ascottk on 13/9/2005 at 20:53
Krellek's Labyrinth 0.9 Updated: 10/5/05
(
http://files.filefront.com/TDS_Krelleks_Labyrinth_09zip/;4214033;;/fileinfo.html) Labyrinth0.9@filefront
I won't bother epithumia @ thiefmissions until the final release
Sources to follow (unr, triggerscripts, gfx, etc.)
For some reason I started working on a map previous to 0.8 so some of the changes of 0.8 might be missing.
*If you have a strange looking band around the display then updating your video drivers will help* (nvidia)Additions, Fixes, & Enhancements for 0.9:
* Chalice is no longer an inventory item. Just frob & complete objective (I forgot about KISS - Keep It Simple, Stupid)
* Redid crypt objective
* Redid 0.8 changes
* Reworked some normal mapped textures
* Player can throw away readables now (see notes below)
* New GLTitle courtesy of potterr & a new loading screen
* Added more stuff to rooms (mainly the drab & boring ones)
* Maze enhancement: Randomly changes which path is available until the player enters the maze (2 possibilities *I'm not sure it works yet*)
* Fixed some possible objective problems
* Finally wrote a debriefing
* Rope Arrows! They'll take some getting used to but I just had to implement them ;)
*PLAY NOTES** Rope Arrows: Only climbable on the east or west side
* Inventory Readables: Use the readables (like the inventory keys) on the weird looking wire buckets/cans to delete them
WIP (may have unfavorable side effects). Deletion may delete readables the player hasn't come across yet.
I decided I wanted to move on from this mission so disregard any previous ramblings about this mission evolving.
Next up: bug fixing & more texture work (Just found a problem with some normal map seams)
___________________________________
Krellek's Labyrinth r0.8 v1.3 (revision 0.8, version 1.3)Updated: 09/18/05
(
http://files.filefront.com/TDS_Krelleks_Labyrinth_08zip/;4166168;;/fileinfo.html) Labyrinth0.8@filefront
I won't bother epithumia @ thiefmissions until the final release and thiefmissions may be down due to Hurricane Rita
This is primarily a bug-fix release (there's still a few but you can beat the game now)
Additions, Fixes, & Enhancements for 0.8:
* Added custom & ambient sounds. The string music was written for T2's cutscene 10 (it was for a school presentation about film scoring). The piano music is an excerpt from William Whitley's (composition instructor @ WOU for 2004-05) performance of my piece Bb+-Eb (B-flat plus or minus E-flat). I only gave him two pages of music & he made 12 minute performance of it! The low-droning was a sound effect created for Steven Dietz's "God's Country". Other SFX were found on freesound.iua.upf.edu.
* Replaced the infamous "secret cupboard" near the library
* Replaced edible food sound (thanks New Horizon!) also reduced healing points (probably too low)
* fixed misplaced items
* Fixed some misleading notes & inconsistent terminology as well as typos, inventory text fixed
* Objectives are fixed (again). Now you can actually finish the mission. If you have all the loot & finish all the objectives then you can end the mission at the throne room. If you choose not to end it there then you can leave the castle.
* Jumped up the lockpicking difficulty
*I decided this mission is going to keep evolving. Due to the constantly changing discoveries and tweaks in the T3Ed forum and the having new ideas about how this mission is played.* Ignore this. I want to move on.
Krellek's Labyrinth r0.7 v1.2 (revision 0.7, version 1.2)Updated: 09/13/05 (Skipped a few version numbers because there's been major progress & it's an odd number to indicate that there's experimental stuff)
Due to several unexpected turns of events, my enhanced version is ready to test drive. I'm sorry this took so long but the map had to accommodate the changes in the gamesys and the editor was being a PITA. I also went
way beyond enhancements because
this version includes several (if experimental) additions to gameplay. Keys, books, and other items are now inventory items so use them like you would a gas bomb or a health potion.
This only plays well with GarrettLoader every now & then. In case GL (1.02) doesn't work then backup your t3 stuff (Entry.gmp etc.) then extract to your main T3 directory. It works with Garrett Loader 1.11.
FM is here: 81.6+ MB zipped (sources will follow after testing is done)
(
http://thiefmissions.com/thief3/demos/TDS_Krelleks-Labyrinth-0.7.zip) Labyrinth0.7@thiefmissions (Now available)
(
http://files.filefront.com/TDS_Krelleks_Labyrinth_07zip/;4127964;;/fileinfo.html) Labyrinth0.7@filefront
You will also need T3Main.exe (
http://www.potterdevelopments.org.uk/fm/files/downloadfile.pl?DLID=7725514) here.
Screenshots:
(
http://img71.imageshack.us/my.php?image=t3main20050912225532760as.jpg)
Inline Image:
http://img71.imageshack.us/img71/2346/t3main20050912225532760as.th.jpg(
http://img71.imageshack.us/my.php?image=t3main20050912230030791sb.jpg)
Inline Image:
http://img71.imageshack.us/img71/4968/t3main20050912230030791sb.th.jpg(
http://img71.imageshack.us/my.php?image=t3main20050912230223140ad.jpg)
Inline Image:
http://img71.imageshack.us/img71/5816/t3main20050912230223140ad.th.jpgI would also like feedback on the story line, readables, mood, etc.
What should happenObjectives (or Difficulties):
[SPOILER]
* Helping Laremel find her mirror
* Finding Secret Doors
* Finding Info about Krellek
* Chalice Objectives (placeable)
* Awakening Sleeper
* Binding Spell Objectives
* Turning off Transporting Walls
* Releasing the Mages
* Stopping Krellek
* Leaving the mission
* Inventory keys, books, edible food
[/SPOILER]
Scripts (not a complete or detailed list):
[SPOILER]
* Vanishing ghost (Laremel)
* Assassin invisibility scripts
* Laremel's Note scripts
* Transport wall scripts
* Sideways room "floor bugs"
* Acquiring lock picks
* Mage vanishing scripts
* Secret door scripts
* East Hall door scripts
* Generator scripts
* Crypt scripts
* Releasing Souls scripts
* Inventory items (readables, keys)
[/SPOILER]
AI:
[SPOILER]
* Krellek should be basically invulnerable to Player and is more aware.
* Other AIs are basically stock
* You can probably kill Laremel or the Sleeper.
FIXED[/SPOILER]
Known Bugs/Incomplete stuff:
[SPOILER]
* Hand drawn maps show on entry (editor specific I think/hope)
* Readable formatting sucks
* Player can frob through display case glass & walls, & the glass won't break
FIXED Just copied & pasted cases from the museum mission.
* Restart shows no objectives or difficulty settings
* There is no debriefing yet
* If you throw the chalice & not pick it up before the offering objective then you'll get a duplicate of the chalice -- one on the statue & one on the floor (I tried to fix this . . . really I did . . . )
* Sideways room "floor bugs" do not harm the player yet.
FIXED* Set dressing that's triggered to fall when player enters does no harm yet.
FIXED* Notes are duplicated by inventory readables
* May need more detail in the readables.
FIXED* Crypt of Rest is bouncy.
* There'll be times of slow performance (mainly the throne room
(WIP), library, & outside
(WIP)). Too many emitters and sound in one zone.
FIXED NOTE: There was a corrupted brush (second floor room's window that used to look outside) that acted like a bridge between two zones. The zones merged & that room kept rendering even though I thought I totally sealed the room off. This was one reason why outside performance was terrible.
* Some normal mapped textures might look funky (some wood & stone textures)
(WIP)* I'll have to figure out a good way to end the mission (still thinking . . . ouch . . . ). For now just leave the castle or if you gather the necessary loot then finish the last objectives.
[/SPOILER]
Additions, Fixes, & Enhancements:
* Expanded the outside & revamped
a lot of the architecture. There's a lot more to discover.
* Used customized John P. hi-res textures - Garrett w/covered arms & no-scar, altered textures & normal maps, & new textures (thanks str8g8 for the custom texture pack)
WIP* Fixed skybox. No more endless sky.
* Added new scripts & objects to gamesys - edible food, AI State Display, manipulatable quest items, inventory books (thanks ProjectX!), inventory keys (thanks Rantako!)
* Added ambient sounds (might need more)
* It is now easier to climb down from the outside using the vine.
* Added stuff to empty rooms (a
lot of stuff ;) )
* Added more readables (fixed some misleading notes)
* Added hand drawn maps
WIP* Lost webs removed (T3Ed randomly threw my meshes around and I had to hunt them down. Sometimes I couldn't find them). So if you find any randomly placed meshes (aside from the deliberately places ones) this is the thread to tell about it . . . and laugh . . .
* Chalice objectives enhanced. You actually have a chalice you can manipulate.
* Moving Platform room changed to the Teleporting room
* Objectives in general are fixed
* Alcove BSP holes fixed
* Loot scores fixed
* First floating paper is hidden until objective is complete (floating papers have intro sound now)
* FX material & SFX added to East Hall doors to indicate that they're under magical influences. Very subtle but doing any more with it would cause a total mental breakdown. Those door scripts are very tricky.
* Fixed "souls" emitter sounds so they're not on all the time
* Replaced torches with electrics in the throne room to cut on on emitter use (still doesn't help performance :p )
* Library bookshelves no longer shadow cast
* General lighting fixes
* Fixed fireplace shadows
Future Plans
* More custom textures
* Custom sounds (I'm a composer/sound designer for crying out loud. One of the reasons I made this is to inspire me to write more music!)
* Custom AI (when cheap/free resources become available. Many thanks to the devs, BTW)
* Custom Meshes
* Oh yeah, bug fixes . . .
Minimum Vertex Pools in user.ini should be & could be:
Code:
DynamicVertexPool=7077888
StaticVertexPool=5898240
StaticShadowVertexPool=3538944
And thanks to everyone because this is my first complete map & this has been a tremendous learning experience! Beta 0.7 wouldn't be this good without your feedback!