Thief 1 Mission: "Bloodstone Prison"... a Kung Fu Gecko production (Nov 24, 1999) - by kfgecko
bukary on 13/7/2001 at 10:49
Well... why?
HunterByNite on 13/7/2001 at 13:07
2 simple reasons: The Undead and the atmosphere.
A pox on all of you who complained about the Undead in Thief 1.
That's why T2 is not as scary as T1 - too few Undead. Haven't you seen enough of humans already? Granted, there should be a balance of human and Undead missions but in Thief 2, there's no balance (and thus, no essence of detachment).
And now, some of you complain about the lack of Undead in T2...Tsk Tsk!
A pity.
I won't even care if you start to throw stones at me or charge at me with a flamethrower. <IMG SRC="mad2.gif" border="0"> Save these things for your supper.
[ July 13, 2001: Message edited by: HunterByNite ]
Keeper of Metal and Gold on 13/7/2001 at 21:47
Undead and atmosphere is right. That place was just SCARY, more than almost any location in FM's or OM's!
NoCokePepsi on 14/7/2001 at 04:56
Very spooky. The atmosphere was superb. It was just a very well-crafted mission overall.
My only complaint was that it was so hard for me to find a way into the @#$%! prison to begin with. :p
frobber on 15/7/2001 at 15:13
kfgecko has a structured approach. No frills, no fluff, nothing gone to waste. He also puts the story in the middle -- not as an add-on.
But the really cool thing about this FM -- he made Bloodstone Prison long before most of us had a clue about how to open a mission in DromEd, much less make anything ourselves.
I remember when the editor was first released. I poked at it, and howled a lot of things I can't repeat here. I've used CAD tools for years -- but always with training, comprehensive reference manuals, a help-line, and an established end-user community. This DromEd "tool" was the most impenetrable thing I'd ever seen!
Bloodstone Prison is one of most important FMs of all time because it showed the rest of us how an FM can be as good as anything made by the game company -- despite how there was no useful manual, and no existing community of end-users, or even a phone number for help -- and that was a whole lot of early inspiration to those of us who came later.
We would still be making FMs today, but I don't believe we would have reached such a high level of quality so soon without the early inspiration from Bloodstone Prison and the handful of other early high-quality missions. Today we have 100,000 postings from which to search and a whole community of FM designers who know the answers to just about anything we can't find in the archives. But ...kfgecko, the trickster, banshee, gonchong, and mokkis... were walking in the dark making up the rules as they went along.
And that paved the way for the rest of us.
IMHO
[ July 15, 2001: Message edited by: frobber ]
Keeper of Metal and Gold on 15/7/2001 at 19:47
So they're like the Dromed Founding Fathers, eh? I suppose Trimfect is George Washington then :)
frobber on 16/7/2001 at 00:20
Quote:
Originally posted by Keeper of Metal and Gold:
<STRONG>So they're like the Dromed Founding Fathers, eh? I suppose Trimfect is George Washington then :)</STRONG>
Maybe even more like the early explorers. I may have missed a few names (an FM-maker's Hall-of-Fame is in order someday IMHO). But if you look at the date when DromEd was released -- early 1999 -- and the dates of some of these still-highly-regarded FMs, you gotta admire these folks. There is always something for us to learn -- but at least now we have someone to ask. These guys were bush-whacking big time!
It's like they discoverd Niagara Falls and the Grand Canyon long before we even knew the places existed.
Hit Deity on 23/7/2001 at 01:43
<FONT SIZE=+1>Yes, DromEd Hall of Fame.</FONT>
NO boundaries between D1 and D2, just lots of nominees for the Hall, with entries chosen by (whom)? Us?
Parat on 20/6/2001 at 21:46
Oh well, it is a shame, but I seem to be stuck in Bloodstone prison.
I completed all of the objectives, except for "finding out why the prison was overrun by the undead", and, of cause, to get back to my camp, but I already found a safe way out.
So, how do I find out why the undead took over the prison? Well, I think I know that already, but how do I accomplish my mission objective?
And, as I noticed kfgecko (assuming that he is they guy who designed that one) posting in some of the threads, I must say that this is an incredibly good mission. Well-balanced, great evolving storyline, and a thrilling atmosphere.
Thx for reading
Nightwalker on 20/6/2001 at 22:14
You just missed reading a book. If you're coming out of the room the safe is in, you need to turn right and then right into the next hallway, which has one door opening off of it on the left. The door is pickable. That's where you'll find what you need. :)