Nightwalker on 20/3/2013 at 01:31
Somehow I missed playing this when it was released and I just discovered it today. It's a really nice small TG mission and I enjoyed playing it. I wish the loot requirement had been just a little bit lower but, thanks to the loot list, I managed to find it all so I could complete it. I hope there will be more to come as this is a very good first release. Thanks! :thumb:
zajazd on 26/1/2020 at 12:17
Nice classic museum mission, but for me it glitched at the end when I snatched the Blue Star, the objective wasn't checked and I couldn't complete the mission, but I did a nice boundary break at the end in the starting area.
<Username> on 23/6/2020 at 17:03
My attempt at a blind ironman run failed after 15 minutes when a camera in the room with the Burrick exhibit got me. The mission failed immediately and I had to restart from the beginning. On the second playthrough, I played with saves.
Stats:
Normal difficulty
35 minutes
1190 of 1250 loot
no hints needed
Things I liked:
Good placement of light and shadow. The author placed small niches without light where the player can hide and observe guard patrol patterns.
The lost ring was a nice bit of harder to find loot: It is easily missed, but a journal contains a hint that it is there.
Nice bit of foreshadowing with the Haunt laughter in the sewers.
Enemies appearing out of nowhere when you grab an important item is a bit of a clichè, but here I felt it was handled well: The Haunts made getting back to the starting location a challenge.
Things that could be improved:
The issue with the maps not displaying correctly surely could have been fixed before release.
I wish more exhibit plaques had readable descriptions.
The journals were rather mundane, except maybe for the one of the museum employee plotting to steal The Blue Star himself.
NewDark issues:
At the starting location, you can mantle up the bushes. An invisible barrier prevents access to the streets below the wall, but there is a gap between buildings you can drop down into: This is a dead end and you will be stuck there.
fortuni on 25/6/2020 at 06:17
dml from Glypher
Fixes initial objective #4 + #5, Newmantle issues, few doors
Code:
DML1
//TG FM: The Blue Star by Andreas Lilja (MoonAchilles) / Fixes: miss20.mis.dml
//goals
+ObjProp 802 "Scripts"
{
"Script 0" TrigContained
}
+Link 802 357 "ControlDevice"
{
}
+Link 802 358 "ControlDevice"
{
}
+Link 802 422 "ControlDevice"
{
}
+Link 802 437 "ControlDevice"
{
}
+Link 802 466 "ControlDevice"
{
}
//goal 4 (after starting)
+ObjProp 357 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 357 "TrapQVar"
{
"" =1:goal_reverse_4
}
+ObjProp 358 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 358 "TrapQVar"
{
"" =0:goal_state_4
}
//goal 5
+ObjProp 422 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 422 "TrapQVar"
{
"" =1:goal_final_5
}
+ObjProp 437 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 437 "TrapQVar"
{
"" =1:goal_irreversible_5
}
+ObjProp 466 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 466 "TrapQVar"
{
"" =0:goal_state_5
}
//mantling
+ObjProp 357 "PhysCanMant"
{
}
+ObjProp 358 "PhysCanMant"
{
}
+ObjProp 422 "PhysCanMant"
{
}
+ObjProp 437 "PhysCanMant"
{
}
+ObjProp 550 "PhysCanMant"
{
}
+ObjProp 685 "PhysCanMant"
{
}
+ObjProp 688 "PhysCanMant"
{
}
+ObjProp 1010 "PhysCanMant"
{
}
+ObjProp 1011 "PhysCanMant"
{
}
+ObjProp 1012 "PhysCanMant"
{
}
//doors
+MetaProp 12 -2420
+ObjProp 261 "BlockFrob"
{
"" true
}
-ObjProp 387 "JointPos"
-ObjProp 388 "JointPos"
-ObjProp 479 "JointPos"
-ObjProp 953 "JointPos"
//shutters
+Link 886 918 "ScriptParams"
{
"" Double
}
//portcullis
+ObjProp 916 "FrobInfo"
{
}
+ObjProp 963 "FrobInfo"
{
}
+ObjProp 964 "FrobInfo"
{
}
+ObjProp 969 "FrobInfo"
{
}
//haunts / keys
+Link 625 291 "Contains"
{
"" Generic Contents
}
+Link 628 149 "Contains"
{
"" Generic Contents
}
<Username> on 27/6/2020 at 08:05
Pretty cool to get a fix for these few small issues in the mission. :thumb: