Hit Deity on 9/3/2002 at 02:54
Go into the Keeper's office with the grandfather clock and the banner close by.....slash the banner. Just look around (and up) for the key....
Yes, Ekim, the safe appears after the banner is slashed. In testing, early on, it happened instantaneously and after the level started gaining in size, the time lag became more noticeable. I left it in because there was no other way that I could find at the time that would allow the safe to only be opened after the banner was slashed.
Which brings me to a point that I think has been discussed, but just in case....
I personally don't like it when I'm able to open something or pick up an object behind a banner, but I guess that would be more realistic. But in the Thief world where we can't really manipulate the banners ingame in any way, I think it's a better compromise to not be able to affect something behind a banner, or be able to hear the 'click' of a locked safe when all I can see is a banner. I was just wondering what others thought of it......?
raetsel on 9/3/2002 at 07:13
this was one of my favourites in the contest..i really enjoyed it, was great fun. loved that spooky doll bit! the only thing that comes to mind as far as criticism (if it can even be called that) is with the ladders outside...if you flip that switch when you're up on the catwalk and then somehow return to the ground without putting the ladder back down, it's pretty hard to get back up there (locks maybe could be usable again depending on that switch?), but that's so minor (and don't know why i flipped that switch to begin with, ha).
and i'm pretty sure i must have cheated getting into the keeper's place..ahh..excitement at so many new fms at once kills patience :)
i'll have to go play it again now :)
and yes, i hate it when something that's behind or inside any other object can be gotten without first opening or removing said blocking object...great job with that!
Taliesin on 9/3/2002 at 07:47
Quote:
Originally posted by Hit Deity I personally don't like it when I'm able to open something or pick up an object behind a banner, but I guess that would be more realistic. But in the Thief world where we can't really manipulate the banners ingame in any way, I think it's a better compromise to not be able to affect something behind a banner, or be able to hear the 'click' of a locked safe when all I can see is a banner. I was just wondering what others thought of it......? It almost feels like a "cheat" to me, just like the times when you can pick something out of a safe before opening. (Although in other ways it can be viewed as just another one of those quirks which makes thief what it is!?!)
There was an earlier thread, a thief and his habits, in which quite a few of us admited to a (dare I say it) almost pathological need to slash banners. Due to the fact that I am banner slashing obssessed (!!!!) I don't tend to miss things behind banners.
Spitter on 9/3/2002 at 15:50
The whole hiding stuff behind banners is getting kinda old. I think we should move on.
I'm also obsessed with slashing every banner I can see, but I'm starting to get rid of that habit. To be honest, if there's something behind a banner, well, I really don't care. It's old, people. Find better hiding places.
<small>As a side note, I haven't read this thread completely, nor do I remember if there was anything hidden behind banners in The Ties That Bind. Actually, this whole post is rather off-topic.</small>
Hit Deity on 9/3/2002 at 16:23
NO, actually, it's On-Topic, as I asked for feedback on The Ties That Bind. And thanks for the answers people.
I put the banner in because people were probably overlooking them again and I thought it might trip some folks up....guess it worked. :cheeky: Or maybe not. :(
raetsel: I don't understand......the catwalk near the Keeper place: you can just use a rope arrow to get back up again; and the catwalk near the residences: you can climb up on the sewer lid (when it's open) and jump and grab the lever if you need to get back up there. ;) (OK, that part was a little hard, but that's what Thief is supposed to be.)
raetsel on 9/3/2002 at 22:36
ah, the sewer lid, didn't think of that one :)
(i rope-arrowed the building across from it to get back up)
oh, i know, thief should be this way..i guess it was just one of those "realism" things.. i'm ashamed to have thought it :)
i played it over again after my post..got killed getting stuck in the material/texture part of the ledge-wall near the door where the possessed doll is... i've always wondered about that in thief..it happened to me once on some narrow stairs in "Blood" as well and some other places (so i guess, i'm asking...what, if anything, can be done in dromed to avoid this happening with normal gameplay..or is it just some unavoidable thiefy bug?).
that table in the keeper's place is the best, haha..the whole keeper dim thing is too funny :)
gowest on 10/3/2002 at 14:59
Thanks for everyone! I finished this mission soon.
Slashing banner is very difficult to find out , I think.All the new missions have a new concept and method. i'm very suprising.
Thanks,again.
Hit Deity on 10/3/2002 at 15:33
Hmmm..... I never got stuck in my mission, but I have been stuck in many missions. Especially along any walls that don't lie along either a North-South or East-West axis. I think it's a Dark Engine quirk, because nothing fixes it and it happens randomly. But it's never happened to me on The Ties That Bind, so that just makes it even more random than expected. :confused:
I got the idea for Keeper Dim from fellow students that seemed to have to mark their territory everywhere with "So-and-so wuz here!" That, and I really liked the idea of an inept, mentally-challenged Keeper running around the place messing things up. Who would have thought one of the Keepers could be such a bumbling idiot. Purely comical. :cheeky:
cbnicholson on 24/3/2002 at 15:31
Hit D,
Great Job on this mission!!!:thumb: I thought the textures, colors and architecture were all great. The possessed doll sequence worked great for me as well. Really makes me jump when Garret gets moved without me at the controls!:wot: I did notice a couple of things. First, why are all the "sleeping" AI standing on the beds? Second, objectives (I won't go on saw the comments earlier) Finally, had problems in the Keeper library with the catwalk. Was attempting to sneak up behind the one on the catwalk. When I went to mantle up, the catwalk acted like a ladder, I was stuck to it! Moving like spiderman back and forth was cool, but I was unable to sap that Keeper without jumping off and alerting him. Had to use my invis potion to take em out. Just my 2 cents. Really enjoyed all the gag notes too. Specifically the mouse meeting note.
Hit Deity on 24/3/2002 at 23:12
Well, in my defense, it was built in a relatively short period of time and a lot of things I left as they were, instead of trying to tweak them all and betatest relentlessly. There wasn't enough time as I would have liked.
The AIs on the beds: I never could figure out how to get them to behave realistically and ran out of time. I never got the chance to post and ask questions or search for the answers.
The objectives problem: I'm blaming that on a faulty WinRAR program that liked to scramble file names, delete part of the texts, etc. Honestly, they worked fine on my computer before I zipped them up. :angel:
The ladders in the Library: I designed them so that you could move them down to the opposite ends and then climb up them. It was a semi-puzzle to see if people would think of moving the ladders first, then climbing on them. I bet it was a surprise to many people to see ladders that could move at all, much less ones that could be moved repeatedly. I almost put the key on the Keeper down at the bottom, but then I got this really mean streak and decided to put it on the guy at the top. :ebil: Also, it was a little cramped up there on that top catwalk, and I found that sometimes Garrett couldn't get all the way up on it, and that's probably why you got stuck on the edge.
Thanks for the compliments. It was by far the funnest one of the two to build.