gumdrop on 15/10/2002 at 13:26
Quote:
Originally posted by diana50322 Gummy! You need a girl friend! ;) I have...But it hasn't helped. :p
The tranquility of the forum is shattered by a horrendous screaching sound. All eyes turn to a woman holding a strange cone shaped object...Then to the man sitting at a table who's ear the device is aimed at. :eek:
*Gummie slowly slides out of his chair, looks around, and decides to make a run for it!*
diana50322 on 15/10/2002 at 13:28
LOL :laff:
"Come back here damn it!"
yandros on 15/10/2002 at 17:10
Sorry to interrupt the fun here by getting back on topic, but....
I LOVE THIS MISSION!
After Thief, Tomb Raider is my favorite game series of all time (although MOO2 is right up there too.... can't wait for Moo3 to come out), and The Cistern was probably my second favorite TR mission ever, so this was a real treat! I was blown away by the flooding room, and without having looked at it in Dromed yet, I can only guess you have two rooms and used a teleporter, which was very clever.
In case you ever are inspired to do another TR level for Thief, may I suggest my #1 favorite of all time.... St. Francis' Folly!
Cheers on a great job!! The textures and architectural style were perfect, and the sounds and music borrowed from TR made it a really fun experience -- TR in first person!
And thank you for not putting a breath potion before that long swim, it made it alot more challenging (like TR).
Yan
diana50322 on 15/10/2002 at 21:07
I still think it's more fun to watch Lara drown! :ebil:
Refresh my memory - which one was St. Francis' Folly?
I think my favorite is Venice.
yandros on 16/10/2002 at 00:57
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Originally posted by diana50322 I still think it's more fun to watch Lara drown! :ebil: Heh heh heh.... I second that.
Quote:
Originally posted by diana50322 Refresh my memory - which one was St. Francis' Folly?It's fairly early on in TR1, before
The Cistern I think.... the one with the incredibly tall structure and rooms dedicated to Neptune, Atlas, Damocles and Thor. You had to get keys from all four rooms to open the main door at the very bottom.
I may just have to work on a simple version of it sometime, as a diversion from my main FM, probably once DEDx is out. Of course that means dragging out the old TR1 game and finding the level skip code so I can get to it without 5 hours of gameplay.
As for Venice, I really like that one too, although my favorite TRII level is definitely the Himalayan one where you ride the snowmobiles. I must have played that one a hundred times.
diana50322 on 16/10/2002 at 01:46
Oh yes! St. Francis' Folly is a great level. The falling swords would be interesting to see re-done. And the giant hammer should be a breeze for you Yandros.
Have you played TR 3 and 4 and 5?
I would be in heaven to see more TR levels turned into T2. I could feed 2 adictions at once. :ebil:
So this mission was pure heaven for me.
One of the statues in the tomb looks like it should be able to slide over into a notch in it's alcove. Did anyone get anything to happen like that?
yandros on 16/10/2002 at 11:10
I had 3 and played it maybe 60% through, and then made the mistake of loaning it to a friend who of course lost it. I played 4 (Last Revelation) maybe 70% through and got bogged down and nevber finished it. Isn't 5 just a few missions plus the level editor? I never got it.
I also love the level in 2 that takes place in the monastery. THAT would be a cool Thief level, where all the monks were friendly and they helped you whoop the bad guys.
gumdrop on 16/10/2002 at 11:41
Yep,
St Francis' Folly is one of my favorite levels. Infact, the greek levels in the first game are all wonderful. I loved the design of
Palas midas when you finally realise you have to do a tricky jump off the top of the aquaduct area onto a little outcrop, then you get to run around most of the level ontop of all the raised parts you couldn't get to before to reach the final lead bar.
I plan on working bits of all the greek levels into my misson. Hmm...I can see that Burrick filled colosseum right now! :p
Quote:
Originally posted by diana50322 One of the statues in the tomb looks like it should be able to slide over into a notch in it's alcove. Did anyone get anything to happen like that? Read the spoilers I left in a previous post. ;)
yandros on 16/10/2002 at 13:31
Quote:
Originally posted by gumdrop I can see that Burrick filled colosseum right now! :pYep, I was thinking yesterday that burricks would be the obvious replacement for the lions in that level, and SFF as well. And ape beasts for the gorillas in the Atlas room.
Quote:
Originally posted by diana50322The falling swords would be interesting to see re-done.They would, although i'm not exactly sure how. You'd need giant swords that inflict heavy damage, and have them floating and rotating up near the ceiling... and a whole bunch of traps or triggers to make them fall. That would be a challenge for someone of my mediocre Dromed knowledge, but I'll give it a shot sometime and see if I can get it working. I wonder if the trap just gave the sword a metaprop that restored them to 100% gravity?
The rolling boulders in the Atlas area might also be tricky - not getting them to roll (they should do that if you teleport them to the top of a slope) but getting them to do damage to Garrett. I'll have to play around with that too.
First order of business would be to play through the level again in TR to refresh my memory.
kewlazme on 16/10/2002 at 18:44
OK... I've played Tomb Raider 1-5 ... now it looks like I just played Tombraider 5.75
I thought.. "I can't believe he is making this level to behave like Tomb Raider" Then I heard some familiar music around me.. but not exactly to Tomb Raiders tune. Then I drop down further and OMG! The Tomb Raider violin song...I was like ok..now it really is tomb raider! At first I was a little disappointed... but then.. I realized... Im still playing by Thief's rules!
If there is one thing I've always hated about Tomb Raider it would be the trigger traps that triggered the enemies to come out...or "appear". You could never sneak past anyone and sometimes when you walk through a quiet corridor with only one way in and out.. you turn around and there is suddenly a guy with a bat coming for you. Always pissed me off.
But now I can actually sneak around monsters and stuff...yet with the same (almost) Tomb Raiderish appeal. I like how you put the edges just far enough to catch and pull yourself up.. very TR-ish.
Good job. I think they are actually taking your design and making Tomb Raider 6 with it on PS2. Cuz you are supposed to be able to sneak around finally in that one. So CORE & EIDOS should be giving you thanks for the design