Dawggon on 8/7/2010 at 03:58
Has anyone tried to ghost this mission successfully? Playing on Expert.
Wouldn't you know, I'm the one that gets stuck to the wall on a save game. :tsktsk: Trying to lean and jump to get loose has ruined my ghosting. EVERYone has heard me now.
Lots of places to explore in the basement and in the house. Good use of space.
When in the master bedroom, I used my lockpicks to open the metal door leading to the vault. No sound unless I leaned into the door using the picks; then I couldn't hear the guard as he entered the bedroom.
Tannar on 8/7/2010 at 04:21
I was able to ghost it successfully during testing so it is ghostable. And iirc, we knew about the sound issue in that area but it seemed to be fixed in the final beta.
Dawggon on 8/7/2010 at 04:50
Thanks for your reply, Prof. I have a much earlier hard save that I will have to go back to.
Cardia on 9/7/2010 at 13:23
Thanks for this one, i liked the safe number puzzle, simple and intellegent ;)
Just one remark, carefull the way you use some of the textures, i´ve noticed a couple of them in the wrong place, such as trim textures in the ceiling...that´s a serious crime :cheeky:
ghost_in_the_shell on 9/7/2010 at 13:44
Very nice mission.
Quite much floors covered with loud surfaces makes 'sightseeing' the area quite difficult unless you decided to take all guards down with blackjack or other tools :ebil: Nice system of hidden alternative ways adds more variety to possible routes of exploring the place.
The only thing that I felt a bit irritating were quite long picking times on some locks. I guess it was for building more tension in the areas where guards could approach and catch you during lockpicking, but for me in general such a long lockpicking is rather boring then exciting, especially when you don't ghost the place and all possible dangers are already unconciouss ;)
<Username> on 9/7/2010 at 16:27
This was the first of the SVC contest missions that I played. I was able to finish an Ironman run on Normal without hints in roughly an hour. I managed to collect 3129 in loot. As ghost_in_the_shell noted, there's good use of space here. The alternative routes and the many hidden yet no too hard to find switches make Settling a Score a lot of fun to explore.
SneakyJack on 9/7/2010 at 16:36
I enjoyed the mission's design and the classic style gameplay - two things that really stood out as making this one rough to get through though are the extremely long lockpicking times (I thought the grate at the beginning had to be a joke - then all the doors were multi long stage as well and I knew it wasn't a fluke) and the intense overuse of marble surfaces nearly everywhere.
Other than those two things I thought the mission was well done. Thanks!
MrMunkeepants on 9/7/2010 at 23:21
I never found Cutty's second note (which is probably the bonus objective). was anyone able to?
the marble floors were rough, but I didn't mind them after knocking everyone out.
I feel sorry for the servant who has to go down and stock the fresh vegetables in the basement!
gnartsch on 10/7/2010 at 00:01
Quote Posted by MrMunkeepants
I never found Cutty's second note (which is probably the
bonus objective). was anyone able to?
Enjoy the view on the
garden. :)
Thor on 10/7/2010 at 00:14
Quote Posted by SneakyJack
[..] though are the extremely long lockpicking times (I thought the grate at the beginning had to be a joke [..]
It really was. The guy walking by you at the beginning had the key to that pick. ><
That was a pretty sadistic joke imho. :p
Anyway, cool mission, some original spots too like how you
opened the vault or
Cutty being there before, leaving hints.
Though I had to go on a blackjack rage after hopeless failures trying to do it no-damage way.
I missed out on some loot, so I just ditched the mission in the end (would've met all of the objectives on normal tho).