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Posted (edited)

Is there a TDM standard for what qualifies as a secret area?

 

I have one in Cleighmoor (Oops, I shouldn't have told you that!), and it's a "find the secret switch and open the secret door and the secret room has secret loot in it" kind of place.

 

But I was wondering if Thief players had different expectations.

 

I haven't progressed beyond the beginning of Heart (need to get back in there), so I haven't seen how Heart's secret area(s) were done (yet).

 

Back in the DOOM days, it was expected that a secret area could be spotted because--say--a wall or door texture was purposefully misaligned, providing a visual clue. (Providing clues became de rigeur after the wall-banging frustration we all went through in Wolfenstein.)

 

So I was wondering whether there was an expected way to present secret rooms in TDM.

 

Thanks.

Edited by grayman
Posted

I quite certain there is no tdm standard, but there are many options.

 

If there is no written clue of the secret, put visual clues. Put a scratch decal caused by the door movement on the floor, like bikerdude did. A subtle yet brillant clue!

 

If the secret is behind a painting, put the painting a bit rotated, so it looks it was tampered with.

 

Generally visual clue tells the observant player that there is something odd in the room, like strangely placed furniture, or odd details like hinges on the bookshelf.

 

Or if you say in a readable "there is a secret in this room," then you can hide the secret without visual clues.

 

Whatever clues you give to the player, always bet on stupidity and dont make them too cryptic. If the objective attached to the secret is optional, when there is no limits for your deviousness.

Clipper

-The mapper's best friend.

Posted

I definitely like written clues, something in someone's journal or letter or something, preferably in the nearby area such as the same room, but if not then clearly mentioning the room (such as workers report found down in the cellar but mentioning work on "the new back passage in the library"). I think some small visual clue is also good to go along with the written one, not just one or the other, unless one or the other is so obvious that you just plain don't need the other.

shadowdark50.gif keep50.gif
Posted

Also, if there is a small lever or button to find then the area should be defined and kept reasonably small. To know that somewhere in the city is a hidden switch is not much fun but to know that it is in the attic is OK. I don't mind searching a room if I am certain there is something to find.

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