Quote:
Originally posted by jbd:<br /><strong>Two more to add:
1. Spelling mistakes. I'm not too much a grammarian, but I notice spelling.
2. Maps that look like they were scrawled out in MS Paint. (Although it worked in Death of Garrett because it was funny and seemed like it should be that way.) I'd rather have no map at all than a badly drawn map. Even though I know I don't have to look at it I get a nagging feeling I'm toting something ugly around with me.
Anyway, no more grumpiness than that. I know making fan missions is a bear, I've been plodding at one myself.<br /></strong><hr></blockquote>
<br />Two good ones. Bad spelling and grammar on the objectives page can be annoying and it shows a lack of polish.
Silver Sorrow on 16/12/2001 at 16:08
Quote:
Originally posted by Komag:<br /><strong>Styx is one of my favorite bands <img src="smile.gif" border="0"> </strong><hr></blockquote>
aaaaaaaaaaaaauuuuuuggghhh...pt pt pt...must...block...out...
Lady with...The Flower Kings...gaaaah.... <img src="wink.gif" border="0">
Ekim on 16/12/2001 at 19:10
Come to think of it, wouldn't Hammerite monks be wandering around with big hammers waiting to bash some thief's brains out? Likewise Mechanist monks...
What I'm saying is that maybe the guards are the monks.
Salokin on 16/12/2001 at 21:25
Three things only, as I'm generally too impressed by the Fan Missions to be too picky! (I gave up on the idea of making my own missions after a series of mangled attempts!)
1. Horrific spelling and/or grammatical mistakes (not ones which are deliberately designed to suggest illiteracy, but ones which are due to a lack of proof-reading). I realise that a lot of the fan mission designers are not native English speakers, but if you are going to release a mission which you have obviously spent ages on, just ask someone to proof-read it for you as part of the beta-testing process.
[edit] Oops! Didn't initially realise that there were two pages! Well, it bears repeating as it is important! [/edit]
2. References to Christianity in Fan Missions: there are no Christians or Satanists in Thief! Hammers, yes; Pagans, yes; Christians, NO! If you need a religious symbol, use a hammer! A couple of Thief Fan Missions have shaken me out of the illusion that I was in the Thief world by sticking huge crosses in otherwise Hammerite settings.
3. Obscure collections of enemies, eg. Hammers and Guards (a couple of offenders spring to mind). It just doesn't make sense (or it didn't in the missions that I have in mind)...
Okay, end of negative comments! All said, the Fan Missions I have played have impressed me so much that the above are, in effect, really only minor niggles!
[ December 16, 2001: Message edited by: Salokin ]</p>
Ekim on 16/12/2001 at 22:15
On the line of obscure collections, has anyone else noticed that in Willow Island there is a lot of literature in the hammer stronghold complaining about what those degenerate, evil and wicked mechanists are up to, and yet at the top of the stairs are three cogs and a sign saying "Without the smallest gear, the machine fails"
Umm... That's not Hammerite.
Oh, and for satanists I recommend creating some death cult or something.
[ December 16, 2001: Message edited by: Ekim ]</p>
gmcdorman on 16/12/2001 at 23:46
I concur, Ekim. I was thinking along the same lines. The Hammers seem to be a warrior-monk order along the lines of the Templars or the Hospitalers. If you think back to the original game missions the Hammer doctrines really imply that the entire basis for the Hammer faith is to combat the Trickster. And we know that they don't mean that metaphorically, either. Of course, as Salokin pointed out, this is the Hammers, not the Christians. And, of course, this really has nothing to do with FMs, but I do enjoy puzzling it out. Perhaps the Keeper Treatises will start to pursue this line of thinking.
belboz on 17/12/2001 at 07:27
The thing I hate is doors that open the wrong way if the room its for is big enough to open it the right way.
Generally doors open into rooms, doors on passageways and halls open not into the passageway or hall, exept when the door that opens into the hall is a front or back door (or side door). the only door that should open the wrong way are screen doors, and as far as I know there arn't any screen doors in dromed.
for those who dont know how to change the settings, then here's the simple solution.
clockwise doors, angle = 270 degrees, clockwise = true<br />anti-clockwise/counter clockwise doors, angle = 90 degrees, clockwise = false
TheThief on 17/12/2001 at 18:47
I agree with many of the thoughts that have already been posted, and would add the following:
-When Garrett's voice pops in, and is so loud in comparison to the rest of the game sounds that it practically makes me jump out of my seat!
-None or very few pockets to pick.
-Not enough secrets.
-Not enough use of rope arrows to gain access to windows/ceiling beams, etc.
-"Iron-head" guards that can't be KO'd.
-None or few flash bombs.
-I agree with excessive use of tile floors. This also is something that needs to be corrected in Thief 3. AI's are overly-sensitive to the sound of walking on tile floors (or they just make too much noise). First of all, why would Garrett wear boots/shoes that are so noisy? But more importantly, this is just wrong. I've been crouched/creeping and took one step onto a tile floor, and had an AI go on alert from over 100 feet away, two rooms away, from the noise. Let's be realisitic here!
I think this may have been mentioned already...but gaining access to an area/room/etc only to find that there's nothing there of interest, or an empty chest. (Goes along with not enough secrets/pockets to pick also)
This was mentioned, and I'd like to reiterate...ladders that don't reach the floor, forcing you to jump off (too noisy). This is one of the things that needs to be addressed in Thief 3. There should be a keyboard command to "mount ladder", and "dismount ladder" (which applies to rope/vine arrows also).
The one thing that stands out most in my mind when it comes to the many FM's I've played is that there are a large majority of builders who have great ideas, but fail to make the mission interesting during the course of completing your objectives. I don't know about the rest of you, but sneaking around for 3 or 4 hours without a single pocket to pick, secret to find, etc... makes for a boring mission. I am in agreement with the "forcing to ghost" reply also. This also goes for "no KO" objectives. I increasingly find myself loading these missions in Dromed and deleting/modifying these parameters.
Though this thread has asked for the things that bother us about FM's, I must also say that my hat is off to those people who create FM's. Not only is it hard work, but we must remember also that they're ultimately doing this for "us" to have something to play! I can't give enough praise to those people who create FM's.
On another note, I have a certain amount of experience with texture-making, having done work for a gaming publishing house, as well as experience with 3DSMAX. I'm currently studying the format of Thief 2 file architecture, as I would love to replace those tired silver door handles, as well as many other stock objects/images that are getting old. If anyone needs anything, feel free to e-mail me at TheThief@optonline.net and I'll see what I can do.
[ December 17, 2001: Message edited by: TheThief ]</p>
sexypat on 17/12/2001 at 23:32
well i don't personnaly that a door open the wrong way<br />i like doors i can pull to open because you can use them to knock out guards <img src="tongue.gif" border="0"> <br />did anyone ever tried this ?<br />you make some noise to attract the guard to open the door you're standing behind, and when he does you wait to see is head poke out through the door that can't open because you're blocking it , and BAM he's or they're asleep !!!<br /> <img src="graemlins/devil.gif" border="0" alt="[Ebil]" />