenge to find a way to get 'him' (blackjack and all) is interesting, but it doesn't suit with the story at all ! I mean, the original idea was to meet 'him' later in the night (campaign), and then he tells you he followed you since you entered the city. "What, is he serious ? I'm sure it's a new thing in the story and the author didn't think of it at the beginning..." so players would have take a look in the second mission, and discovered that 'he' was really following you in the city, as he could been seen a few times...
One thing I noticed in the original games, it's that in the first missions there are parenthesys, texts or dialogues about future events. For example, in a mission someone talk about an important mechanist, but oh well you don't care about it, it's just to create a background in the story or something... Then later, in another mission you meet that mechanist and discover he's rather important in the story. And then, once you finished the game and restart the whole campaign, when you play to that first mission you discover someone is talking about the important mechanist : "wow great, I didn't notice they were talking about him first..."
It makes the universe much more credible, and I wished to do the same in my campaign. There are a lot of questions in my first fms that will only find answers in the next fms :ebil:
Anyway, Junco you found another place where to find 'him'. Now there are 3 out of 6 places discovered :thumb:
Dealasteal, that door with the knocking zombie is just for atmosphere, can't be opened (4th time I say that :cheeky: )
and thanks all for your great compliments :D
Aspirin on 6/1/2006 at 14:36
Quote Posted by DrK
Dealasteal, that door with the knocking zombie is just for atmosphere, can't be opened (4th time I say that :cheeky: )
Hi, I am afraid you'll say it more then 4th time. Highlightable door => could be open ! It's a little bit confusing...
DrK, can I do anything so 3rd part will be as soon as possible ????? :)
Slither on 6/1/2006 at 15:03
Great pair of missions, Drk. Usually, I'm a little shy of missions that begin with the description "This is my first attempt at a fan mission," but yours was well-worth jumping into.
About the first mission: I enjoyed it and initially, I really liked the tight use of space on the map -- but it became evident that because of the tightness, it was difficult to discern between one area and another. For instance, I didn't know where the "mansion" was, and I didn't even know I was on the mansion grounds until I was actually in the building. Perhaps signs or plaques marking the different areas of interest would have been a good idea.
The second mission: The map was spread out well and gave a good sense of individual locations. Some of the ladders seemed to get lost in the textures, though. Maybe it was a bit dark. For the longest time, I couldn't find a way out of the canal leading to Sewer 21. Even after I found the ladder, I could barely see it.
And as I came back at the end of the mission with the body of the Keeper, I teleported to that balcony in the Safe Zone. For some reason, three of the guards were freaked out, looking for me. It took a good long time for me to get the body down and get past the crazy guards. I don't know if it had anything to do with your design, but I have no idea what triggered them to "alert" mode.
And for both missions, a few more hints would be good. It's the easiest thing in the world to keep players guessing by hiding stuff without giving a clue as to where to look; a good game experience, in any genre, is carefully controlled frustration. That secret glyph near the lamp, for instance, was way too obscure -- particularly, since it was necessary for mission completion.
But, in spite of my complaints, I loved the mission. You're a very talented designer and I look forward to your next chapter in the tale.
Aspirin on 6/1/2006 at 15:12
3rd mission ? WOOOOOOOW !!! I can't wait. I CAN't WAIT !!! :(
Aspirin on 6/1/2006 at 15:45
Updated:
[SPOILER]
1. Balcony above burning corpses.
2. Behind metal bars in the black market tunnels
3. In window of 3rd floor of building with zombie behind door.
4. Above metal ledge with entrance to secret room.
5. In second part of city, narrow roof walk (could be teleported there from sect compound), look to thin tower...
6. Climb stairs above entry to canal21, and look back...
[/SPOILER]
DrK on 6/1/2006 at 15:52
Good Aspirin :thumb:
Aspirin on 6/1/2006 at 20:11
I got it - sixth place of him... see edited post above.
Now only easter eggs remain...