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Thread: TAC An Old Friend - Nov. 30, 2008

  1. #1
    d. 30.4.16 Always remembered
    Registered: Apr 2002
    Location: in our hearts

    TAC An Old Friend - Nov. 30, 2008

    Stuck at the end (I presume) of this one. I found our friend Bafford. I think that's him he doesn't have a name, also the keys aren't labeled.
    I got a key from him, but it doesn't open the only door that is still locked. Is it a bug?

    Apart from this, this is a really really nice mission. I particularly liked the sewers and the city part, great job on this.
    The interiors of Bafford's aparment IMHO are a bit inaccurate, but this is a lovely mission overall.

    BTW, any help on the missing key?
    Last edited by Lady Rowena; 3rd Dec 2008 at 22:56.

  2. #2
    Member
    Registered: Nov 2006
    Location: The Heart of Empire.
    Hay Lady Rowena.
    Have you had a good look around in the kitchen and cellar area. Maybe you need to still find the lock that the key fits. It is a bit tricky without any labels on anything….

  3. #3
    Just finished it and I liked very much the outside area architecture. Beautifull city, reminding me the style of DrK's Rocksbourg series. And I like the severs too. Gameplay isn't very smooth due to unpredictable sound propagations, but still it's nice mission. Visual side is it's strongest aspect. And I think Bafford's manor is apropriate to the situation described in readables and introduction - he isn't such a rich guy after all those robberries we did to him in last 10 years
    Also it's 64 cube contest so it's realy difficult to fit richman's house into it, with large exterior and sewers and neighbourhood. I think that author did quite good use of space in the mission. Unfortunatelly the cost of it were problems with making the sound propagate right.
    Last edited by ghost_in_the_shell; 1st Dec 2008 at 10:56.
    "Reliance upon others is weakness for the strong, but strength for the weak. Wisdom and balance lie in knowing your own nature over time"
    The Box, WL

  4. #4
    Member
    Registered: Mar 2001
    Location: Ireland
    Am I the only one who gets "This pack contains seven wooden door textures." as the readme for this mission in DarkLoader(v4.3)?

    Looks like the readme for a doors texture pack I made ages ago. It shouldn't really be in the archive . . .

    Edit: Nice little mission, though. Amazing that the author could fit that little city into such a small space.
    Last edited by Nameless Voice; 1st Dec 2008 at 17:24.

  5. #5
    Quote Originally Posted by Nameless Voice View Post
    Am I the only one who gets "This pack contains seven wooden door textures." as the readme for this mission in DarkLoader(v4.3)?
    I got the same in my DL 4.2 so definitelly there is unnecessery txt file in the pack... There are also some minor issues in architecture, but overall my impressions were very positive.

  6. #6
    d. 30.4.16 Always remembered
    Registered: Apr 2002
    Location: in our hearts
    Found it! I'm just a lazy taffer I didn't explore very well before.
    I agree with ghost_in_the_shell, and NV, very good use of space.

    NV- Yes, the readme file is wrong, it happens if you forget any text file in the package.

  7. #7
    Proper readme file is also included, but DL preferes to show us your txt NV To read the story manual directory browsing is required this time.

  8. #8
    Member
    Registered: Mar 2001
    Location: Ireland
    You can also just delete the other text file from the archive. It's fam\NVDoors01\Readme.txt

  9. #9
    Member
    Registered: Jun 2001
    Location: Melbourne
    Very nice little mission. Lovely city views from windows, btw, the author really did a lot with the small space. There were some good possibilities of extending into a bigger story, too. Like the bank vault door and the message about finding "it" and waiting to meet Master

    KellyG

  10. #10
    Member
    Registered: Jul 2007
    Location: nrthmptn, uk
    good job to the author of this mission. it certainly was entertaining!

  11. #11
    Member
    Registered: May 2003
    Location: West Seattle
    besides the sound issue in Bafford's basement and the wrong txt files, did anyone else have trouble with the scepter, ie it disappearing if dropped? I completed the loot objective and the mission ended, so I dropped the scepter to continue exploring and the thing just went away...

    I had quite a bit of fun with this one, though having more space would have helped - I think the plot threads merit an expanded version when the contest is over!

    edit: speaking of text files, the book in the wizard's secret basement has no content

  12. #12
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    Considering this is the author's first mission, according to the readme, I thought it was very good! The city is nicely designed and quite a bit is packed into the small space allowed. Excellent job and I hope whoever built it has plans to do a full-sized mission.

  13. #13
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Oh yes, please! This is exactly the type of mission I love to play. It is even more impressive as a novice mission, small issues notwithstanding.
    Last edited by Melan; 4th Dec 2008 at 04:31.

  14. #14
    Member
    Registered: May 2005
    I'm stumped. Where is the scepter?

  15. #15
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Username*:
    Hint: you might be looking for it in a too obvious location.
    Spoiler: check the kitchen area, below the stairs.

    * [edit] What the heck; your name vanishes when put in brackets. Clever.

  16. #16
    Member
    Registered: May 2005
    Thanks Melan.

  17. #17
    Member
    Registered: May 2006
    Location: Scotland, doon the watter

    hear hear!

    Quote Originally Posted by Nightwalker View Post
    Considering this is the author's first mission, according to the readme, I thought it was very good! The city is nicely designed and quite a bit is packed into the small space allowed. Excellent job and I hope whoever built it has plans to do a full-sized mission.
    Couldn't have put it better. I loved the feel of this mission.

  18. #18
    Quote Originally Posted by Nameless Voice View Post
    Am I the only one who gets "This pack contains seven wooden door textures." as the readme for this mission in DarkLoader(v4.3)?
    Darkloader seems to be searching (for any txt-file (or wri)) through the zip-file without any regard to the tree-structure, so it finds "NVDoors01 Readme.txt" (in fam/NVDoors01) before Readme.txt (in the topfolder). A suggestion would be to make DarkLoader search only the top folder in the zip-file (or for authors to remove any extra txt-files).

  19. #19
    Member
    Registered: Nov 2000
    Location: Russia
    This FM has really nice city part architecture but - it doesn't match the shell - indoors are pretty primitive and gameplay is not very fun. There are sound propagation problems - outdoor guards hear my every step when I'm inside Bafford's appartments and, of course, I hear them like they directly behind my back. I think inn is not ghostable at all... Even so mission has something very attractive and it would be nice to see new FMs (especially city FMs) from author.
    BTW: there is room in Bafford's appartments near entrance with fireplace and when I moved something was highlighted inside but frob doesn't seem to work. What was that?

  20. #20
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Quote Originally Posted by Durinda D'Bry View Post
    Even so mission has something very attractive and it would be nice to see new FMs (especially city FMs) from author.
    Agreed

  21. #21
    Member
    Registered: Nov 2008
    Location: St. Petersburg, Russia
    A very lovely mission, especially all those steep narrow streets with a lot of secluded corners.
    Meanwhile i am stuck. I did find some lever in the wine cellar below the kitchen and it does open something but can't find what exactly. Any help or hint here? One more thing. In the wizard's tower on the first floor there is a way down and it is blocked with a barrel. Anybody knows if it means anything?

  22. #22
    Member
    Registered: Aug 2006
    Location: Great. Now I can't get back in
    Sneaky Aniza - go upstairs to the other end of the kitchen & look under a shelf.
    And never could move that barrel - could be part of a proposed expansion.

  23. #23
    Member
    Registered: Mar 2001
    Location: Ireland
    Barrel? It's made out of wood. Try smashing it.

  24. #24
    Member
    Registered: Nov 2008
    Location: St. Petersburg, Russia
    Thanks to all for help. And smashing helped and everything I've found there only added to my positive opinion about the mission.

  25. #25
    Member
    Registered: Aug 2006
    Location: Great. Now I can't get back in
    Quote Originally Posted by Nameless Voice View Post
    Barrel? It's made out of wood. Try smashing it.
    Rats; I was so spooked by the sound problem, I desperately avoided making any noise - & forgot to go back later. Think I'll do that now. Thanx N V.

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