Mike F. on 12/1/2008 at 08:15
Although I normally don' t like keyhunt missions this was a very nice mission. Sometimes I wisghed I would have some speed potion, though...
Iceblade on 13/1/2008 at 03:15
Cardia, don't be so excitable. Everything is cool here. Brethen and the others were merely stating their opinions of your FM. Never take comments that are solely about your FMs as a personal attacks on you, because they are not. Brethen's comments were a little frank, but they probably just came across a little more negatively due to this being the internet and a communication barrier that only time around native-English speakers can really help.
In future, just read what another person has to say and consider it. If you don't wish to make any changes to future FMs because of the comment, then you don't. They are your FMs and if some people don't want to play it, then it is no sweat off your back. Also remember that you can't please everybody and neither should you. Plus, there will always be those who don't like certain styles of missions.
As for myself, I enjoyed this latest mission. :thumb: The architecture and music were absolutely wonderful. I had fun just going through the museum, exploring and grabbing loot. It is nice to have these missions that break the usual stream of "break-in--KO--loot--leave" FMs. I do have to say, though, that the keyhunt in the first part wasn't as enjoyable as it was in Teddy Bear's Curse or Broken Heart. I believe this is due to several reasons, which I list below.
(1) Almost all of the keys were really easy for me to find, but this is probably due, in part, to the fact that I know where you are going to hide most of the keys based on past experiences with the other two missions I have mentioned.
(2) Also, the architecture in the first part was too much like Teddy Bear's Curse making it less novel to look at. The reuse of certain architectural elements is to be expected, though, considering both of these places are houses, so I don't have a problem with both places having similar textures and structural features.
(3) Another issue was the layout in the first part was more simplistic than in Teddy Bear's curse. What I am referring to is that four bedrooms were located in the same general location and another four bedrooms were also very close together, so I knew right where to go to unlock the next door. In Teddy Bear's Curse, I didn't know what door a particular key went to.
There is something that bothers me about your FMs that is really simple to fix. There are several errors in spelling and/or grammar to occur consistently in the text. I understand what is written, but fixing these errors would definitely improve the FM with very little effort. Just simply have a native English speaker proofread the text. It really wouldn't take long at all to do and I am serious that it would improve your FMs in future.
Let me just reiterate, I did enjoy this FM and I do like these FMs that are less focused on gameplay and are focused more on the physical art of DromEding.
PS Just some advice for future keyhunts: up the ante, make getting the keys require more than simple searching such as add in a few secrets and/or riddles into the missions. You may actually find you like to make missions that require a little more difficult and different script work.
Later friend.
- Iceblade
Iceblade on 13/1/2008 at 05:47
Hey guys, I think I found the reason for the large amount of loot left unaccounted for
[SPOILER]the unfrobable, unreachable loot in the historian's office cabinet equates to 940 loot. I am fairly certain that these items still have their original values. The masks in the directors house that are unfrobable, though, do not have a loot value. I don't think there is anything else that has loot properties that shouldn't, so there must still be several little rings for me to find.[/SPOILER]
Played on normal with no crashes, and got 6682 loot out of [SPOILER]7737 or more accurately 6797, not too bad. :)
Edit: opps, I missed one of the unreachable loot items: 940 loot unreachable and 6797 for loot total. (Which I found all of, yeah!)[/SPOILER]
Cardia on 13/1/2008 at 17:57
Ok people you´re right, i shouldn´t take these criticism so serious, maybe i took the dude comentary as a struggle between Michelangelo vs. Leonardo da Vinci or Filippo Bruneleschi vs. Lorenzo Ghiberti...it´s al about arts in my mind. But i´ll figh to swallow any kind of criticism. Anyway i hope this community will last lots of years so i can give much more, new suprises, new missions with new atmospheres, new gameplays and so one.
dealasteal on 13/1/2008 at 21:40
Quote Posted by Mike F.
Although I normally don' t like keyhunt missions this was a very nice mission. Sometimes I wisghed I would have some speed potion, though...
Turn off "vsync" and you'll have your speed potion.:idea:
In other contrast to enlightenment;
The music set the mood in the FM and it was a great twist to find those keys while unraveling the mystery, most enjoyable from a humbled style of gameplay.
[SPOILER]I was going to blackjack a guard on the ground, from what I thought, was the way to get A key, then he suddenly woke up! didnt expect that to happen:eek: he was a little upset from his deep sleep:grr: but I got his key![/SPOILER]
EDIT: I just remembered; If you find something to pick-up (preferably, a heavy item) try throwing it a few times - next to one of the guards lying on the ground.
frobbin hood on 15/1/2008 at 09:46
Just finished - bit short on loot (I think due to the closed cabinet - see above).
I quite enjoyed this mission as something of a change (owes a lot to Teddybears Curse though! ) and loved the[SPOILER]Slow Motion AIs[/SPOILER] although I kept expecting [SPOILER]everyone to wake up and attack at full speed everytime I picked something up.[/SPOILER]
I found a small bug in the museum: Without the appropriate key, I could walk through the double glass doors in the NW corner if I lined myself up centrally between the two.
A lot of thought went into the paintings with plaques.:thumb:
Cardia on 15/1/2008 at 10:32
Quote Posted by dealasteal
Turn off "vsync" and you'll have your speed potion.:idea:
In other contrast to enlightenment;
The music set the mood in the FM and it was a great twist to find those keys while unraveling the mystery, most enjoyable from a humbled style of gameplay.
[SPOILER]I was going to blackjack a guard on the ground, from what I thought, was the way to get A key, then he suddenly woke up! didnt expect that to happen:eek: he was a little upset from his deep sleep:grr: but I got his key![/SPOILER]
EDIT: I just remembered; If you find something to pick-up (preferably, a heavy item) try throwing it a few times - next to one of the guards lying on the ground.
Thanks , music is the reason of all that atmosphere;) , that´s odd i´m sure i made all guards defts and blinds and neutrals:confused: , i´ll see what´s wrong...
anyway Thanks:thumb:
Cardia on 15/1/2008 at 10:35
Quote Posted by frobbin hood
Just finished - bit short on loot (I think due to the closed cabinet - see above).
I quite enjoyed this mission as something of a change (owes a lot to Teddybears Curse though! ) and loved the[SPOILER]Slow Motion AIs[/SPOILER] although I kept expecting [SPOILER]everyone to wake up and attack at full speed everytime I picked something up.[/SPOILER]
I found a small bug in the museum: Without the appropriate key, I could walk through the double glass doors in the NW corner if I lined myself up centrally between the two.
A lot of thought went into the paintings with plaques.:thumb:
Thanks Frobbin Hood, like i said to Sluggs it´s not a bug, you are permited to open all glass doors with the right key "outsidedoors". I´m gald you enjoyed my mission, and i´m sorry about my sarcarsm in "Broken Heart".
tafferjim on 15/1/2008 at 18:38
I need to find the [SPOILER]keys to the courtyard, outside key and the incriminating evidence. I have the key to the study.[/SPOILER] Thanks for your help.