Ottoj55 on 15/12/2008 at 04:55
all old ideas are new again i guess, i can say that the EMP grenade was lifted straight from the highly regarded t2x, and the dumb waiter and stairs really should have been flipped to opposite sides of the lobby.
Nameless Voice on 15/12/2008 at 21:36
I never played T2X so I didn't know they had EMP grenades there.
I have nothing against the concept as such, just the name and model are too futuristic for my tastes.
Another thing that bothered me about this mission's plot:
Jenievere, a "maiden without sin"?
Cultists' standards have been going down of late if they're abducting married women now.
Lady Rowena on 15/12/2008 at 21:49
Quote Posted by Nameless Voice
Another thing that bothered me about this mission's plot:
Jenievere, a "maiden without sin"?
Cultists' standards have been going down of late if they're abducting married women now.
Weren't they on honeymoon? Maybe they had not consummate yet.....:sly:
Ottoj55 on 15/12/2008 at 22:34
anniversary according to the read me file, and i suppose no children yet, who gets away for a weekend when they have kids.
pavlovscat on 16/12/2008 at 00:34
I assumed they meant that she had to be an Angel to put up with Basso! :angel:
taffedinthehead on 16/12/2008 at 02:09
This certainly wins the "mood" award! The lightning effects were fantastic!
I don't understand why the three missions are spread out by creating new games on the different difficulty settings? Why not just have one follow the other so I can carry my gear over?
Also, the Sudoki puzzle for the safe was annoying at first until I realized that it was really meant to give you a bonus, and wasn't necessary to complete the game.
All told, a nice effort for a contest mission, though I think it could be fleshed out given more time and turned into a really fantastic full release!
smithpd on 16/12/2008 at 08:07
I think this was quite a fine mission, and I enjoyed it very much, in spite of its few technical shortcomings, which have been discussed by others.
I would like to add my two cents regarding the Sudoku puzzle. I think that puzzle has some minor flaws that I hope will be fixed in a subsequent release. One (IMO) is that it was not explained that the puzzles were Sudoku. I knew it, but clearly others unfamiliar with Sudoku did not. That would be easy to fix without spoiling anything for those who got it simply by saying so ("I made a sudoku puzzle...") in the puzzle readable. Another problem is that it was not stated (unless I missed it) that the player needed to find three of them, one in each mission. I missed number 2, so that when I got the first 2 numbers and last 2 numbers (normally sufficient) I couldn't solve it. Finally, putting them in the map only works if you find all three in sequence. If you go back to find it, then you have to have a screen copy program that can copy readables. A way to solve that problem would be to make finding the locksmith's notes into objectives.
Nameless Voice on 16/12/2008 at 10:27
But solving that puzzle was optional and only led to a bonus / secret?
Ottoj55 on 16/12/2008 at 17:37
pure bonus, the reason to spread the mission out over the difficulties seems to be to increase gameplay a bit by providing a clean slate of ai to deal with, change some inventory up, etc. its also never been done in another mission. inverted manse and a few others have done different missions with each difficulty, but never anything coherent. its a bit of a demo of a new gameplay idea.
Nameless Voice on 16/12/2008 at 17:39
That's one of the things I love about these contents - they are such a good place to experiment with new ideas.