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Fan Mission: Solar Escape 1


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#1 Tr00pertj

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Posted 22 July 2013 - 04:58 AM

Hi all,

I`ll post my v1.0 mission here in this post and if it gets updated the link will be updated. The mission is a simple one and my first following the Fidcal tutorials online and a lot of assistance and help from the forum users, Thanks to you all.

The player comes into the possession of a note that can be used to incriminate another but also contains information about an item of value and possible leads to old order secrets that where never really known outside of the order.

Release date: 2013/07/22
By tr00pertj
Big thanks to: Fidcal for his thiefs_den mission and tutorials, Obsttorte, Springheel, Melan & Lux for beta testing, advice and readable corrections, Bikerdude for the earlyuse of his fixed models & ERH+ for advice & help.

FM - Solar Escape 1: https://skydrive.live.com/redir?resid=F7539D361BD41522!184&authkey=!AGoDUMy10MrYWu4

Edited by Tr00pertj, 21 August 2013 - 02:38 AM.

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#2 grayman

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Posted 22 July 2013 - 09:13 AM

Congratulations!

After I get some work done today, I'll be picking this up.

#3 Tr00pertj

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Posted 22 July 2013 - 09:20 AM

Thanks greyman,

It's not much but it's a start.

Enjoy.

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#4 Sir Taffsalot

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Posted 22 July 2013 - 03:04 PM

Just finished playing this. Very good for a first FM. It was also perfect for a Monday night. Nothing too difficult, just perfect to relax and spend an hour or two sneaking around in. I hope you build upon this and build bigger and better FMs. Just one thing though, why is there hardly any ambient music? This FM feels very quiet. Ambient music adds a lot to the atmosphere IMHO.

On the whole nice work. I look forward to more FMs from you.
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#5 Lux

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Posted 22 July 2013 - 03:05 PM

Congratulations on the release!

Thanks for letting me beta test. This is the first map I've beta tested :D so thanks for letting me and I hope I could offer something constructive.

This was a fun little mission and I'm looking forward to your next one.

#6 Moonbo

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Posted 22 July 2013 - 09:21 PM

Hey Tr00pertj,

I played Solar Escape and thought it was pretty fun. The good points were:

1) Solid fundamentals: everything worked well, from the level construction, to the AI pathing, to the lighting, to the item placement.

2) Hint of something larger: I enjoyed reading Creep's journal (even if it was a little dense) and the feeling that there was more going on than just what was in the four corners of the level.

The constructive crits I have are:

1) Sound and sound propagation: Like SirTaff mentioned, there was a noticeable the lack of ambient music and sounds which made the world feel much more stale that it otherwise would have. Also, because the house had transparent windows, all the visportals between the house and the street were always open. This meant that if I made even a little bit of noise anywhere in the house, then the guard outside would instantly go on alert. This was really frustrating.

2) Level progression: this might just me being dense, but I got stuck. After finding the secret door, I couldn't find the key to unlock the chest and thus couldn't progress. Also, while the cave section with Creep's victim was a really nice touch, the sewer after it seemed like dead space. Perhaps if it looped under the house to allow for another way in then it wouldn't seem out of place.

Anyways overall I liked the FM, please keep making them and I'll keep playing them!

Edited by Moonbo, 22 July 2013 - 09:23 PM.

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#7 grayman

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Posted 22 July 2013 - 11:15 PM

Playing this with 2.0. So far so good, though I'm stuck.

Spoiler


#8 Tr00pertj

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Posted 22 July 2013 - 11:21 PM

Just finished playing this. Very good for a first FM. It was also perfect for a Monday night. Nothing too difficult, just perfect to relax and spend an hour or two sneaking around in. I hope you build upon this and build bigger and better FMs. Just one thing though, why is there hardly any ambient music? This FM feels very quiet. Ambient music adds a lot to the atmosphere IMHO.

On the whole nice work. I look forward to more FMs from you.

Thanks Sir Taffsalot ah Monday, Monday hey:) With regard to the ambient music your right it is very quiet I got ambient's in there but they don't seem to be loud or ranged enough. I might see if I can adjust the sound entities for a more ranged effect.

Edited by Tr00pertj, 22 July 2013 - 11:56 PM.

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#9 Tr00pertj

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Posted 22 July 2013 - 11:23 PM

Congratulations on the release!

Thanks for letting me beta test. This is the first map I've beta tested :D so thanks for letting me and I hope I could offer something constructive.

This was a fun little mission and I'm looking forward to your next one.


Thanks Lux your help was great and sooner or later you know I`m going to ask for it again so Big: THANKS:)

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#10 Tr00pertj

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Posted 22 July 2013 - 11:29 PM

Hey Tr00pertj,

I played Solar Escape and thought it was pretty fun. The good points were:

1) Solid fundamentals: everything worked well, from the level construction, to the AI pathing, to the lighting, to the item placement.

2) Hint of something larger: I enjoyed reading Creep's journal (even if it was a little dense) and the feeling that there was more going on than just what was in the four corners of the level.

The constructive crits I have are:

1) Sound and sound propagation: Like SirTaff mentioned, there was a noticeable the lack of ambient music and sounds which made the world feel much more stale that it otherwise would have. Also, because the house had transparent windows, all the visportals between the house and the street were always open. This meant that if I made even a little bit of noise anywhere in the house, then the guard outside would instantly go on alert. This was really frustrating.

2) Level progression: this might just me being dense, but I got stuck. After finding the secret door, I couldn't find the key to unlock the chest and thus couldn't progress. Also, while the cave section with Creep's victim was a really nice touch, the sewer after it seemed like dead space. Perhaps if it looped under the house to allow for another way in then it wouldn't seem out of place.

Anyways overall I liked the FM, please keep making them and I'll keep playing them!


Thanks Moonbo

I agree with you the sound problem is an issue but as greyman mentioned in his post above it maybe fixed or better supported in v2.0. I may wait till it's release to fix the map with it and it's resources.

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#11 Tr00pertj

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Posted 22 July 2013 - 11:36 PM

Playing this with 2.0. So far so good, though I'm stuck.

Spoiler

Looking forward to the release mate :D

Edited by Tr00pertj, 22 July 2013 - 11:54 PM.

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#12 Obsttorte

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Posted 23 July 2013 - 12:54 AM

Thanks Sir Taffsalot ah Monday, Monday hey:) With regard to the ambient music your right it is very quiet I got ambient's in there but they don't seem to be loud or ranged enough. I might see if I can adjust the sound entities for a more ranged effect.

A good way for ambient music is to use the location system instead of speakers. These are pretty easy to setup and the ambient gets played in every location without any origin or range taking into consideration. I've always used it.

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#13 Sir Taffsalot

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Posted 23 July 2013 - 01:54 AM

Seconded! The location system is brilliant and perfect for ambient music.
"I believe that what doesn't kill you simply makes you... stranger"

The Joker

#14 Melan

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Posted 23 July 2013 - 02:49 AM

Congratulations! I wish more people built and released simple beginner missions like this! :)
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#15 Sir Taffsalot

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Posted 23 July 2013 - 03:49 AM

@ Grayman:

Spoiler


Spoiler

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"I believe that what doesn't kill you simply makes you... stranger"

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#16 Lux

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Posted 23 July 2013 - 04:14 AM

@grayman

There is only 1 difficulty level which is why you're seeing that.

Spoiler


#17 Springheel

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Posted 23 July 2013 - 07:16 PM

Is there anywhere we can mirror this so that the mission downloader can find it?

#18 grayman

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Posted 23 July 2013 - 09:49 PM

Spoiler


Thanks for a fine, tight map. It was fun.
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#19 Tr00pertj

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Posted 23 July 2013 - 10:05 PM

Thanks grayman,

Spoiler


Thanks for a fine, tight map. It was fun.

Spoiler

Edited by Tr00pertj, 24 July 2013 - 10:47 PM.

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#20 grayman

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Posted 23 July 2013 - 10:18 PM

Spoiler

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#21 Bikerdude

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Posted 24 July 2013 - 03:37 AM

Is there anywhere we can mirror this so that the mission downloader can find it?

I can upload and do the honours on the main mission page when I get home :-)

#22 Tr00pertj

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Posted 24 July 2013 - 05:25 AM

@ Bikerdude

I was wondering if it's worth putting on the main missions wiki list and where it should be hosted if so.
I haven't got a mediafire or megaupload account or anything but I suppose I could create one if needed. Any suggestions.

You said in your post above that you could upload and do the honors on the main mission page when you get home. That would be great but what would you do, I mean should I have done something on the wiki missions list or something? Are the .pk4 files hosted there or at the Dark Mod site?

Please feel free to ignore the questions if they seem a little tedious for you as I imagine they would :D

Edited by Tr00pertj, 24 July 2013 - 05:26 AM.

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#23 Ladro

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Posted 24 July 2013 - 07:23 AM

I have a problem on running this mission: when loading the mission (after the brefing) I have a seg fault.

Here is the what it says from the shell:


[...]

I opened a thread on the right forum (Tech Support):

http://forums.thedar...solar-escape-1/

Edited by Ladro, 24 July 2013 - 11:43 AM.


#24 nbohr1more

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Posted 24 July 2013 - 08:58 PM

Sorry, I thought this was a beta thread for some reason.

Congrats!!!!

Here is a mirror:

https://dl.dropboxus...olarescape1.pk4


https://dl.dropboxusercontent.com/u/17706561/solarescape1.pk4


updated mirror

Edited by nbohr1more, 28 July 2013 - 10:01 PM.

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http://www.indiedb.c...ds/the-dark-mod

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#25 Tr00pertj

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Posted 24 July 2013 - 10:52 PM

@ nbohr1more

Thanks for the mirror.

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