Bikerdude Posted February 14, 2012 Author Report Posted February 14, 2012 Ive just comented on the guys video channel, heh, heheheh he he he. Quote
zergrush Posted February 15, 2012 Report Posted February 15, 2012 Another thing I just remembered b1ker, could you make Alberic's ghost unkillable? It felt kinda silly when you could just whack him to death with the sword, and all that. Although, it would be neat if dipping the skull in the fountain would make him go away for good; it would be a nice way to make that secondary objective actually have a real in-game consequence, other than a check sign on the objective's window, for completionism's sake. Quote
Bikerdude Posted February 16, 2012 Author Report Posted February 16, 2012 yup, that and make him die when the player remove the the curse etc. Quote
Springheel Posted March 3, 2012 Report Posted March 3, 2012 Here's another "Let's Play" vid (can't see part 1) http://www.youtube.com/watch?v=-gvXI43FxeM&feature=channel Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
Bikerdude Posted March 3, 2012 Author Report Posted March 3, 2012 I like this "lets play video" much better, thanks for posting Spings :-) Quote
Bikerdude Posted July 18, 2012 Author Report Posted July 18, 2012 Ok, going through this mission (and my others) making them 1.08 ready, while I'm at it I thought I would fix all the bugs & issues people had etc.Create a better briefing.Clean-up folklore book.doneClean-up/create readables to players knows what they need to do.Make the curse manditory and kill the ghost of alberic when the curse is lifted.Bookcase lever - make a readable that refers to it.Make seasonal theme more apparent.Make bookcase lever speaker louder. doneadd falling dust to player scare trigger in gnd floor west wing.doneadd claimable foliage on parts of outside walls.doneadd two haunts on 2nd/3rd floor for difficulty.doneclean-up monsterclip throughout.donelower ambient/fog light levels to make the mission a little darker. doneincrease difficulty in crypt, add a patrolling zombie, spiders that bite.donefix centre of moon glare.donefix broken VP in left wing, ground flr.donetry and increase perf if possible.Any other bugs people can think off..? Quote
SiyahParsomen Posted July 18, 2012 Report Posted July 18, 2012 that's a long list for an update biker. It really tempts me to check it in 1.08 Quote
lowenz Posted July 18, 2012 Report Posted July 18, 2012 (edited) Biker, if you'll update all your missions you'll simply be an hero Edited July 18, 2012 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.
Azatoth Posted October 5, 2012 Report Posted October 5, 2012 I've done everything except the scepter. Biker mentionned a broken window at the back of the cloister (cemetery side ?) but didn't see any. Help please ? Quote
Bikerdude Posted October 5, 2012 Author Report Posted October 5, 2012 hint: go through one of the doors either side of the alter in the nave, in that room (there is a dead thief on the floor) there will be 2 more doors, the se door will take you to the room with the broken window, the sw door will take you to the crypts. Quote
Azatoth Posted October 5, 2012 Report Posted October 5, 2012 Finished it ! Thanks for the quick reply. Quote
lowenz Posted November 7, 2012 Report Posted November 7, 2012 Waiting for 1.08 version here! Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.
Bikerdude Posted November 7, 2012 Author Report Posted November 7, 2012 Its mostly done, I just have to check all the bugs/issues people had have been fixed and then beta tested. Quote
TheUnbeholden Posted December 14, 2012 Report Posted December 14, 2012 (edited) I must admit this one a bit mixed for me.Seasonal theme was not really all that evident, probably because I just associate dark orange leaves with autumn. & For a crypt like place it was all really well lit, many years of neglect should have made the place more dark, I still give the aesthetics the full 5 because its just so atmospheric. Fear factor, I was tense throughout & the 3 scares I'd gotten. Well placed wasn't expecting it. Gameplay however was a bit meh for me, The tension really had me in the beginning but by the end I realized it was all so easy even with all the torches around the place I didn't need to use the water arrows except in that room with the sleeping revenant... cause going right up to his face to unlock that chest is bound to make anyone paranoid .Easiness was especially evident in the crypt area, although tip toeing around zombie corpses made up for it & finding the one hostile spider was a neat surprise, its idle sound gave it away while I was reading the book next to that hole though like the fact you scripted it to move infront of the hole eventually that would catch some peoples off guard. So I'm going to have rank it down to a solid 3 for gameplay mainly because we can choose what way to enter and there is a fair bit to gain from loot. Storyline - I'm counting along side the gameplay, I was enjoying the fairytale book & I think the Builders holy book (for some reason) though finding the book switch (which is mandatory for the blessing water to work>? Is it also mandotary to find that other lever which opens the grate from the place just above the crypt?) thats a bunch of bull, most wouldn't be able to find it, if you are making lifting the curse mandatory (why?) then you can't make it so 'sheer dumb luck' to find it especially if the levers in question serve a different purpose like opening stuff. At the moment the armory serves no real purpose, so if you are boosting the difficulty & giving us a boss fight with a angry Alberic then perhaps it would make sense to get the player to visit the armory. My main issue: I found the bookcase lever people have been talking about, but I still can't find the doll. Yes I want it spoiled. I read the my note but it just.. I've been through the grounds to no avail. Edited December 14, 2012 by TheUnbeholden Quote
Thiefette Posted December 14, 2012 Report Posted December 14, 2012 My main issue: I found the bookcase lever people have been talking about, but I still can't find the doll. Yes I want it spoiled. I read the my note but it just.. I've been through the grounds to no avail. I found it beside the low wall (between the wall and shed) of the building that gives you an alternative entrance to the crypt from outside. Quote
Bikerdude Posted December 15, 2012 Author Report Posted December 15, 2012 Seasonal theme was not really all that evident, probably because I just associate dark orange leaves with autumn.For a crypt like place it was all really well lit, many years of neglect should have made the place more dark,Fear factor, I was tense throughoutGameplay however was a bit meh for me,Storyline - I'm counting along side the gameplay,At the moment the armory serves no real purpose,I have attempted to make this more evident in the latest version thats being beta tested atm..Point taken, will adjust but some will have to be like for gameplay reasons.He he he! I have upped this a notch or two in the latest version..I have addressed this accross the board.Not anymore it aint.Its just another location to get a sword from, with a few added extra'sIm hoping to release the next version in time for Xmas :-) Quote
Psychomorph Posted April 19, 2013 Report Posted April 19, 2013 Awesome mission. I had a blast to play it. Problems I had where I could grab loot from closed compartments, or at least I had the "ching" sound. The room in the basement south-east corner, I used the use key to use the chest and it "chinged" before I lockpicked, though it had an item in there when i opened it. Same with the safe in the scepter room. Quote
Bikerdude Posted April 20, 2013 Author Report Posted April 20, 2013 Problems I had where I could grab loot from closed compartments, or at least I had the "ching" sound.The room in the basement south-east corner, I used the use key to use the chest and it "chinged" before I lockpicked, though it had an item in there when i opened it. Same with the safe in the scepter room.Can you PM a screenshot of the location..? Quote
Hewer Posted May 7, 2013 Report Posted May 7, 2013 Hey- great mission! I loved playing. Great atmosphere, architecture and graphics!When it came down to it, it's true the ai were too easy, and it was too easy to hide and get around them, but it worked perfectly for me, because I didn't realize that until I was done exploring, and it was time to go hunting for stuff, and I wanted them to be easier so I could get where I wanted to go. Kinda kills replayability some, though. At first, the mission was really daunting and scary as hell. I did have the guy stuck on the statue, and the crate falling through the floor, although I don't think it blocked anyone. One thing that I think could help would be to put different doors in different areas. I missed the armory and relic rooms for a while because those areas had a lot of doors and they all looked the same. Maybe one kind of door that goes outside, another kind for doors for interior rooms, and another that go into the chapel. I missed the armory especially because I thought it lead outside for a while. My only problem with the self shutting doors is that I like to open them and watch through while I'm hiding to know when the ai passes by so I can go. I also lurk in doorways a lot and ended up getting shut in them. I also didn't get the readable that was already in my inventory, and I had to come here to find the skull because I missed that that particular coffin would open. As for other bugs, I think I may have had the same thing as Psychomorph happen. For me it was in the barracks room with the sleeping revenant and like, 5 chests. On the first pickable chest right next to the sleeping dude I tried to frob the chest to pick it and got the loot grab sound (and added loot to my inventory). When I did get it picked open, it was empty. For the other pickable chest in that room, I got it picked and there was a hairbrush in it that looked like loot, but I couldn't get it selected so I could frob it no matter how I stood up or crouched or even climbed up on the open chest- and gave up. Which does bring me to a small TDM pet peeve of mine- I don't like the chests where both the bottom of the chest and the lid seperately highlight and frob to open and close the lid. It makes can make it frustrating to take loot out of the bottom- I wish only the lid would highlight and frob. A couple of other things- I think I may have missed something- what was the purpose of the little room in the crypts with the dias and the little obelisk? I'm talking about the room where somebody earlier in this thread got blocked out of when they killed the spiders that blocked the door. I found a couple of coins in the dish, but couldn't get anything else in the room to do anything else. And being locked, I assume the room has more significance. Also, what was the clank and grinding sound that would go off occasionally? I thought it was a revenant using an elevator or something during his route, but I never found anything and assumed it must just be a scary sound effect. Anyway- great mission- I loved it. Thoroughly enjoyable. Quote
Bikerdude Posted May 7, 2013 Author Report Posted May 7, 2013 A couple of other things- I think I may have missed something- what was the purpose of the little room in the crypts with the dias and the little obelisk? I'm talking about the room where somebody earlier in this thread got blocked out of when they killed the spiders that blocked the door. I found a couple of coins in the dish, but couldn't get anything else in the room to do anything else. And being locked, I assume the room has more significance.Also, what was the clank and grinding sound that would go off occasionally? I thought it was a revenant using an elevator or something during his route, but I never found anything and assumed it must just be a scary sound effect. Look carefully once your in that room, there is something hidden you can open..Dont know, you would have to link me a video of the location. Quote
Hewer Posted May 7, 2013 Report Posted May 7, 2013 OK- I'll explore that room more carefully. As for the sound- I could hear it throughout a lot of the cathedral - mostly in the chapel, though. It would go off at long intervals. When I was looking through the little square metal door up high at the front of the chapel, the sound went off a couple of times right before a revenant entered through one of the ground floor doors, so I thought it was him coming up an elevator, then entering the chapel as part of his patrol route. Later, from a different perspective, I would hear the sound when that revenant was elsewhere in his route, and I had been through that door and knew there's not an elevator there. So then I thought maybe there would be somebody in the basement making hammers in a clanky mold machine (like in Cragscleft) or something, but I never found anything to account for the sound. It may just be part of the soundtrack or a spooky sound effect or something. Thanks for the reply Quote
zergrush Posted October 11, 2013 Report Posted October 11, 2013 I just decided to give this a replay in 2.0, and I found out the latest version appears to be broken in some way. Right after the mission intro I just get a black screen. Anyone with the same problem? Quote
Bikerdude Posted October 11, 2013 Author Report Posted October 11, 2013 This was tested before release and none of the testers or myself had this issue. I will check it 'again' when I get home this evening. Quote
zergrush Posted October 11, 2013 Report Posted October 11, 2013 I even tested the old version and it worked fine. Also tried downloading the latest version from different sources. Same problem happened. Quote
Bikerdude Posted October 11, 2013 Author Report Posted October 11, 2013 ok, will check this evening etc. Quote
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