BrokenArts on 3/11/2009 at 23:52
Quote Posted by ZylonBane
Speaking of the intro video, I was unable to view it, since apparently I don't have the Indeo 4 codec installed.
I ran into a problem right before the release, where I couldn't view the video. I tried installing the Indeo codec, still didn't work, along with other issues, thief was having a hissy fit. I finally had to reinstall the game.
If you can get it working, I'd highly recommend watching the video, its so well done, it really is. Maybe Dave can upload it to youtube. Best video ever done.
Wormrat on 3/11/2009 at 23:57
Just wanted to add some more praise for that intro.
The actual art/effects are nothing amazing (though the scenes are well-chosen), but the angles, transitions, placement of the text, syncing with the music--it's all spot-on. It really feels like a professional job, a "this is exactly how you'd expect something like this to be done" kind of feeling.
caffeinatedzombeh on 3/11/2009 at 23:57
There are links to an xvid version of the video in the OP
R Soul on 4/11/2009 at 00:51
Quote Posted by Yandros
R Soul, you need to
hightail it back to the Chapel with him in hot pursuit, and get him to run through the pool of holy water. If there is no such pool there yet, you need to tip over the holy water font.Thanks for the reply:
(not for the eyes of anyone who hasn't finished)I hadn't tipped over the holy water font, so I went back to a previous save. Then I started with the ghost in the crematorium. The shorter distance made it a bit easier to get the hang of things. Previously I'd read a few posts to see if anyone else had already asked about my issues, and came across a mention of the bug with the UV lamp. Now I think it's unfair to force the player into being chased, so I decided to use the bug to my advantage.
I got the battery and followed the trail, then I went back to the morgue with the UV lamp most definitely turned off. When the ghost appeared my plan was to creep behind him, then get his attention when I was at a safe distance. As I inched forward I began to feel that the doorway wasn't going to be wide enough. If I alerted him, I didn't want it to happen while I was still creeping, so from a couple of feet in front of him I just legged it.
I'd practised the escape run beforehand so I knew where I was going, but damn it was nerve racking. Despite being invisible he knew exactly where I was because of the noise I was making, and he could easily keep up with me. I ran over the puddle and thought that would be the end of it, only to turn around and see that he'd run through it. After a bit of side stepping and running in small circles (and minus some health) I got him to disappear.This is where I go into a bit of a rant, but I'll try to keep it controlled. I searched the thread for 'graveyard' to see how to get rid of the ghost there, and found that they all had to be lured into the puddle. I found that disappointing. I know this is not a typical FM, but I don't like being chased by undeads that can keep up with me, especially when there don't seem to be any places where I can jump out of the way while I get my bearings.
So I've done 2 out of 5, but because I didn't enjoy it I can't bring myself to get the rest of them. If I were the player character, I'd GTFO and come back with some holy water and a bow and arrow.
To put it another way: I think there should have been a more stealthy way of doing things. I can't really say what because the traditional means might have made things too easy.
Now for the anti-rant:
The mission is stunning, and there are some ideas that I will copy for my own FM. In fact there are a couple of ideas I'd already copied before I'd even seen this mission.
I loved the attention to detail:
Things like the doorframes and the way objects were placed to make the place feel occupied. I also liked the way objects kept moving around - One can never know if such things are just trickery or if some horrible spirit is about to pounce.
demagogue on 4/11/2009 at 01:00
For the record,
Once I realized what the basic gameplay was, leading each ghost to the pool, I liked it. Each time you have to think on your feet the way to go to get to that place, so it rewards really exploring the place and knowing your way around it.
Different FMs emphasize different kinds of gameplay, and this one was all about about exploration and discovery. And that's what I really liked about it. If an FM is going to have a gameplay style, it's good that it sticks to its guns and plays that style out as it should, and not feel it has to "water it down" with other styles because some people like it. This FM stuck to its guns and I salute it for that. It's just what I'd want from an exploration-themed FM. Edit: This is of course just my own feeling about it. :)
Nightwalker on 4/11/2009 at 01:12
I just want to remind people that Shadow Creepr is now on holidays so any PMs or emails sent to her won't be answered. Feel free to contact me if you have download links or questions that you don't want to post here.
ZylonBane on 4/11/2009 at 01:16
Quote Posted by Shimonhead
It should be on one of the Thief II installation discs. I can mail you the installer if you need it.
That's the Indeo 5 codec. This video seems to have been encoded with Indeo 4. Lord only knows why.
CaptSyn on 4/11/2009 at 01:38
Just finished my second run through, 1 hr 46 min 19 sec. Most of that time was spent looking for cards I missed my first time through which was over 3 hours.
Found all the cards this time, thanks to some hints in this thread. I made a detailed list of all tarot card locations for future reference too.
I did find a bug this time around. The ouija board didn't work when I used the planchette on it. It just sat there without the planchette on it, but the item was gone from inventory. No big deal since I wrote down the numbers from the first time through.
btw, did anyone else spot the sand castle in the ash pit?
BrokenArts on 4/11/2009 at 01:41
R Soul, the easiest thing to do is get your path ready first BEFORE you have the ghosts follow you. Makes things much easier when they are tailing you. Know your path, then open doors, gates, everything. Once you get things ready first, the rest is a piece of cake. Not doing that, you'll slow down having to open doors, that leaves you more prone to attacks.