SlyFoxx on 4/1/2002 at 14:51
I dislike that some missions end 2 seconds after you achive the last needed objective. Garrett might still want to poke around and pad his pockets some more with more than the requiered amount of loot. It's especially frustrating when you've played the last hour of the mission and forgot to save so you have to do a lot of work over again. I always like having to "get out alive" so to speak...back to where Garrett started.
I'm not saying that this makes missions that end this way bad. Just that I think they would be just a leeeeetle bit better
Sharga on 4/1/2002 at 19:55
About doors. I always thought it was best to simply make them unfrobable. That way the doors are still there but you know you can't use them. They did this a lot in the OMs, especially in city areas. But they also used a lot of door textures, which are nice but I think they're less realistic and don't look as nice. But then schwaa made unfrobable doors that you have to bash in because they have something behind them. So now every time I see an unfrobable door that's bashable I try to bash it in, even though I usually end up face-to-face with a wall. So if youre going to make an unfrobable door with nothing behind it perhaps a metal one should be used so players can know for sure that they need not bash.
And speaking of doors with nothing behind them, that one in The Sword with only a wall behind it and a face on the wall always had me stumped. I think it should have been some sort of trap or something.
sexypat on 8/1/2002 at 04:55
i just encountered something that makes me crazy ,iy happened before in other missions but now is fresh to my memory (just happened...)
i'm playing durant:<br />i've been to the safe house, got the stuff.<br />stole the arrows from the drunken guard and killed him with one .<br />i got on the container and went over the wall to get to the hotel and died while doing so ... i heard "gnew" and here i am lying face on the ground ...<br />just before as i went out the safe house i was going douwn the 4 stairs ... Garrett made this Low ohhhhhhh like when he falls from a good ehight .. and lost 4 lines on the health meter getting on the 3rd step !!!!<br />can someone made Garrett a Sissy with dromed ?????
<img src="graemlins/shake.gif" border="0" alt="[Tsk Tsk]" />
stoxy on 8/1/2002 at 10:34
U can smash doors? Never knew that before... I assume this is wooden doors, and you get an SFX and wood particles to let you know you are doing damage?
I'm glad to see someone mention Winchester Mansion, that would be a great level, it might also have inspired Constantine's Mansion...
Also, I noticed Thief 2 had floaty objects, especially Truart's mansion...
My list of pet hates?
Bad sound volumes (when a far away object can be heard or hear you, or a nearby object cannot be heard);
Zombies (though I've not seen one in an FM yet, I've avoided FM's that look like the yhave undead in them). Anyway, Thief's zombies are scary AND dangerous! In most games, they are scary but pretty rubbish unless you are generally vunerable... but these ones are stupidly tough, and seem to Kung Fu stab you!
Too many scrolls. Pick up-able ones I mean. These should be kept to a minimum.
krogger on 8/1/2002 at 13:24
I just wanted to add one or two complaints or suggestions. 1) It's fine to create many doors which can't be opened by lockpicks but let's have a thief keyring (you could use the graphic from Lt Mosley) which would automatically try all your keys. 2) the sticky ladders have got to go 3) I don't get a lot out of searching every nook and cranny for gold or diamonds or whatever else we're required to find. More puzzles and sneaky challenges and less in the way of find the needle. I should add that I would be pretty interested to see how other FM players feel about this. I imagine many FM players would be more likely to enjoy the nook and cranny game than the average person who only plays the commercial version (ie I'm asking- Am I a minority here?).
Nightwalker on 8/1/2002 at 13:41
I LOVE searching in lots of little nooks and crannies for loot, etc. I like puzzles in moderation but a lot of times, they are too hard for the average player and people get discouraged when they repeatedly get stuck.
Der Dok on 9/1/2002 at 04:24
Silver Sorrow said...<br />
Quote:
#2 ...Garrett's spindly little arms would snap if he even looked at a Dwarven Warhammer. <hr></blockquote>
"Come over here and say that to my face, Downwinder!" <img src="graemlins/mad2.gif" border="0" alt="[Grr]" />
LOL Silver; are you kidding! Garrett can haul a good sized armoury, a 15 foot swag bag packed with candle sticks and still climb a rope while holding a boulder in one hand (or perhaps he holds the rock in his teeth; yeah, that must be how he does it).
Garrett is buff-plus! <img src="graemlins/sly.gif" border="0" alt="[Sly]" />
Lynx67 on 2/4/2002 at 22:06
These people who have the gumtion to design and post Fan Missions have my utmost respect. I have enjoyed almost all of the FMs that I have played so far. However, there is one thing that irritates me and adds nothing to the story line or atmosphere. Flatulace and bathroom humor seems misplaced and very sophomoric in these games. If it were to show the location one guard it might be acceptabe and stop when that guard is dispposed of. But, when it continues ad nauseum it is very distracting and rather disgusting.
Nethawk on 3/4/2002 at 09:13
What ticks me off regarding missions is bad idea implementation and poor architectural design. Wanna make a great fan mission? Design it with buildings, alleys, corridors that make sense. Don't place undead (if you absolutely have to have them to begin with)and human NPCs together or close to each other, and please design every lock so that it's at least pickable with the lockpicks - no more hunting for hours for a stupid key. It's bad enough that Garrett can't use his sword to pry locks open or break the boxes altogether.
ouzman on 3/4/2002 at 11:09
I don't like puzzles that are so complicated they leave you frustrated or levels that are so dark you can't see a thing most of the time.i:tsktsk: