chis on 18/7/2007 at 01:22
You enjoyed dipping into my past posts to find a way to berate me? Gosh, I love this community... I was very disappointed that I had to wait 3 days to get any sort of reply!
Okay, I shall be explicit this time: I meant to say that there was no key on the kidnapper's belt in NORMAL DIFFICULTY. I have since tried expert and retrieved the key on his belt... only to find that it does not open the only locked - but frobbable - door.
Quote Posted by SinisterShadow
Did you find the
hidden passage on the roof, where you have to disarm the mines, yet?Thankyou for the tip, Sin, but I still cannot find anything at all on
the roof. I was expecting something in the engine room, but it seems devoid of switches or anything useable.
Renault on 18/7/2007 at 04:29
Quote Posted by chis
You enjoyed dipping into my past posts to find a way to berate me? Gosh, I love this community... I was very disappointed that I had to wait 3 days to get any sort of reply!
Please. The only reason I even remember is because it's in the thread for my one and only released mission.
Quote Posted by chis
Okay, I shall be explicit this time: I meant to say that there was no key on the kidnapper's belt in NORMAL DIFFICULTY. I have since tried expert and retrieved the key on his belt... only to find that it does not open the only locked - but frobbable - door.
I have no idea what door you're referring to, but I can tell you the key on the kidnapper is the key you need to open the room where
the girl is being held.Quote Posted by chis
Thankyou for the tip, Sin, but I still cannot find anything at all on the roof. I was expecting something in the engine room, but it seems devoid of switches or anything useable.
One of the grates in the machine room is frobbable and removable. That should get you on the right path.
chis on 18/7/2007 at 11:09
Quote Posted by Brother Renault
One of the grates in the machine room is frobbable and removable. That should get you on the right path.
At last, thankyou. I shall try that. Very hard to see in there!
CaptSyn on 1/8/2008 at 06:19
OK, I don't care who gets pissed at this, but it needs to be said. First off, I'm well aware of the time and work that goes into making an FM and I do appreciate people's efforts. It's those people who keep feeding my craving for new Thief fun, so there's no need for everyone to say I should be thankful etc, cause I am.
Except when total crap like this comes along.
By the author's own admission, it wasn't beta tested. This shows horribly, with all the invisible barriers, no clear goals just odd statements. I gather there's some psycho on the loose and Garrett has to stop him. Ok fine, just give me some clear goals to accomplish along the way.
And the black and white world? WTF! This is not ambiance, atmosphere or 1950, it's simply hard as hell on the eyes. Adjusting gamma and monitor brightness does nothing to help. It also makes it hard to see anything and shadows are useless, as you can't tell where they are. This is the 21st century, so let's stick with color.
Let's not forget the horrible river that you can't swim in, only drown.
Giving the player 30 ways to get killed or stuck in the first 5 minutes is NOT a good way to tell the player the correct path.
And what's with all the tight spaces? If you want the player to jump a rail or a gap, then make some damn room to do so.
I didn't waste more than 10 minutes playing this FM, so I can't keep going, but I'm sure there's loads of problems with this one. I wonder if the author bothered to play his/her own FM. /rant
baeuchlein on 13/11/2008 at 21:43
Well, usually I am not a great fan of the "Survival Horror Games", so this mission's main theme did not thrill me too much. But if that's what it should feel like - like some "Survival Horror Game" or one of these modern "horror" movies where blood and gore is combined with shocking views -, then it's done well. The black & white colours support that feeling.
There were a few spots where frustration occured although it could have been avoided by different mission design, for example along the way to the killer's hideout, but apart from that, it's been okay. The traps were cunningly planted, many of the genre's elements were integrated into the mission, and one or two riddles were nice as well.
Thus, I mainly don't rate this mission higher than "okay" because it's main theme is not what I like. The author could hardly do anything to make it more enjoyable for me - unless he totally changes the mission. But then it would be another mission...
Random_Taffer on 14/11/2008 at 18:37
Quote Posted by CaptSyn
I didn't waste more than 10 minutes playing this FM
You probably wasted more time writing about how angry you are about it.
It's not for everyone, and I believe was sort of a last minute entry if I recall correctly. Relax.
Play something you like instead of taking the time to post damaging, unnecessary bile like this.
I'm sure that by the massive amount of other complaints about this FM, the author is well aware of it's supposed shortcomings.
Your knee-jerk post was completely unnecessary.
Melan on 20/12/2008 at 07:16
Quote Posted by Vipercat
Well after finding that the quards stormed in i decided to abandon that line of play and actually managed to get her back to my room after much crate stacking and fiddling about but the objective didnt tick off ... how rude .. would have been a nice way to finnish
[necro]
Tell me about it. On replaying the mission, I went this route, and after about half an hour of crate stacking at various locations, I was not amused to realise the author didn't think of this particular contingency. :p Nevertheless, I claim a moral victory, and this way, the ending animation actually
makes sense. :sly:
(Nice atmosphere at the beginning, by the way. The city and the misery it contained reminded me of Fritz Lang's
M for some reason. The warehouse was too much of a splatterfest, though.)
crowemagnon on 31/1/2009 at 23:10
I did actually enjoy this mission, even tho it was a-mighty frustratin' at times. Figgers I wasn't the first to manage this... :-) And figgers that all the objectives didn't tick off, what with all the non-beta testing. <p> <img src=http://img.villagephotos.com/p/2004-7/777887/LACAR007.jpg> <p> <p> Anyway, here are some others from some of the out-of-bounds areas I was venturing in... :-) --Crowemagnon, man.
<p> <p>
<img src=http://img.villagephotos.com/p/2004-7/777887/LACAR001.jpg>
<p> <p>
<img src=http://img.villagephotos.com/p/2004-7/777887/LACAR002.jpg>
<p> <p>
<img src=http://img.villagephotos.com/p/2004-7/777887/LACAR003.jpg>
<p> <p>
<img src=http://img.villagephotos.com/p/2004-7/777887/LACAR004.jpg>
<p> <p>
<img src=http://img.villagephotos.com/p/2004-7/777887/LACAR005.jpg>
<p> <p>
<img src=http://img.villagephotos.com/p/2004-7/777887/LACAR006.jpg>
<p>
PotatoGuy on 1/5/2010 at 10:03
I just finished this one, and really liked it. The vagueness of the storyplot was nice in my opinion, since it adds to the horror theme. I also liked the B&W theme, really added to the atmosphere. All the traps were cleverly thought of, I found myself quicksaving and then on purpose walking in a trap just to see what it did. When I couldn't pick up the kidnapper's body, I was really afraid to bump into him again later. Imagine the happiness I felt when I saw all the cops at the end. Thanks for a good mission, Telliamed! I'll surely replay this one some time.
Haplo on 30/5/2010 at 12:38
Ok after originally being turned off by this mission's various problems, last night I decided to give it another go. Actually I enjoyed it a lot but I am stuck towards the end:
What do I need to do to get the damn dude get out of his hiding? I checked in DromEd and it appears he would routinely walk in and out of a certain doors in various floors, but I planted myself in front of a few of them and nothing. Once I left Thief running for 45 minutes waiting in front of one of the doors, but he didn't humble me by his presence. What do I need to do?