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Thread: T2 FM: City Conflict 5 (5/19/2010)

  1. #1

    T2 FM: City Conflict 5 (5/19/2010)

    I really have to say that creating this fm was the most frustrating thing I've ever created with DromEd. The look and feel of the whole map changed completely several times (thanks due some crashes and broken files on my PC ). But finally I'll be able to present this little bastard to you, so here it is:

    CITY CONFLICT 5 (and final part for now)

    The only way to stop the conflict between the mechanists and the hammerites is to kill the leader of the mechanists. He's currently hiding in a big temple in the mechanists' part of the town, guarded by loyal knights and henchmen. Garrett made it into this part of town once by complete luck, but this time the mechanists are prepared and so is their network of spies. So just going into mechanists territory is a big "no no". Luckily, the keepers used the two mystical masks (which Garrett stole during the previous two FMs) and created a time portal. With this portal Garrett can now go back in time and kill the mechanists' leader while they're weak and not as powerful as they are now in the present time.

    Eeeeeeeeeeenoy

    http://www.filefront.com/16489435/Ci...nflict%205.zip
    Last edited by Silencium18; 20th May 2010 at 02:51.

  2. #2
    Moderator
    Registered: Jul 2008
    Thanks and congrats on the release!

  3. #3
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    Oh...messing with time! I'm on it.

    Thanks Silencium!

  4. #4
    Thiefmissions.com
    Moderator

    Registered: Mar 2001
    Location: Houston, Tx., USA
    Ugh, rapidshare is such a pain. I'll add it to thiefmissions as soon as I can manage to get it downloaded.

    Got it: http://thiefmissions.com/info.cgi?m=CityConflict5

    BTW, it is a problem that the "books" directory contains nothing but another "books" directory?
    Last edited by epithumia; 19th May 2010 at 14:45.

  5. #5

    Edit: Link above leads to the fixed version (thx for mentioning this folder problem, epthumia!)
    Last edited by Silencium18; 19th May 2010 at 15:10.

  6. #6
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    Finished with all loot. A well-designed city, and I liked the special tunnel. But when I frobbed the plaques in there, no text was displayed. Was this meant to be or...?

  7. #7
    Member
    Registered: Jan 2009
    Location: In your house, looting
    Nice mission. I liked
    spoiler:
    the treasure at the end of the special tunnel

  8. #8
    Member
    Registered: May 2008
    Don't think I've played any missions in this series as of yet - now is a good time to go through them! Thanks for this release.

  9. #9
    @PotatoGuy:
    I kinda wanted to write some stuff at those things and make a "secret" out of the tunnel, but then decided not to (or at least got so frustrated with DromEds oddness that I forgot to delete the passage). Either way, see it as an "unofficial secret"
    EDIT: I got this whole "tunnel" idea from the game "swat 3". There also was a tunnel but the ... well .... the payoff at the end was quiet a different type (or should I say animal?)

  10. #10
    Member
    Registered: May 2003
    Location: West Seattle
    by "secret tunnel" are we talking about the one triggered by a fake flare on the ground?
    I figured the plaques were warnings, but even after overcoming that surprise obstacle I didn't find a treasure.
    EDIT: you must have meant that sarcastically, because I got all loot.

    I really like how uneven the terrain is, like they just started cobbling whatever bumps and pits were there
    Last edited by MrMunkeepants; 19th May 2010 at 17:07.

  11. #11
    @MrMunkeepants:
    Yep, that's exactly the place, and the sweet "treasure" is nothing else than the bloodthirsty haunt trying to kill Garrett

    I really like how uneven the terrain is, like they just started cobbling whatever bumps and pits were there
    While I was working on this map I watched a vid on youtube which was some kind of a walkthrough about "Calendra's Legacy" (if i remember correctly). One thing which stood out for me while watching this vid and the beautiful architecture was the fact that the whole town was not just being built on a flat street-texture. There were all sorts of uneven curves and little streets going up and down etc... It somehow makes the whole city/town look more natural or interesting.

  12. #12
    Member
    Registered: Apr 2009
    I picked a white key off a thief and I don't remember using it, although I finished with all loot. Can anyone tell me what the key was for?

    Nice little mission!

  13. #13
    Member
    Registered: May 2002
    Location: The Netherlands
    I can't use my weapons in this FM and all people are standing with there arms wide open. Is this a bug?

    Gloria Creep
    There're angels who playThief and angels who don't ........ both go to heaven ............
    Dare to join .............

  14. #14
    Member
    Registered: Nov 2005
    Quote Originally Posted by Gloria Creep View Post
    I can't use my weapons in this FM and all people are standing with there arms wide open. Is this a bug?

    Gloria Creep
    Maybe a clean install is in order. I managed to get rid of some bugs this way. It's a pain, I know but it might work.

  15. #15
    Member
    Registered: Jan 2007
    Location: Germany
    For those of you who are interested, here is the Wiki entry for this mission: City Conflict 5

    ...and for the whole campaign: City Conflict Campaign

    They provide download-links for all 5 missions, screenshots and other information but they are still incomplete (we could use someone who want's to do a review or walkthroughs).

  16. #16
    Member
    Registered: May 2003
    Location: West Seattle
    Quote Originally Posted by Silencium18 View Post
    While I was working on this map I watched a vid on youtube which was some kind of a walkthrough about "Calendra's Legacy" (if i remember correctly). One thing which stood out for me while watching this vid and the beautiful architecture was the fact that the whole town was not just being built on a flat street-texture. There were all sorts of uneven curves and little streets going up and down etc... It somehow makes the whole city/town look more natural or interesting.
    that's the mission I thought of, too, so you succeeded!

    you should probably update the thread title with the date of release.

    Quote Originally Posted by Fuod View Post
    I picked a white key off a thief and I don't remember using it, although I finished with all loot. Can anyone tell me what the key was for?
    near the armory is an apartment building with one pickable door. the thief carries the key to that door, but I didn't get it until after picking my way in, either.

  17. #17
    Taking a break
    Registered: Aug 2006
    Location: France (Saint-Gobain)

    nice mission

    I enjoyed playing this one, this is a nice city zone you made here, im looking foward for more

  18. #18
    Member
    Registered: May 2008
    Tried playing the first two missions - but your AI are way over-sensitive almost to the point of being sketchy. Are the AI this sensitive in all the missions? They hear me through doors when I'm not even running, they see me from superhuman distances and its pretty jarring.

  19. #19
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    In the first 2 missions Silencium used the Ultimate Difficulty Mod. Not anymore in mission 3-5, so if you didn't like it, no worries, it's not in this one.

  20. #20
    Member
    Registered: May 2008
    I think I'll start from 3 then, because the sketchy AI make front lean blackjacking nearly impossible and hearing you through walls on non loud surfaces is just silly. I was caught and pounded into oblivion for reasons I still don't understand, and to finish them I'd have to re-learn the entire way AI react to the player all over again. Thanks for the info Potatoguy

  21. #21
    NewDark 64 Contest Winner
    Registered: Jul 2005
    Location: Locked Inside Dromed
    I always wondered why the AI in the first mission were so hyper-sensitive. I could be on the top floor of that building and the AI in the bottom floor would not only hear me but would be actively searching for me. It was even worse once they were alerted that first time, then the slightest move would set them off again.

  22. #22
    Member
    Registered: May 2008
    Indeed - super human seeing and hearing, apparently. At least whoever hired those guards got their monies worth.

    I enjoyed the fourth and fifth missions in the series alot - The architecture in the fifth was fun and interesting. Maybe I missed a plot point or something, but I couldn't figure out why only the thieves were hostile toward the player and none of the guards were.

  23. #23
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    Quote Originally Posted by SneakyJack View Post
    IMaybe I missed a plot point or something, but I couldn't figure out why only the thieves were hostile toward the player and none of the guards were.
    The guards just don't know Garrett I think, but there's a readable somewhere where-in the Mechanists hire those thieves to look for Garrett and kill him.

  24. #24
    Member
    Registered: May 2008
    Ahhh, I must have missed it then or misunderstood it - thanks again Potatoguy!

  25. #25
    Member
    Registered: Aug 2008
    Location: UK
    Thanks Silencium18 for sharing your "little bastard" with us - as you called it ! I really enjoyed the mission and particularly the feel of the town.

    When I reached the end of that tunnel, with nothing to show for it, I got that sinking feeling things were going to get nasty and of course they did! . Looking forward to your next one - in due course.

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