Jason Moyer on 1/6/2004 at 10:58
I think the "past" was intentionally different from what it would have really been like since you were supposed to be going into the cradle's memory. What you're experiencing is what the cradle remembers, not what actually happened.
Skull on 1/6/2004 at 14:07
Map this map is freaky I am just playing it I've allready encounterd some Inmates luckily i've bought some Flashbomb on my way :thumb: Only now i need to find the information not sure where to find it though :erm:
Man i don't know where to go to ,still need to find that information.Ive heard something with the Nursery Tower but that one has colapsed :erm:
I've seem to have found it ,stupid me :tsktsk:
Little_Dragon on 1/6/2004 at 16:53
Quote Posted by Kaleid
Lauryl's footsteps and voice are way too loud.
It's those steel-toed boots of hers. Very fashionable. All the dead kids are wearing them these days ....
Dobsky on 1/6/2004 at 17:50
I want to skip this misson so much, I've never been scared to play a game before.
Its a really fantastic level its just too damn scary :wot: I'm glad I never played this late at night, I dont think I would sleep.
ejsmith on 2/6/2004 at 01:08
Yeah. You didn't have the luxury of "loading out" before Haunted Cathedral.
This time you do. Play it like you wished you could have. I went in with 20 flashbombs, 20 firearrows, 5 holy water, and 5 mines.
null on 2/6/2004 at 05:17
Incidentally... the official development term (for those interested) for the remains of the 9 asylum patients is 'Puppets'.
They're sort of being forced to lumber around in a perverse, endless little danse macabre by the considerable force of the Cradle's will.
shadowseeker777 on 2/6/2004 at 05:38
null - superb job on the mission! best mission in the game. don't know if you had complete creative control over the writings scattered through the cradle, but they were very disturbing. and i mean that in the best possible way. i am currently writing a disturbing screenplay and i only wish i could come up with ideas half as good as those in the cradle mission, because it was so beautifully done. congrats!
Buho on 2/6/2004 at 05:50
Thanks for the insight, Null.
I made my roommate play this level tonight. He's not a real big Thief fan, though he appreciates the games and is somewhat interested in this new plot.
He screamed like a girl at his first encounter with the "puppets." Gold! Pure gold! He'll never live that one down :ebil:
Hidden_7 on 2/6/2004 at 07:10
Dear Null:
I Played your mission "Robbing the Cradle" and it was very fun. But also very SCARY. Tell those guys that did the sound that they did a bang up job. You did a great job at adding every possible element involved in a scary computer game into one superb level. Good Job. Now, if you EVER do that shit to me again you're fucking dead. SERIOUSLY, that was SCARY. What's WRONG with you? What kinda mind comes up with a level like that?!? I mean, do you get your kicks out of TERRIFYING Thief fans? Does that just MAKE YOUR DAY?!? WTF?!?! Anyways, terrific job, drop me a line the next time there is a level for a game that you have made that I can play. I really don't care WHAT game, if the game lets you express the atmosfear (oh, I am clever with my misspellings) that you did in The Cradle then I'm playing it.
Sincerly Your Devoted Fan
Hidden_7
null on 2/6/2004 at 15:38
I had a great deal of creative control, but there were significant contributions made by the following people:
Eric Brosius - Lesson One: Fear is made of sound. There's no better way to paint a picture on your timid mind, rather than your dauntless eye. Eric is, simply put, the best in the industry. I'd ask for something that I knew would evoke an emotional response, and he'd deliver it, ten times better than I expected.
Randy Smith - Godfather of Fear in Thief. He collaborated with me on the mission's entire foundation.
Terri Brosius - Took all my fictional structure and gave it life.
Tim Perry - Worked very late on the twitch-effect I requested.
Steve "VOiD" Allen - Custom mesh-work and further interior decoration.
Elan "Endless Despair" Ruskin and David "Sledge" Riegel - Both helped me tune the AI behaviors to meet the vision.