john9818a on 9/1/2006 at 03:42
What's funny is that is how I got into the pub the first time. :D
Aspirin on 9/1/2006 at 09:05
Quote Posted by DrK
Aspirin, I knew about that place, but didn't think players could climb on roofs this way... Why do you break my fms ? Why ? :mad:
;)
:cheeky: ;) Imho, every taffer can't resist the need of exploring everywhere...
Quote:
What's funny is that is how I got into the pub the first time.
:cheeky: :cheeky: :cheeky:
SlyFoxx on 9/1/2006 at 15:09
Just finished yesterday. WOW! This is one of the finest efforts I've ever seen. It was close to perfect in every way. I'd give it 9 hammers.
I loved the tension that was created though the use of [spoiler] the "runner" and the spooky sewer sounds. I actually wacked something down in the sewers in mission 2 when it seemed too close for comfort.[/spoiler]
At first I did miss a route to find my way into a high place so I made my own via a few well placed crates and well timed leaps. (As a matter of fact I climbed to many places that were clearly unintended...just kept my "eyes" lowered so as to not overload the renderer.)
Here's a shot of Garrett getting a snoot full of smoke and soot.
Inline Image:
http://i20.photobucket.com/albums/b202/DromEd/Rock1.jpgThe fearless use of rotated brushes really gave the map a "real place" feel. As a designer I know how difficult it is to implement them. Kudos for being able to do this an keep the dark engine happy. You have a happy talent for brush work and making deatils just look right.
As for things that I thought could be improved....
[spoiler]The first two keys in part one were just too hard to find....the one in the sewer and the one in the bushes. The key to the celler was a bugger as well. Don't feel you have to go out of your way to make things a challenge...especially if the key/item is necessary to complete the mission. Keep in mind that though you want the mission to be a challenge, you do want the player to win the mission. I was 99% sure where the celler key was and still had a hard time spotting it. I don't know about others but I don't "blind frob" very often but in this case I did.
Ambient sounds were a bit on the loud side and did interfear with being able to hear some conversations.
The average time spent picking locks was too long and many things that were locked might have been better left unlocked. Two locks spring to mind as unnecessary...the small box in the attic room below the screen I posted and the chest where you find the ore. Both locations are very remote.
Frobber once gave me some good advice. "Give the player twice as many clues as you would deem necessary." It's very easy for a designer to become detached as to just how difficult thier mission really is."[/spoiler]
I look forward to the next installment. I do believe the next true DromEd genius has emerged. Thanks a bunch for rasing the bar.:)
:sly:
DrK on 9/1/2006 at 15:31
Quote Posted by SlyFoxx
I do believe the next true DromEd genius has emerged. Thanks a bunch for rasing the bar.:)
:sly:
:wot: Oh my...
Thanks !
:o
I know there are a lot of little troubles in my fms, and I'll do my best not to repeat them next time. But the one I trully hate is the "too-loud-ambient-sounds" some people encounter. Biker warned me about it, but I thought it was only due to his soundcard, his taste or something as I didn't have the feeling they were too loud when I'm playing. furthermore, french players (french speakers in general) were able to play my fms since November, and no one ever mentioned that prob...
So if you think the ambients are too loud, find a way to get Bikerdude's patch :thumb:. sorry again :p
:weird: And how in the hell did you manage to go on that chimney ?!? :sly:
fetgalningen on 9/1/2006 at 15:32
Its like an Arx Fatalis feel over the whole stuff, by judging from the screenies. Whic is really nice, i love Arx Fatalis. Im still playing my first FM ever, Shadows of the Metal age, so i havent had time to try this one out.
SlyFoxx on 9/1/2006 at 16:38
Quote:
And how in the hell did you manage to go on that chimney ?!?
Twas not too hard. You need a few crates. (easy enough to find). Rope up and leap onto the metal thing just below the balcony below the chimney. (you can just see the rope in the lower right of the posted screen.) Toss two crates onto the blocked off balcony area. Use another crate on the metal platform to stand upon. With a combination of mantle and lean forward you can squirm your way between the railings where the two objects meet. From there it's a matter of getting on top of two crates and then mantle upon the chimney. (you can just see the edge of a crate to the right of the light gem) A leap from the chimney towards the TNT barrell yeilded no damage to Garrett.
You did a very good job of keeping Garrett contained within the "proper" bounds of the mission so don't feel like to need to do any more in the future. Part of the fun in climbing/crate stacking is getting around the designers intentions. We know we might be "breaking" the mission in the process but hey...we are thieves.:cheeky: I remember an easter egg that Thorin placed in "Karras' Diary" that could only be reached by stacking about 6 or so crates in staircase fashion. The humble crate is a very powerful tool for getting into places that could otherwise be off limits. Check out this pic from Azal's guide to the strange and unusual!
Inline Image:
http://users.ncable.net.au/~abirch/Thief/Azals/Strange/car32.jpg
DrK on 9/1/2006 at 16:48
LAWL :laff:
This is pure madness :thumb:
bikerdude on 9/1/2006 at 22:15
Hi Drk
Im happy to help out, Go to the link below for instructions and files etc.
Here is the link: (
http://www.bikerdude.org.uk/taffer/index.html) http://www.bikerdude.org.uk/taffer/index.html
DrK, if you like you could post my link on the beginning of this thread etc. :-)
biker
Quote Posted by DrK
So if you think the ambients are too loud, find a way to get Bikerdude's patch :thumb:. sorry again :p
:weird: And how in the hell did you manage to go on that chimney ?!? :sly:
DrK on 9/1/2006 at 22:38
Thanks Biker :thumb:
damn it seems you were right about the volume since the beginning :p
john9818a on 9/1/2006 at 22:48
Quote Posted by Bikerdude
the pics appear in postage stamp size, is this a geocites thing..?
No, when you click on them they open to a 640x512 image.