Nupraptor on 2/6/2004 at 15:42
Did you feel that the engine appropriately let you bring what you had in mind to life? Were there things that you have liked to have done, but couldn't due to the restrictions you had to work with (such as to only have two maps)?
EverythingZen on 2/6/2004 at 15:49
Dagnabbit, I wish I still had a save near the cradle right now... maybe it's just my imagination, but...[SPOILER]isn't one of the patient's named E. Brosieus?[/SPOILER] it sounds really familiar... but maybe I'm just crazy :confused:
Anyway, one touch I especially liked in the level was the [spoiler] entrance to the employee tower (in the past), where the single chair sat facing the stairway, casting a long silouhette. Not sure why I liked it so much, but it seemed really cool at the time and reminded me subtly of silent hill...[/spoiler]
Oh and another cool moment...
[Spoiler]The gut wrenching realization that the elevator that leads into King No One's isolation chamber doesn't have any controls at the top :wot:. I was wondering what he was laughing about when I got up there, then it hit me like a ton of bricks when I looked around. It wasn't terribly hard to get back down, but it was still very nerve wracking
Of course, that's assuming that I just don't fail at life and managed to completely miss them :p [/spoiler]
But kudos all around for this map, you guys did an excellent job.
null on 2/6/2004 at 18:13
Re: the chair placement you mentioned...
Cell No. 9 should offer a hint about why that was there, and, to a larger extent, the fate of the Cradle.
Dobsky on 2/6/2004 at 21:41
I really cant play this level for more then 10 minutes before I end up freaking out and quitting. I tried playing without the sound on but one of them things snuck up behind me and scared the life out of me even more.
Is there any cheats to get more flash bombs?? I've got 2 left, and I've only killed 1 of them horrible things :tsktsk:
Hidden_7 on 3/6/2004 at 00:31
I find the best trick is to backstab them for the first death, then just get away. If they are in a nice open space you can avoid the body idefinitly. Failing that if they are somewhere you will need to traverse again backstab them, back off then throw a flashbomb or two at them. I believe holy water works too. Then the only danger is remembering which things are down for the count, and which are merely napping. Cause let me tell you, if you forget, like I did once... it's not pretty. At all.
Wynne on 3/6/2004 at 00:57
Quote Posted by null
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.
That's essentially the impression that I got... it seemed very fitting, considering that one of the most important jobs of an asylum is to keep its inmates from dying at their own hands. I felt like its focus wasn't really on the employees' physical existences, but that it felt compelled to preserve the inmates and keep them from losing their 'lives'. A fine touch.
And as to the team members you mentioned--they're the usual suspects. Terri Brosius is infamous for her plots, Eric for his sounds, and I thought I sensed a certain Randy influence here; I'm less familiar with Tim, Steve, and Elan (what a neat name), but I remember them all. Sledge, of course, did Inverted Manse, so he's notorious with us already!
I had to grin when I saw those names... man, no WONDER it's so good, with the whole of you involved! Marvelous job. I can't wait to play this one again. I dread it, but I am definitely excited. I'm sure there are things I missed the first harrowing time through that I want to explore more fully. :)
Now, how you managed to do so well on this level with us constantly grilling you for information is beyond me! Did you ever sleep? ;)
Nupraptor, after reading the dev quote list over at Ion Storm, I may be wrong, but I'm thinking the levels were actually split up after being made. It seems the museum was.
PrismElixir on 3/6/2004 at 01:47
I am stuck. The two ojectives on my list are:
[SPOILER]Search for more information about the 'hag' who attacked you[/SPOILER]
and
[SPOILER]Leap to your 'death' from the open window at the top of the Staff Tower[/SPOILER]
I am not worried about the first objective I listed, as I believe I will finish that one after the 2nd objective I listed.
I just cannot find [SPOILER]the open window so I can leap to my 'death'[/SPOILER]
Did I miss something? I am in the past, as I see the "shadow people" (they haven't seen me yet) I am playing on Normal.
Thanks a bunch!
Prism Elixir :confused:
The Rogue Wolf on 3/6/2004 at 01:52
Spoiler tag time!
[SPOILER]Alright, so I was wrong about Gamall torching the place... looks like one Ms. Wrenfield decided to use her bed to make a bonfire in cell #9, apparently after some careless staffer forgot to take the fuel out of her tinderbox. How the fire spread so quickly or thoroughly I don't understand, but it seems that the staircase to the staff tower was especially hard-hit- and that the staff probably never had a chance to escape.
The chair, though... I'm not seeing the significance. A hint? I really want to figure out what went on in this place- it's starting to bug me. :weird: [/SPOILER]
Nupraptor on 3/6/2004 at 02:04
Quote Posted by Wynne
Nupraptor, after reading the dev quote list over at Ion Storm, I may be wrong, but I'm thinking the levels were actually split up after being made. It seems the museum was.
Perhaps I didn't phrase it correctly, but I'm sure that there were certain size limitations that he had to work with. Possibly other design restrictions that wouldn't be readily apparent. I'm just curious if the place was exactly how he imagined it or if this was just a small sliver of the terrors he had in mind. ;)
Acleacius on 3/6/2004 at 02:05
You have to go back to the place where you got the diary in the Nursery Tower on the podium is info for the Hag.
Second the top of the Staff Tower (in the first area/zone/level) is the LAST thing you do.