Mike F. on 14/10/2006 at 07:05
Finished. Great mission. It remindes me not only to Tomb raider, [SPOILER]the sun masks is a reference to "Prince of Persia, The Sand of times", I guess where you have to put mirrors to direct the light.[/SPOILER]:thumb:
Schattentänzer on 19/10/2006 at 09:37
Quote Posted by Eshaktaar
Download the latest version of GarrettLoader or DarkLoader that supports .ogg files. The background music is very atmospheric (done by Schattentänzer, I presume).
Nope, didn't do this one. But I too like the sound selection for this mission. :)
clearing on 19/10/2006 at 10:46
Sorry for my English.
Searched for, searched for stars.... - all have not found,
[SPOILER]run and jumped together with jammed by slopping onward (on keyboard) in locked gates with big sun upstairs. Has jumped through. [/SPOILER]
Here is so and passed.
odourpreventer on 28/10/2006 at 22:22
The smurf hieroglyph was a nice touch.:joke: Were there any other goofy ones?
taffer9 on 29/10/2006 at 06:42
Quote Posted by Nameless_Voice
You can also pull yourself up onto the ledge on the lowest pillar, and jump along the ledges in sequence.
(I assume this is the 'proper' way of doing things.)
I've spoken to the author about this, and s/he said s/he would be releasing an updated version after the contest which made that jump a little easier.
Just be glad that you don't have the jump as it was in the original beta version I tested - it was even more insanely hard!
well there goes my guess on who made this mission considering that you were a beta tester:o . unless, that is, you betatested it yourself which i doubt:nono: . By the way whoever made this mission you did a fantastic job:thumb: , especially with the rising water and lightshafts. took me a solid day to finish.:sly:
Nameless_Voice on 30/10/2006 at 12:35
Quote Posted by ZylonBane
This FM get +1000 points for all the amazing technical tricks. But then it gets -1 million points for that !@#$% jumping sequence. The brushwork around the first pillar is so sloppy it's almost impossible to even climb onto it.
Yeah, that rubble is awful to navgiate. I'll try to fix it up a bit for the v1.1 re-release.
Quote Posted by ZylonBane
After you've collected and used all the shiny things,
is it possible to kill those water elementals? They seem immune to all forms of fire, so eventually I just mad-dashed past them.
No, you can't kill them. It didn't really make much sense to me that fire arrows or swords or arrows would be able to damage them, so I just left them immortal.
Quote Posted by Yandros
I can't wait to have a look in Dromed to see how it was pulled off.
'Fraid you're going to be disappointed. NVReflector, NVLaserBeam, NVRotable scripts, and not much else. :cool:
Quote Posted by Brother Renault
Does it really adhere to the contest rules? In actuality...
95% of it has nothing to do with water.I would have loved to see
more flowing water, wells, pools, water traps, etc, considering it is the "Temple of the Tides."
Maybe that's the point, making the endgame much more powerful and poignant, but the contest rules still stated each mission must have "lots of water." This mission does not. Well, that was somewhat purposeful, since I wanted people to be thinking "Where's all the water?" up until the end, though I guess a few more little cannals and flowing water would have added to the atmosphere. For technical reasons, it would have been a bit difficult to have any water in
the area that gets flooded, though, since it would really have had to be removed at that point
as underwater surfaces under water would look very odd....
Quote Posted by bdkl
I don't understand , with the amount of time invested in these things , why someone wouldn't have beta tested to small extent of simply loading a saved game.
I think that's being a little unfair. Of course the mission was beta tested (Spitter in particular did an extremely excellent job), but that bug is so intermittent that it didn't affect any of the beta testers. I still have no idea what's causing it - I only noticed it myself shortly before release, and I was up until 5am the night before the deadline trying to fix it before I finally gave up and sent the thing in.
Quote Posted by "The Phantom"
Can someone tell me how to deal with the water elementals?
Running past them works in the waterway hall, but when I enter the hidden room with the tear of the tide there is another water elemental waiting for me.
No matter how often I try to grab the tear, it always kills me even before water flows into the room.
He's not supposed to be in there! I was sure I'd blocked off the AI from even being allowed in that room - the sneaky fellow must have found a way in though. Getting the pathfinding to work right for those elementals was a nightmare - for some reason they didn't like the idea of walking on the surface of the water...
Quote Posted by "Mike F"
Finished. Great mission. It remindes me not only to Tomb raider,
the sun masks is a reference to "Prince of Persia, The Sand of times", I guess where you have to put mirrors to direct the light.The mission was actually quite heavily inspired by the Prince of Persia games, the first two as well as SoT, which at the time I had only played the demo of. I was quite surprised to see them use a similar puzzle to my own when I got that far in SoT, which was after I'd released this mission.
Quote Posted by odourpreventer
The smurf hieroglyph was a nice touch. Were there any other goofy ones?
Heh, I didn't even notice that. David Gurrea's been up to no good with his textures again...
Quote Posted by taffer9
Well there goes my guess on who made this mission considering that you were a beta tester . unless, that is, you betatested it yourself which i doubt
Of course I tested it myself, while I was working on it.
Argh, that jump was annoying in my earlier versions.
Yandros on 30/10/2006 at 15:01
Congrats on the strong finish, NV! I think there's more technical groundbreaking Dromed-wise in this mission than any other FM ever made (and The Haunting would probably be second). So when can we expect a release of NVScript with the new scripts in it? :D
Nameless_Voice on 30/10/2006 at 16:02
When it stops exploding! :(
Seriously, I'm at my wits' end trying to find out what's wrong with it. The problem is only intermittent, so I never know if commenting out a huge block of code actually fixes it, or if it just decides to work for a while.
TheNightTerror on 30/10/2006 at 21:17
The crashing was always extremely common for me, I couldn't load the mission itself, whether by starting it or loading a save, more than once pretty much all the time. I'm probably a good test subject for the new versions of the script, if you want, I don't mind playing TotT a few hundred more times. :thumb:
taffer9 on 31/10/2006 at 06:03
Quote Posted by Nameless_Voice
Of course I tested it myself, while I was working on it.
Argh, that jump was annoying in my earlier versions.
Im such a fool:tsktsk::nono: ;)