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Fan Mission: The Beleaguered Fence by Sotha (2010/06/23)


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Poll: Fan Mission: The Beleaguered Fence by Sotha (2010/06/23) (47 member(s) have cast votes)

1. Gameplay: Enjoyment. Fun duration. Smooth flow, ect. Versus Bugs. Frustration, Boredom, framelag

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Tolerable (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Good (13 votes [27.66%] - View)

    Percentage of vote: 27.66%

  4. Excellent (25 votes [53.19%] - View)

    Percentage of vote: 53.19%

  5. Near Perfect (9 votes [19.15%] - View)

    Percentage of vote: 19.15%

2. Appearance: Visual pleasure, lighting, visual style, deduct bad texturing etc.

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Tolerable (3 votes [6.38%] - View)

    Percentage of vote: 6.38%

  3. Good (14 votes [29.79%] - View)

    Percentage of vote: 29.79%

  4. Excellent (27 votes [57.45%] - View)

    Percentage of vote: 57.45%

  5. Near Perfect (3 votes [6.38%] - View)

    Percentage of vote: 6.38%

3. Story & Text: Story. Text. Briefing. Graphic storytelling

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Tolerable (4 votes [8.51%] - View)

    Percentage of vote: 8.51%

  3. Good (14 votes [29.79%] - View)

    Percentage of vote: 29.79%

  4. Excellent (22 votes [46.81%] - View)

    Percentage of vote: 46.81%

  5. Near Perfect (7 votes [14.89%] - View)

    Percentage of vote: 14.89%

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#126 Sotha

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Posted 13 August 2011 - 12:24 AM

Hello.
Lark is man in the coffin on 1 floor round cells? And Hammerite here sometimes comes.
I don't understand - where need hide body.


Check the prison records from the guard booth to see which prisoner is in which cell. Also you were shown a picture of Lark in the briefing.

In the objectives it is clearly stated:
"Get Lark out before he is interrogated! Help him hide in the haycart near the way you came."
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-The mapper's best friend.

#127 LongShad

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Posted 13 August 2011 - 02:28 AM

The all prisoners look the same. But, i found him
Spoiler
. Good, that i remember how pick body on back - else i would have had move body on stairs.

#128 TheUnbeholden

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Posted 20 April 2013 - 03:07 PM

The master at work, another very Thief styled mission. Long, pretty difficult that relies on all the basics to present challenging mission, nicely detailed without doing anything unusual. A master thief at work would have trouble getting out of this place without the guards seeing you, first I distracted them with a noise maker so you'd have to do it a second time if you do not wish to black jack them both. Getting all the keys is rather difficult considering unlocking something standing right behind someone would in real life make noise.. so realistically getting all the necessary keys would be impossible without blacking at least that one guard. But hey, it has to be possible to ghost the mission otherwise it would not be in the spirit of Thief even if a master thief would more likely do something practical & not take unnecessary risks even if it means breaking the illusion that a "ghost" robbed the place when a guard is found with a bump on the noggin.

+Visuals
+Difficulty presented is the patrolling guards usually overlap their routes so knocking anyone out is not a good idea, realistically speaking, and the amount of time where a area is unguarded amongst the patrols presents a small window of opportunity so you have to play smart and move fast. Getting the map helps but makes the beginning a tad more difficult as you have to make your way to the evidence key first.
+Readables where nice but
-I couldn't find the captains journal
-that lava area was a tad to immersive breaking for me

#129 eqagunn

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Posted 17 October 2013 - 06:34 PM

Great FM. Loved it. Here is my feedback...
Spoiler


Also, one thing troubles me...
Spoiler


#130 grayman

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Posted 18 October 2013 - 08:26 AM

Spoiler


Sleepers wake up if they hear something, or if they're touched, or if their nap is timed and it times out. Being close to one w/o touching him has no effect.

When the sleeper fell through the floor, where exactly were you? Did he touch you as his wake-up animation played?

#131 eqagunn

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Posted 18 October 2013 - 09:39 AM

Sleepers wake up if they hear something, or if they're touched, or if their nap is timed and it times out. Being close to one w/o touching him has no effect.


I just went to test that out to be sure. Crouch walking near them will wake them up, though they won't say anything, they will just stand up. But, crouch creeping won't wake them up. So yeah, I was wrong, sorry about that.

When the sleeper fell through the floor, where exactly were you? Did he touch you as his wake-up animation played?


At first I also thought that might be the case, but if he touches me as he wakes up, he will just push me away. I went to reproduce it and managed to do it only once out of 20 tries. But that one time he fell through, it looked like something made him "slide" a bit during the waking sequence, but while still in the lying position.

EDIT: Found a way to reproduce it every time. Crouch-jump near his pillow during the waking sequence.

Edited by eqagunn, 18 October 2013 - 09:58 AM.


#132 grayman

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Posted 18 October 2013 - 10:06 AM

If he's sliding toward the edge of the bed where he stands, that might be part of the wakeup process. AI can be given a "sliding" distance that helps them move more toward the center of the bed when they lie down. When waking up, they'd reverse that and slide toward the edge of the bed before standing.

The fix to the falling problem was to keep a sleeper from being alerted during the wakeup animation. Since sliding precedes the actual animation, he might be getting alerted during the slide, dropping his origin through the floor and throwing everything out of whack.

I'll post an issue for this and examine it for 2.01. Thanks.

#133 eqagunn

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Posted 18 October 2013 - 10:16 AM

In my case, crouch-jump near the pillow is what makes him slide down and fall through while waking up. Although, this trick doesn't work with Lantern on, so being in the shadow (not alerting the sleeper) could be one more condition.

#134 Digi

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Posted 24 July 2014 - 11:52 PM

The interlocking stories and recurring characters are a rare treat. Of course, that's the strength of making a series of missions, but it's made to seem more novel because it's absent in so many other TDM missions. The plot, characters, and readables are becoming more of a treat as the series progresses.

I'm usually pleased when there are particularly difficult AI paths, or overlapping paths and tricky lighting and such. There were 2-3 places where I'd expect to hear some grumblings about it being slightly unfair to the player, but for me these are welcome challenges.

It would be unfair of me to expect an experience as perfect as the previous mission and next mission (Knighton and Glenham), which are, and likely will continue to be, at or near the top of my favorite fan missions ever. But this was a solid level.
Spoiler


Thanks as always for you work. I'm looking forward to finishing the series soon.

Edited by Digi, 25 July 2014 - 12:03 AM.

"Fancy burricks are afraid of dogs, if they encounter each other the dog barks and the burricks poop." - Thief: Deadly Shadows Game Designer

#135 SteveL

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Posted 25 July 2014 - 01:42 AM

Lastly, the guard at the beginning heard me as I spawned. This may be a 2.02 sound thing that didn't exist before. It wasn't a problem, he just stopped briefly then continued walking, but I wanted to point it out i case it was unintended.

Yeah, that's a known 2.02 issue that affects a few map starts, not a feature of this map. It'll stop happening in 2.03.
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#136 Destined

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Posted 25 March 2015 - 04:34 PM

Hi, I am currently playin the mission and so far I really like it (although I also had trouble getting inside...). Anyway, I have a problem right now (I hope I am not spoiling anything, but given that the last entry is over a year old and I don't know how to insert this spoiler thing I will just continue): I have stolen the key from the guard patrolling the cells. Problem is: now he is walking in circles before the door, since he doesn't have the key anymore and thus cannot open the door. He is walking in circles before the door and that is why I cannot pass him. Do you have any suggestions? Otherwise I will have to start over again and just not steal the key from him...



#137 Oldjim

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Posted 25 March 2015 - 04:55 PM

You could try blackjacking him or if that isn't possible fire a broadhead near him while you are well hidden which could break the loop


Edited by Oldjim, 25 March 2015 - 04:56 PM.


#138 Sotha

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Posted 26 March 2015 - 12:09 AM

Which TDM version are you using? Stealing keys should not cause circling issues, so it must be a TDM but. If possible, take a save game when the AI is circling: perhaps it is useful in solving the circling issue?
Clipper
-The mapper's best friend.

#139 Destined

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Posted 26 March 2015 - 03:36 AM

@Oldjim: Blackjacking is not possible, since I cannot reach the guard undetected. At the point of my save, he is just about to reach the door and then starts circling. In addition there is another guard posted there, that would immediately spot me if I tried to reach the other one. The boradhead might work, I will have to test that.

 

@Sotha: I am using TDM version 2.03 and also have downloaded the mission just recently (so I assume it is also the latest version). I have taken a save game whith the AI circling and to be honest this is the problem: I made a Quicksave right after stealing the key (not knowing at this point that I already have it), while in the shadows near the stairs to the cells. That's the reason, why I have to start all over, if I cannot solve the issue :(



#140 Sotha

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Posted 26 March 2015 - 03:42 AM

Can you upload the save somewhere? Grayman might be interested to take a look what is causing the circling.

Don't start over, just cheat your way past the guard.

Open the console (press ctrl + alt + tilde (the button below ESC).
Type notarget (the AI becomes blind and you can walk past him.)
Or type noclip (you can fly through walls)
After you get past the malfunctioning AI, just open the console again and repeat the command to restore normal game behavior.
Clipper
-The mapper's best friend.

#141 Destined

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Posted 27 March 2015 - 10:50 AM

Sadly I don't have any means to upload the savegame. But of you could give me an E-Mail address I can send it?

 

Thanks for the cheat. I will try it later on.



#142 wesp5

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Posted 05 August 2015 - 12:24 PM

I am playing this missue too on TDM 2.03 and I got another problem, or maybe I am just dumb ;). I sneaked down into the jail, got the diamond by just running past all the undead and found the fence uncouncious in one of the cells (I guess it's the guy with the redish clothes). Now how should I get him outside? You don't expect me to drag him up the stairs and everything! What am I missing here?



#143 VanishedOne

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Posted 05 August 2015 - 12:48 PM

Bodies can be shouldered with the Use button, so you don't need to drag the ragdoll.


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#144 wesp5

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Posted 05 August 2015 - 02:22 PM

Bodies can be shouldered with the Use button, so you don't need to drag the ragdoll.

Ah, I almost guessed as much, but couldn't find anything in the controls section. Maybe a hint could be added there?


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#145 Anderson

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Posted 06 August 2015 - 01:14 PM

Ah, I almost guessed as much, but couldn't find anything in the controls section. Maybe a hint could be added there?

 Found out you can do that only this week while playing NHAT. Surprises!


 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#146 llanita

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Posted 15 October 2015 - 09:15 PM

I really enjoyed this fm. It was hard though. I started on Hard and I had to restart on Easy.

fosig_zpshhfnjs18.png


#147 V-Man339

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Posted 17 November 2015 - 01:31 AM

My usual work, as I'm sure you expected, Sotha.

Definitely a lovely mission, although I had some issues with guards getting caught on doors.

You certainly

Spoiler

I can't say I liked the inevitable retcon over my performance in the last mission, so I suppose having a different idea of the continuity in my head will just have to sate me.

 

Hope you find it befitting of your level.


Edited by V-Man339, 17 November 2015 - 05:45 PM.

I like to record difficult stealth games, and right now you wonderful people are the only ones delivering on that front.
Click here for the crappy channel where that happens.


#148 Ankai

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Posted 20 November 2015 - 09:18 AM

Ohhh, I was supposed to shoot the crystal in the ceiling! Well, I had all that holy water and those arrows just sitting there anyway....

 

(There's a spot in back of the pedestal that's perfectly dark. Crouch there, shoot noisemaker up the hall to distract, shoot haunt in the back with fire arrow, bless water arrows and soak grouped-up zombies. I needed a few tries mostly bc I hate leaving undead walking around if I can possibly put them down, poor things.)






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