TDS mini-campaign "THE CABAL": part 2 "Night of the Long Knives" by Ziemanskye - by Tiens
Ziemanskye on 23/10/2010 at 19:09
There's a deliberate design thing with the open doors: with such a large area I didn't want closed but opennable doors which would leave you frobbing every window/door in the level just to see which (if any) opened - it's much more readable at a distance if you just set the rule to "if it's open already, you can go in"
As for the lack of frobbable things: I totally feel your pain on that - I would have loved to have made the place a lot more interactive, but without decent (large area) visibility controls in the editor, frobbale stuff was a lot more painful to the performance than I was willing to let survive.
Basically, the art won in pretty much every case, though even then it could have done with more revisions.
As for being a bit grey... That's because of the poor lighting: I did have an idea I wanted to try which might have helped with that, but Vista updated and now I can't even run the /game/ never mind the editor, so I never got a chance to try that crazy plan out.
nightchild on 23/10/2010 at 20:55
Quote Posted by Ziemanskye
There's a deliberate design thing with the open doors: with such a large area I didn't want closed but opennable doors which would leave you frobbing every window/door in the level just to see which (if any) opened - it's much more readable at a distance if you just set the rule to "if it's open already, you can go in"
As for the lack of frobbable things: I totally feel your pain on that - I would have loved to have made the place a lot more interactive, but without decent (large area) visibility controls in the editor, frobbale stuff was a lot more painful to the performance than I was willing to let survive.
Basically, the art won in pretty much every case, though even then it could have done with more revisions.
As for being a bit grey... That's because of the poor lighting: I did have an idea I wanted to try which might have helped with that, but Vista updated and now I can't even run the /game/ never mind the editor, so I never got a chance to try that crazy plan out.
Thank you Ziemanskye for the explanations.Vista is realy bad for the health.
Any way just for the record, I am pretty sure that most of the players where going close to most of the doors/windows to see if they highlight any way, so you probably were "overprotective" about our playing convenience!
I have never used this editor so I don't now its limitations and as for the design I can only say WOOW!
you have made an amazing job.
I 'm sorry Vista broke down your hard work.
Some areas were so sureal and so out of a dream/nightmare that I would like to see them again if you manage to overcome the pc problems :)
fraten on 23/10/2010 at 21:42
The city was great and I would like to explore more of it in another (or updated) mission.
The Elusive One on 24/10/2010 at 05:41
Quote Posted by Melan
Fairly simple:
when you enter the side tower with the body, go forward, mantle on the railing, then jump down. Ahh, too simple, that's why i didn't think off it. ;) Thanks for the help.
Ziemanskye on 24/10/2010 at 08:13
Part of why I wanted to have the "with editor stuff" version released was to see if anyone else actually wanted to make a more playable mission in this part of the city: since most of the buildings are static meshes, it's actually quite quick to re-arrange those, and they mostly use stock textures so would be fairly easy for people to use elsewhere - so I kind of expect pieces of it to start showing up elsewhere.
(and trust me - the rest of the Cabal campaign missions get better from here out: you're going to like them: you get a lot more stuff to play with)
nightchild on 24/10/2010 at 11:56
I am sure authors will appreciate this gift and don't worry, I like it,I was looking forward for the Flesheaters to make their move after all!
desin on 24/10/2010 at 12:26
i'm using garrettloder
part 1 : no problem
part 2 : all strings in the menu apear as ?T_xxxx
any advice ?
switch back to the original and back doesnt help
thanks for your great work !
edit
after uninstalling the minimalistic project everything seems ok
Hope Vincent on 25/10/2010 at 17:09
:p:)
This was a very lonely fm. I loved the city layout, and being able to climb all over. However, I'm a thief, I want loot, and I need the potions and weapons. Also, I didn't know what I was looking for because I couldn't read the objectives or notes. There was only a box. I like using the BJ, but I had to use the knife on most of these guys. They were reaally alert. I wound up where I needed to be purely by accident. So I jumped. I love all FMs regardless. wot::eww:
Thanxs,
Hope Vincent
pwl on 30/10/2010 at 20:26
I just finished this! Ziemanskye I enjoyed the Thieve's Highway! But I was lost as a goose on how to finish first Objective. I must have been to the right spot three or four times from street level and from above. Till I finaly looked at the ground. Thank You for your hard work.:thumb:
pwyll on 9/11/2010 at 08:25
I haven't finished this mission yet but I have an opinion.
This mission reminds me about Thief 2. Vast areas with large buildings. The buildings are very cool when looked from the outside. Nice new objects. It is good to practice freerun on the roofs.
There is nothing much to do. Too little light sources, no loot, too bright ambient light, cannot hide in a dark corners, guards are always alerted (although you can perform sneak attacks), doors cannot be opened, some places with low resolution textures, cannot break into most of the buildings, the buildings where Garrett can enter are almost empty. I'm just running and running and running. And I cannot find where I'm supposed to go. The map is OK but there are no labels on the buildings, no obvious landmarks and I'm completely lost. Not enjoyable. I expected more from you, Ziemanskye. I liked your previous missions but this is so unfinished.