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  1. This sounds like a very nice idea to add additional objectives which were not possible in the original Thief. Then again it reminds me a bit of the mission where you had to put evidence into a special place as objective. I have added your suggestion to our evaluation process, as we certainl will not do it with the first release. For this we have a thread where we collect ideas that we dont want to forget about, and we discuss such things when we decide what features to put in the next release. As you may understand we can not do everything at once, so we need to define milestones and what features they should include. As we are in the beginning, we focus on core features and will add enhancements later.
  2. The arms look great, oDDIty. I love the texture of the clothing and I like what you've done with the bracers. I hope you're going to add the fingerless gloves at some point. On the topic of the bow, I think your second version is fine. I'm fairly ambivelant about ornamentation...I don't think our Thief is throwing his bow out after each mission, but we aren't going to see much of it up close anyway. As for the fur...the concept is neat, but again, will we actually *see* the bowstring during the animation?
  3. I could use some bits and pieces from that floorplan, but I've already got Goldfish doing some concept art and plans for my mansion mission. I envision it as being a bit more humble than what BT had shown, but still nice and atmospheric...the best example comes from the Marsden Archive (where I've based quite a few of my recent ideas): I like the style, it fits perfectly with what I had in mind from the beginning. A fairly wealthy nobleman of some standing who's family is currently slipping into ruin. They're on their last leg and have definately seen better days, but they still hold enough power at the moment to be somewhat of an influence in the city.
  4. Cool, that might even be big enough to stage the whole mansion mission on, if we added a large cellar full of crypts and scary things, and maybe a few out buildings.
  5. Moved from Voice set Design Document Thread Dark Mod Voice Set: As of January 12th: 2005. This is a key to what types of noises will be available for The Dark Mod. The first several lines are a description of the sounds. Following this is a number. This is the approximate number of wav files associated with the particular type of sound. The last line is the suggested name for the first wav file of that series, a number at the end will indicate which number it is when more than one is recorded (example: builder1sleep_1, builder1sleep_2, builder1sleep_3, etc.). Beneath the names for the files is an example for each line. They will be improvised under my direction to ensure a wide variety of distinctive, yet appropriate, voice sets are achieved. Sleeping Sounds: Make a noise like you're snoring. (This should preferably be long, perhaps 20 - 40 seconds breathe slowly). Number of Wavs: 1 builder1sleep Greeting: You meet up with a buddy and greet them. Number of Wavs: 5 builder1greet_1 "How art thou brother?" ConversationA: General scripted conversations to add realism. Conversation A will be a general greeting. Number of Wavs: 5 builder1conversationa_1 "Greetings" ConversationB: General scripted conversations. Conversation B is a general question. Number of Wavs: 5 builder1conversationb_1 "Dids't thou partake in the holy ritual this fair eve?" ConversationC: General scripted conversations. Conversation C is a general answer. Number of Wavs: 5 builder1conversationc_1 "Nay." Relaxed: These are your humming, whistling, and mumbling noises. Mix it up by talking to yourself in some files, whistling a tune in others, coughing in some, sneezing, singing, etc. Your humming and whistling might be of religious hymns. Number of Wavs: 10 - 15 builder1relaxed_1 "Nothing but contempt for the Builder in this town I tell you." At Alert 0: On the job. Number of Wavs: 10 - 15 builder1a0_1 "Heathens would be wise not to tread in this place this evening." To Alert 1: You notice something, but you're not sure what. This should be general, such as "what is that?" etc. Number of Wavs: 3 builder1t1_1 "Hm? What?" To Alert 1 + Heard: Same as above, only this one means you notice something auditory. This should be specific, such as "I thought I heard something." Number of Wavs: 4 builder1t1h_1 "Twas that a sound I heard?" To Alert 1 + Saw: Same as above, only you notice something with your sight. This is also specific, such as "I thought I saw something." Number of Wavs: 4 builder1t1s_1 "Didst I spy something there?" To Alert 1 + Company: You notice something general when you're with your buddy and you ask him something. Number of Wavs: 3 builder1t1c_1 "Didst thou notice anything?" To Alert 1 + Heard + Company: You notice something auditory with your buddy. Number of Wavs: 3 builder1t1hcompany_1 "Didst thou hear that?" To Alert 1 + Saw + Company: You notice something visually amiss with your buddy. Number of Wavs: 3 builder1t1scompany_1 "Sawest thou anything there?" To Alert 2: You notice something general, and it caught your attention enough to warrant an investigation. (note, you're not investigating now, but will be right after you say this) Number of Wavs: 3 builder1talert2_1 "What was that, that didst disturb the Builder's hallowed ground?" To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. "I heard that! Come out!" Number of Wavs: 3 builder1t2heard_1 "Who maketh such sounds to disturbeth the Builder at this hour?" To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing. "What's that in the shadows? I see that!" Number of Wavs: 3 builder1t2saw_1 "Whatever manner of creature be there in the shadows, come out now or be smote." Investigate General: You're wandering around looking for some kind of intruder. Number of Wavs: 8 builder1investigate_1 "I shalt spy thee, whoever thou be." Investigate barrel Number of Wavs: 8 builder1investigate_1 "Better check behind those barrels." Investigate chair: Number of Wavs: 2 builder1ichair_1 "Better check behind that chair." Investigate couch Number of Wavs: 2 builder1icouch_1 "Better check behind that couch." Investigate crates Number of Wavs: 2 builder1icrates_1 "Better check behind those crates." Investigate desk Number of Wavs: 2 builder1idesk_1 "Better check around that desk." Investigate door Number of Wavs: 2 builder1idoor_1 "Better check behind that door." Investigate ladder Number of Wavs: 2 builder1iladder_1 "Better check around that ladder." Investigate machinery Number of Wavs: 2 builder1imachinery_1 "Better check behind that machinery." Investigate shadows Number of Wavs: 2 builder1ishadows_1 "Better take a peek in those shadows." Investigate shelf Number of Wavs: 2 builder1ishelf_1 "Better check behind that shelf." Investigate statue Number of Wavs: 2 builder1istatue_1 "Better check behind that statue." Investigate table Number of Wavs: 2 builder1itable_1 "Better check under that table." Investigate curtains Number of Wavs: 2 builder1icurtains_1 "Better check behind those curtains." To Alert 3: You notice something general which makes you just know there is somebody snooping around. You haven't spotted the player exactly, but you're sure he is there. Number of Wavs: 3 builder1talert3_1 "Ha! Tis an intruder that doth call me to my arms tonight. Come out at once!" Spotted the Player: You see the player and are preparing to attack. Number of Wavs: 5 builder1spot_1 "The Builder shall strike thee down villain!" Spotted the Player with a Body: You see the player carrying a dead or unconscious person. Number of Wavs: 3 builder1spotb_1 "Unhand that faithful servant and prepare to meet thy doom!" Spot player distant - rafters: You see the player in the rafters. Number of Wavs: 3 builder1sdrafters_1 "There's someone up in the rafters!" Spot player distant roof. You see the player on the roof. Number of Wavs: 3 builder1sdroof_1 "There's someone up on the roof!" Spot player distant steps. You see the player on the steps. Number of Wavs: 3 builder1sdstepss_1 "There's someone on the steps!" Spot player distant street. You see the player on the street. Number of Wavs: 3 builder1sdstreet_1 "There's someone out in the street!" Charging the Player: You're going ballistic and running straight ahead at the player. RAAAAAA!!!!! Number of Wavs: 3 builder1chrg_1 Shooting: You're shooting arrows at the player. Number of Wavs: 3 builder1bow_1 "Builder guide my arrow!" Frustration: The player is out of reach (such as standing on a table) and you can't reach him. You're angry and frustrated. Number of Wavs: 3 builder1frst_1 "Thou art a craven to shy from thine punishment! Come down here!" Throw Object at Player: The player is out of reach (such as standing on a table) and you can't reach him. You're angry and throw something. Number of Wavs: 3 builder1throw_1 "Thou shalt come down and face me fiend! Take THAT Craven!" Running Away for help: You're scared and running like a sissy. Call out to your brothers for help. Number of Wavs: 3 builder1run_1 "Brethren! Help me!" Return with help spot player: You have returned with help and found the player. Number of Wavs: 3 builder1sphelp_1 "Believe me now? I told ya there was someone here." Return with help lost player: You have returned with help but the player is missing. Number of Wavs: 3 builder1lphelp_1 "There was just someone here...I swear it!" Tell by Revelation: You have been searching for the player with the help of your other Hammerites, and suddenly found him! Number of Wavs: 3 builder1rev_1 "Twas I right brothers, we doth have a Thief!" Tell by Confirmation: You saw the player, lost him, began searching for him, and now found him again with your brothers close by. Number of Wavs: 3 builder1conf_1 "The Builder hath guided me to thee again! Thou canst hide!" Tell by location alley: Saw the player in the alley and you tell your comrades. Number or Wavs: 3 builder1alley_1 He's in the alley! Tell by location atrium: Saw the player in the atrium and you tell your atrium. Number or Wavs: 3 builder1atrium_1 He's in the atrium! Tell by location bathroom: Saw the player in the bathroom and you tell your comrades. Number or Wavs: 3 builder1bathroom_1 He's in the bathroom! Tell by location bedroom: Saw the player in the bedroom and you tell your comrades. Number or Wavs: 3 builder1bedroom_1 He's in the bedroom! Tell by location basement: Saw the player in the basement and you tell your comrades. Number or Wavs: 3 builder1basement_1 He's in the basement! Tell by location chamber: Saw the player in the chamber and you tell your comrades. Number or Wavs: 3 builder1chamber_1 He's in the chamber! Tell by location chapel: Saw the player in the chapel and you tell your comrades. Number or Wavs: 3 builder1chapel_1 He's in the chapel! Tell by location courtyard: Saw the player in the courtyard and you tell your comrades. Number or Wavs: 3 builder1courtyard_1 He's in the courtyard! Tell by location hallway: Saw the player in the hallway and you tell your comrades. Number or Wavs: 3 builder1hallway_1 He's in the hallway! Tell by location inside: Saw the player inside and you tell your comrades. Number or Wavs: 3 builder1inside_1 He's inside! Tell by location kitchen: Saw the player in the kitchen and you tell your comrades. Number or Wavs: 3 builder1kitchen_1 He's in the kitchen! Tell by location library: Saw the player in the library and you tell your comrades. Number or Wavs: 3 builder1library_1 He's in the library! Tell by location outside: Saw the player outside and you tell your comrades. Number or Wavs: 3 builder1outside_1 He's outside! To Alert 0: Relax. No need for alarm after all. It was just the wind. Number of Wavs: 6 builder1t0_1 "Twas surely the work of a Heathen to get me riled up." Lost the Player: After seeing the player, the player slips off into the shadows. You are mad you lost him. Number of Wavs: 3 builder1lost_1 "Tis surely pagan shadows that envelope thee, coward!" Notice an Extinguished Torch: You notice that a torch is out. You complain to yourself about it. Number of Wavs: 3 builder1torc_1 "How canst we expect to be holy with such unreliable mechanisms lighting our way. Bah!" Relight Torch: You notice that a torch is out. You relight it. Number of Wavs: 3 builder1trelight_1 "This is the last time I relight this thing tonight!" Refuse to relight Torch: You notice that a torch is out. Refuse to relight it. Number of Wavs: 3 builder1ntrelight_1 "To hell with it. I'm sick of these things sputtering out. Someone else will get it.!" Notice Suspicious Item: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a door is open and it shouldn't be open: "Hey, this isn't right."). However, you're not going up to max alert. It just seems strange to you. Number of Wavs: 3 builder1susp_1 "Hm, tis odd that." Found Body: You found a body on the ground. Number of Wavs: 3 builder1bod_1 "Thou shalt be avenged, fair servant!" Found Something Missing: There is something mission that shouldn't be. You've been robbed and you know it. Number of Wavs: 3 builder1mis_1 "Huhhhhhh! Tis gone! We have a thief amongst us!" Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your brother that there is an intruder and that you have seen him. Number of Wavs: 3 builder1rsaw_1 "Stay sharp brother, we have an infidel amongst us." Recently Found Body: You recently found a body and are relaying the information to your buddy. Number of Wavs: 3 builder1rbod_1 "Be careful brother, one of our own kind has just been slain!" Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 3 builder1rmis_1 "Fellow brother, didst I just see an artifact go missing in the other room. Be on the lookout for a thief." Attacking and Not Losing: These are general combat grunts that occur during fighting. These usually occur just as you're swinging your hammer (remember you're using a hammer and not a sword). They can also be taunts that occur as you swing, such as "Take THAT!" Number of Wavs: 8 builder1atnl_1 "HIYA!" Attacking and Winning: You're grunting and attacking, only now you're a bit cockier because you're winning. These can be grunts, like above, but can also be cocky remarks you spout out as you swing your hammer. Number of Wavs: 4 builder1atw_1 "Take this!" "Hiya!" Attacking and Losing: You're grunting, but now you're worried because you're losing the fight. These occur, as above, just as you swing your hammer, and should basically be the same in nature. However, you probably want to sound a little more strained... you're exerting yourself as you swing your hammer. Number of Wavs: 5 builder1atl_1 Hit the Player: You just thwacked the player with your hammer. Celebrate and ask him how it feels. Number of Wavs: 4 builder1hp_1 "One lump or two, thief?!" Hit the Player + Company: Same as above only your fellow Hammerite is nearby. Brag about hitting the player to your brother. Number of Wavs: 3 builder1hpc_1 "Look how he bleeds, brother!" Blocked the Player: You blocked the player's attack. Respond with a cocky remark. Number of Wavs: 5 builder1bp_1 "No skill of the Trickster canst match my hammer!" Blocked the Player + Company: You blocked the player and a fellow Hammerite is nearby. Tell your brother the player can't fight worth a crap. Number of Wavs: 3 builder1bpc_1 "Look how he fails! Tis poor fighting indeed!" Hit By the Player + Hi Hit Points: You just got hit, but you still have a lot of energy left. This is a grunt of pain as you get hit with the sword. Number of Wavs: 5 builder1hhi_1 "Ow" Hit By the Player + Low Hit Points: You got hit by the player, but now you're feeling some pain. This is a grunt of pain that sounds more strained. Number of Wavs: 5 builder1hlo_1 "OW!!!" Hit By the Player No Damage: The player tried to blackjack you after you'd seen him. What an idiot. Number of Wavs: 4 builder1hnd_1 "Thou canst not defeat me with such a weapon!" Blocked by the Player: The player blocked your attack. But he can't block them all. Number of Wavs: 4 builder1bbp_1 "Thou werest lucky thief!" Blocked by the Player + Company: The player blocked your attack, but you still have the advantage with a friend nearby. Number of Wavs: 3 builder1bbpc_1 "Help me get his guard down brother!" Player Tried to Block: The player is trying to block your attacks, but isn't doing so well. Laugh at him or make fun of him. Number of Wavs: 3 builder1pnb_1 "Thou arst no warrior!" Player Tried to Block + Company: The player tried to block and failed. Your friend is close by, so brag about it. Number of Wavs: 3 builder1pnbc_1 "he failed to stop our blow! We canst not be beaten!" Ambushed: You got hit in the back while you weren't looking and are feeling the pain. This is a grunt of pain, but also might be a remark to the effect that the player is a dirty backstabber. Number of Wavs: 4 builder1amb_1 "Ahhh! The trickster doth stab me!" Coming to assist: A comrade called for help and you are on your way to assist them. Number of Wavs: 4 builder1assist_1 "Hold on. I'm coming!" Ambushed + Company: You got hit in the back while you weren't looking. Why isn't your brother next to you doing something? Number of Wavs: 3 builder1ambc_1 "ARGGGG! I am ambushed!" Fatiqued: You are out of shape and have been chasing the intruder for too long. You really should get some more exercise. Number of Wavs: 5 builder1fatigued_1 Blinded: You have been blinded by a flash of light. This hurts, but try not to express it verbally. Number of Wavs: 5 builder1blinded_1 On Fire: You are on fire. Scream like a sissy. Number of Wavs: 5 builder1onfire_1 Gassed: You have been gassed. Cough, sputter and pass out. Number of Wavs: 5 builder1gassed_1 Drowning: You are drowning. Gurgle and choke. Number of Wavs: 5 builder1drowning_1 Plummeting: You are falling to your death. Let it be known that you don't like the idea. Number of Wavs: 4 builder1plummeting_1 Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. Number of Wavs: 5 builder1diequiet_1 Die Loud: Yep. You're dead. Theatrics are welcomed here. This should be about 3 - 4 seconds in length. Number of Wavs: 5 builder1dieloud_1
  6. We will definately try to provide as many materials as possible for FM authors to produce a wide variety of locations. I would love to see a mission that takes place in the woods.
  7. Yup, house still standing. Ok, here we go: The revised underground ambient is good. It could possibly be made into a loop since I believe the engine is capable of doing fadeouts anyway. (Right?) The revised musicbox is great (could perhaps be a little longer). Exactly what I meant. I also moved the dotP task from ambients to soundeffects, and named it "frob_instrument_musicbox" and marked it as 95% finished (in case you want to change something). It's now uploaded to CVS as well. (You can always make new revisions of sounds uploaded to CVS once you get it set up.) The waterdrips: I think it would be better to make a longer loop with several drips instead of doing it like that. My guess is that a mission designer would just like to slap on a background loop with a few drips here and there. The actual sounds sound good though. The loot pickup: You're on to something there. I do think we agreed early on that we wanted the loot pickup to sound to be very much like the original. So keep experimenting! Pickup sound: Great! Love it! It's on CVS as well, named "tool_pickup" under sound/sfx/tools. The task on dotP is marked 100% as well. Victrola: Also great. Also now on CVS, named "frob_instrument_victrola". The task is marked 95% finished in case you want to change it, but personally, I think it's great as it is. You could always make a few more tunes and we can then let the level designer choose from a few different victrolas.
  8. Domarius

    Audio Format

    All the Thief games use dynamic ambience that blends from one area to another. You have a church with a choir ambience, you walk into a hallway that leads to the crypt and you get a mix of choir and scarey ambience, and when you enter the crypt, you get scarey ambience. I think the mix is done specifically, with an intermediate zone that says "play this AND this as well". But of course, you can hear the ambience from one zone playing over the current one, if you are close enough to it. I think this freedom of re-usability should be maintained. If someone wants to use your ambience where there is NO background hum around, well, I don't think it's so good. Why not make the hum and the music seperate files, and let the author play them both in the level? WILL there be a noticible difference when jumping from 96 to 160? Maybe if you're an audio technician. I used to fiddle with sounds a bit and I don't think I'd notice the difference even if they were overlayed, as long as they both sounded "good" quality. (Whereas I noticed that in older games, I would get used to the 11khz sound quality and think it sounded "good" and then hear something else, like a CD play, and THEN I'd notice the difference when it was overlayed) I'd be keeping the sounds seperate at any cost, just so people can re-use your media. FM authors coming up with interesting uses for the existing T2 media, including ambience, always surprised me. One particular ambience, that I thought suited a deep forest, became freaky and scarey in another mission (cause of the associated visuals of course). (Sorry, usually I edit down my ramblings...)
  9. I also thought that they look like made of bone. At least some of them I can imagine to fit in a hammerite office when they are textured with a metallic silvery look. But I guess some of them should be made to look less organic. Maybe we should take the name Bonehoard literally and make a mission out of it. Something with arcane mages and such. These chairs would perfectly fit such a scenario.
  10. Conduit Box, not sure if it's too modern for the mod, but i think it would be nifty if in a mission, you could turn off lights to certain parts of a house from the basement or first floor conduit box.
  11. Proplem is that it will disrupt the gameflow. We would need a daycycle, and how should we code the AI for that? And it wouldn't be good for slower players probably forcing a certain pace. This would also affect mission creation and many other things. We could do something like that for our campaing, but not as a standard feature.
  12. That would be cool, if you hung around till monring and light came flooding in through the windows and lot's of AI showed up going about their daily business. I'd love a mission like that.
  13. I don't see why the clocks couldn't keep accurate time...what's the longest mission you ever played inside a single building? Five hours? Six? Plenty of time for it to still be night.
  14. Very nice clock Atti) THe clocks and real time did work in T2, there was an easter egg involving the clocks in the bank mission, I think when the clock hit a certain time the bank vault opened or something.
  15. i think the clock-face should not move...the time should be fixed on it..just imagine how ridiculois would it be to start a night mission at 4am play some hours but in-game its still night.. about the pendulum..separated or not i dont know which would be better
  16. That doesn't really help you, once you lost oritentation. I don't know why everybody is so opposed to a rotating compass. It's not as if this would change ther entire game, and there ar people (like me) who wants it. No. The aim is to go through the caves and reach your objectives. It's not really fun to get lost and having to reload to return to a known spot and walking the entire way. That's one reason why I didn't really like the bonehoard mission in T1. The gem can be prerendered and it would look really good. And the compass would be enough if it has a good texture. I know.
  17. we're creating a tool-set for FM designers and we want to provide everything for a thief-like mission. and thief (especially T2 for example partytime) has a lot of outdoor-areas. the D3 engine is powerfull - powerfull in small corridors like on the station on mars. I don't want to stress the engine just for a simple object like a barrel. and if I can make a model, with almost half polys, that looks almost the same, so why keep the otherone ? I also don't like it, when things are done twice, but be serious - how long did the barrel take ? mine took me about 10 minutes and I'm not a experienced modeller.
  18. ahh, good work milord. I'd get them converted myself, but I got to finish Imperium mission 1 soon.
  19. One thing that bothered me somewhat is that in Thief is that you would be searched for in odd circumstances. In Cragscleft, I released the prisoners, but made a racket in the process. The prisoners who should be running for their lives try looking for me, and when they find me they run to a hammer who kills them. Allow for some room for AI so that not every mission has to be about breaking and entering. There could be downtime missions where you are just exploring the City streets in mid-day with a throng of other citizens. These would help make storytelling more flexable. I must say I'm very impressed! Please keep up the diligent work
  20. oDDity

    Memories

    Yes, but you have to understand, I'm on a mission to nerf the blackjack, or at least balance it, give it a few cons, the only current one being that you have to be right beside the AI to use it (which, let's face it, isn't that hard) So, an AI becomes unBJable the instant he hears or sees anyting suspicious - no 'what was that?' line first. This means that yur sneak up on an AI will have to be absolutely perfect for a knockout to work. AI with helmets cannot be knocked out - that makes no sense whatsoever. If you take out more than two AI on a level, all the AI on that level are constanty expecting trouble and are very wary, their sight and hearing are far more acute so they can no longer be BJed. I don't think a player should be able to taff through a level knocking out all the AI with no inconveniece to himself.
  21. dear oDDity and Sparhawk actually i was checking the almost every arrow image in the google search..There are hundreds of arrows with different structure.especially old days ...I can make it bigger. I was trying to make something in the middle bu sure i can make them bigger and i made that bow yes little bit eastern style. Yes you can call it horsebow but i have seen in many ancient paintings that they were also using this kind of bow too in some tribes in europe...But not that much common.. But im not saying we should use them as a weapon in the game. I was even thinking to put this bow in somekind of merchant's house.. as a prop....Or a guard's room as a war memory item..you know.. Because in the game we should use more gothic bow for our animated characters. But i think i ll be modelling little bit more detail on that one.... And i think we should model different arrows for each fraction what do you think? Cuz as far as i learned archers are totally insane with the style of their bows and arrows.. So i think it would be nice to see all kinds of different bows around.. and the type of arrows. The spikey one for cutting strings ropes. In many sea wars and other circumstances archers were using it to cut strings ropes.. We can even use it i n the game..think about this level .our Thief should rescue someone from execution. I mean he has to make a perfect shot with this arrow in order to cut the rope...So that arrow is in some merchant's house.so this can be a side mission.....i mean im just giving an idea..dont turn red! instantly! You see firearrow below.. And normal arrow for lightshields. And the last one (the bottom) is especially for horses and very heavy armour. I was checking the size of the body structure somehow all of them was same. Just the tops are different. Probably in battle they were using different ones for different section of enemy armies.. best...
  22. I've been hoping and praying for years that EA would make a new M.U.L.E. game (still the best and most fun economics simulator ever made) but it was made back when EA was just a bunch of guys who loved making games, before it went corporate, so that wish is very unlikely EDIT: I dunno why my copy was bugged, but i could never get the last puzzle peice in impossible mission, i know others had the same problem. "Stay awhile, stay FOREVER! Ha Ha Ha".... sigh.
  23. Pfft! Try getting through impossible mission only to find out theres a bug that makes it so you CAN'T finish the game. That, and level 99 on jumpman jr.
  24. Just curious about people's favourite missions from T1/2. I think you can tell a lot about what somone's vision of Thief is by their favourite moments from those games. Personally, I loved the Bonehoard and the first Underground citadel maps. I liked the idea of exploring ancient ruins, with old traps and zombies running around. I loved the Ramirez mission where you had to follow the assassins through the city. Stalking someone through the shadows was a great feeling. And I loved the Thieves' Highway in T2. The idea of being able to go where other people couldn't was very appealing. I also loved the idea of the quarrantined section of town (can't think of the name). That was a beautiful concept, and I hope we can work something similar into our own campaign. I generally did NOT like the mechanist stuff from T2, particularly the grenade launchers and surveillance cameras. Too high-tech for my taste. The boiler bots were not quite as bad, but still far from my favourite.
  25. Bascially I loved all those mission where you wre running around in mansions. Favourite one is Life of the party. The view of anglewatch, when I first saw it, was really absolutely astounding. Never cared much for the Zombie or underground levels, except Return To Cathedral. But I'm a little torn there because the Zombie maps are all very exciting.
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