The Greyfeather Gems - Part II: Rodamill (Aug. 21st, 2005) - by Morrgan
White Falcon on 28/8/2005 at 00:49
Damn fine job, I must say!
Atmosphere, textures, lighting etc outstanding. Well done. I especially liked the little "surprises".:thumb:
The inscrutable po on 28/8/2005 at 00:52
I played part 1 and it was very good. Part 2 goes way beyond that producing many delightful surprises and chills. Excellent use of ghosts and sound and visual effects. Beautiful scrolls and plenty of great gameplay and well hidden secrets. The new music fits perfectly.
zonian on 28/8/2005 at 01:15
I got seven out of nine secrets. [SPOILER]I'm missing only those that are supposed to be near the area of the dead pagan. I got the one reached by walking along a ledge to a window around the corner. The other two (one, according to another post, somewhere around there and another having something to do with a closed window above), I can't find. I got the candle on the tomb and the dead pagan on the bed but can't find the third bonus mission.[/SPOILER] Anyone know?
Vigil on 28/8/2005 at 09:46
zonian:
[SPOILER]The bonus objectives do not count as secrets themselves, but the objective you're missing is available in the ruined Starling Power Station in the east valley. Just south of the entrance to the Storage building in the north valley there is a busted wall you can mantle over - this will get you onto the top floor of the power-station.
As for the two actual secrets: one of them is on the way to the ledge secret you found. Just look up after some balcony-mantling and you'll see. The second one is very near to where you found the pagan - you'll need to do some bashing.[/SPOILER]
LeBaron:
[SPOILER]The map of the east valley is on the first floor of the "Civilian Quarters" in the north valley, which faces the police station/main mechanist barracks. To get in there, you can either 1) pick the door, which is directly opposite the entrance to the police station and is well-guarded, or 2) sneak in through the basement, which is accessible via a tunnel from a ruined powerstation nearby to the east.
The map will show you where Hexham court is, but if you'd rather just go directly to get the totem: head east past the two mechanists having the conversation about burricks. Turn left the first chance you get and head north. You'll come out into a courtyard - this is Hexham Court. On the north side of this courtyard there's a building with some windows you can rope-arrow up to. The totem has been hidden on a turret next to those windows.[/SPOILER]
Mike F. on 28/8/2005 at 13:37
Holy Jesus,
best FM I played for a long long time!
[SPOILER]I liked the candle-walking ghost![/SPOILER]
Thanks
LeBaron on 28/8/2005 at 14:52
Thank you!!!
Garret- son on 28/8/2005 at 17:09
Hola , tengo un comentario para el Autor de esta mission ,
primero que nada gracias mil por compartir , un exelente trabajo :)
me gusto y la disfrute mucho , una bella mission con efectos bien logrados
tengo un GeForce 7800 GTX y se ve muy chevere cada parte del nivel , tambien -
toda la idea muy interesante , en la historia , en el rol de exploracion , el sonido esta de alta calidad bien efectuado , todo un complemento bien logrado -
buen trabajo sigue adelante tienes mucho talento
y gracias mil por compartir
disculpa que escriba esto en espanol , pero el ingles no se me da mucho jeje
saludos afectuosos
feliz dia :)
cordialmente
Garret- son
madwolf on 28/8/2005 at 19:47
Just finished and what a great mission it was. Took me just over two hours and I got exactly half of the loot {on normal}. Not terribly good perhaps, but pretty good for me.
I'll have another go on expert after ALS2 and Spitter's new mission.
What a great week!
RarRar on 28/8/2005 at 20:18
The architecture, atmosphere, music, lighting--all phenomenal. I can't imagine the amount of work that went into making this. This mission was extraordinarily polished too. The "little things" were all done perfectly. I notice the little things, well I notice when authors DON'T do the little things and annoy me. In this mission, NO annoyances:
- Most of the time automaps aren't really necessary, but in a mission like this it's quite helpful. And it was a beautiful map too. I've never seen one so professional looking.
- The readables had no spelling errors, and they were so damn well written too. Again, quite professional.
- No excessive lockpicking. Most locks could be picked with a single tool, and those locks that couldn't were that way for a reason I thought.
- Most readables could not be picked up, you read them by frobbing them where they were. I'm really annoyed by missions where you end up with 20 scrolls and books in your inventory making it hard to locate and read the important ones. Some very careful thought went into deciding which readables could be added to your inventory.
- One key (at least) disappeared after you used it to unlock a door. You have to be careful about that because sometimes you can reuse keys to lock enemies in, but in this case it was perfect that the key disappeared so it wouldn't clutter up your inventory.
- The music was varied, interesting, and really shaped the mood. Sometimes authors tend to skimp on the music. Not so this time.
- "Cookies" were well devised and placed, giving you small and not so small rewards for exploring buildings, rooms, and other interesting areas.
There were a lot of other little things I appreciated, and yes, be very sure we DO notice these things and appreciate them. Thank you not only for expending the effort to create this masterpiece, but taking the time to polish it to such perfection!
Hey! Speaking of cookies, I have one question about a secret:
[SPOILER]Exploring underwater I surfaced in a small room and it said I'd found a secret. As far as I could tell there wasn't anything notable in the room nor did the room lead anywhere interesting. So what was the secret?[/SPOILER]
P.S. I am just sick to death I'm stuck with a crappy ATI video card and can't see the fog in this mission. I can only imagine how that would enhance the mood.