kfgecko on 11/7/2001 at 06:29
Of course... even though I've been struggling for days it's not until I post something I make some progress... anyways, I finally made it into that bedroom up on the 3rd floor near the chapel and completed my "what happened" obj with the book. Now I have the basement key... but where's the basement? I only find that morgue with the dead bodies and the war gauntlet.
jupiter on 11/7/2001 at 10:13
Quote:
Originally posted by kfgecko:
<STRONG>Of course... even though I've been struggling for days it's not until I post something I make some progress... anyways, I finally made it into that bedroom up on the 3rd floor near the chapel and completed my "what happened" obj with the book. Now I have the basement key... but where's the basement? I only find that morgue with the dead bodies and the war gauntlet.</STRONG>
The War Gaunlet is a piece of killer ware :)
I think you are playing on Cutpurse ?
and need to go back to the building(factory)
on the other side !
Muzman on 11/7/2001 at 11:42
Yes, that's the Factory basement you're after.
Sledge on 11/7/2001 at 17:55
Quote:
Originally posted by Muzman:
<STRONG>Yes, that's the
Factory basement you're after.</STRONG>
Hence the name, "Factory Basement Key" :)
kfgecko on 11/7/2001 at 19:05
Doh! <IMG SRC="joker.gif" border="0">
kfgecko on 13/7/2001 at 06:21
Ok, I completed Inverted Manse on cutpurse... finally. I'm just getting old. The mission got more fun as the story progressed. With great architecture, lots of attention to detail (all the moving stuff like windmills and steam and gears really added some good environmental atmosphere). Very nice briefing and *debriefing*... (of course great voice stuff by Loanstar). Things were quite dark, but that was the atmosphere (and I used the sword a lot for illumination). The readables were well written, and once I got the critical mass of info, the story started getting good.
I loved the ghost "cutscenes"... better effect than the ghost "cutscenes" in T2.
Everything was well planned and the architecture was clean and polished. I especially commend Sledge for the light skulpting as there were good shadows to sneak in... because many lights had a deliberate radius set to them.
I can't imagine how much time was spent making and tweaking and debugging the new weapons. They were cool... not the first thing on the "good list" to come to mind.
My biggest complaint was the difficulty. The haunts seemed to have super enhanced senses and knew exactly where you were from around corners. There were a few spots where passing them was incredibly difficult, and it was this "uberness" that turned me off at the beginning. I'm more of a "the situation is impossible unless you stop, think, and do the smart thing... then suddenly it becomes easy" kind of puzzle liker.
The balance of weapons loadouts was good and I think I could have made my experience more enjoyable had I used the wind arrows more liberally. (But ya never know with FMs... some sadistic authors give you like 2 water arrows and have dozens of areas obviously screaming for doused torches; thank fully Sledge is *not* of this type.)
IM gets a big thumbs up in my book. It's also quite comforting to know Sledge is on the T3 team now. :)
bukary on 13/7/2001 at 10:04
Quote:
Posted by kfgecko:
My biggest complaint was the difficulty.
Well, I played 'Inverted Manse' at Cutpurse difficulty for the first time and it took me about 1 hour and 10 minutes. I tought then: "Great mission... if only it could be MORE difficult and a bit longer..." I know many much, much more difficult missions , for example 'Mystery Man' (difficulty comes from the puzzles )and 'Smuggler's Request' (difficulty comes from the AI placement [tile floors!]). But... maybe it's a very subjective judgement... Anyway, 'Embracing the Enemy' was for me (more or less) at the same level of difficulty as 'Inverted Manse'.
Sledge on 14/7/2001 at 03:34
Yeah, sorry about the difficulty kfgecko! The new weapons are actually more powerful variants of the old arrows, so potentially they can help a lot. In terms of sensitivity, I only gave above average ratings to a couple of guys in the whole level. I think it's mostly just the abundance of metal and so forth. A lot of times you have to sneak slowly. there are places that are intentionally a bit hard to sneak through (like the main hall), but there's always a way around or a different route to go (like in the main hall example, entering through the doors on the 2nd level above the marble stairs). But it's cool you liked it! Bloodstone Prison was naturally a huge influence.
kfgecko on 26/7/2001 at 21:02
Return to Inverted Manse as a Rogue.....
Wow. I'm becoming more and more impressed with Inverted Manse. I realize now that my previous complaints about difficulty are no longer my opinion. The difficulty is actually extremely well balanced.
First on Cutpurse, now on Rogue, I realize just how much I missed the first time around. The puzzles were fun and the story moved along... and felt BIG. I had to change my mentality to kill the zombies cuz the first time around I didn't put it together that the sword was holy blessed... which meant zombies could be killed. I love splattering the zombies. I back stabbed most of the haunts to get them out of my way. I get the feeling that the weapons encouraged the violence... which was pretty fun in this FM.
The planning and the depth was excellent. I was so impressed with the "working elevator that works all the time until you try to go to the basement". The shadow sculpting was supurb and gave lots of shadows to leap frog between; this really emphasized the sneaking aspect. One of my pet peeves is when FM's never adjust the radius of a light source, ie the lack of shadow sculpting. IM had lots of excellent shadow sculpting, including "well placed dousable lights" to create shadow paths.
I do have one complaint though... I got the feeling that there were several unintentional room brush overlaps, where I could here the AI on the other side of a solid stone wall. I think this was the reason why haunts on the other side of the stone ground wall could hear me creeping around in the crunchy gravel room.
The atmosphere was excellent with the ghost appearances and the screams just before the "ugly death of story characters" rooms.
I'm probably going to go back and play this on Warrior. That in itself qualifies it for my stamp of approval.
Awesome, Sledge!! Even more reason to be excited you're on the T3 team!
<IMG SRC="thumb.gif" border="0">
kfgecko on 27/7/2001 at 17:57
I just opened the safe in IM and got the "new weapon" from behind the door. I just have to say:
BWAAHAHAHAHAHAHAHAHA!! <IMG SRC="laff.gif" border="0"> I love it!!!