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Thread: TMA20AC Mission — Show Off (Mar 27, 2020)

  1. #26
    Member
    Registered: Sep 2008
    Location: Deutschland/Germany
    Quote Originally Posted by ticky View Post
    Ok, then what is the code?
    Have a look at the jar, not at the goblet.
    My FM campaigns Garrett's Young Years XTra, Reunion With Basso
    Want your upcoming FM translated in foreign languages?

  2. #27
    Member
    Registered: May 2005
    Show Off will get a high rating in the story category from me. This mission offers more than just a simple museum heist. Well done.

    I second everything in fortuni's post on the first page of this thread. I can definitely see the improvement between The Hunt from the TDP20AC and this mission. The exterior of the Furlong museum and some interior areas reminded me of First City Bank & Trust, in a good way. Ambient sounds are used where appropriate and the professional voice acting by AndrosTheOxen adds production value.

    Like others, I thought the city streets were the mission's weakpoint. The streets are wide and most angles are straight. This is visually uninteresting. I don't think the streets add to the experience. Less would have been more here in my opinion. Similarly, the museum's basement also has a lot of straight angles as well and the curators' offices all look the same. It was not as intricately designed as the upper floors.

    Finished on the easiest difficulty setting in 52 minutes with 3516 of 4160 total loot. I did not attempt to solve the vase puzzle and did not try to find all the lost rings.

  3. #28
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    I just finished this one and I thoroughly enjoyed it! The museum was very well laid out and interesting to explore. Very nice!

  4. #29
    New Member
    Registered: Mar 2013
    Location: Mexico
    Great mission, it really felt like I was playing another T2 OM. I did not manage to find all the moonstone rings and I also missed the encryptor stuff mentioned in this thread. I'm guessing there'll be a sequel, because it ends so abruptly. Oh and I found those references to other fan missions in the display cases pretty cool.

  5. #30
    Member
    Registered: May 2002
    Location: Texas
    This was the most fun mission I have played so far. I still need to find the rest of the loot though.

    I agree that the city was too large, or actually the streets too wide, but the mission as a whole was really enjoyable. The gates at the front of the museum disappeared, and like every other mission the spot lights were wagging. Authors, when making a mission please delete the Joints properties from -468.

  6. #31
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    This was good fun and I enjoyed the story. Architecture is very boxy, but it's still a great fun museum heist jaunt.

  7. #32
    Member
    Registered: Apr 2001
    Hi, I'm stuck. Playing at Hard (aka "Scarlet") difficulty.

    How do I get the Seer's Eye without setting off the alarm? I have a bunch of keys, but none that unlock the locks on any of those cases.

    - prjames

    Update: Thanks, Grandmauden. I missed that the first time.
    Last edited by prjames; 21st Apr 2020 at 20:41. Reason: Add a thank you

  8. #33
    Member
    Registered: Mar 2015
    Location: Shawano County, Wisconsin
    prjames, look in the security room again.

  9. #34
    New Member
    Registered: Aug 2019
    Location: Seattle, WA
    Here's my run of the level:

    https://youtu.be/QUOsY_XLNvc

    I thought the mission was okay, there were some cool ideas. I got a lot of "first level" vibes visually, some empty space going on. Wasn't crazy about the city streets. They would benefit from being far more claustrophobic. Museum interior was better, still felt too empty in some ways. The twist ending was neat but I would have preferred tracking the thief down and actually getting the shards. I guess that could be used for a sequel. The abundance of unreadable plaques was slightly annoying. I do appreciate the directions to the curator's house being included in the readable, though, to spare the player a lot of aimless wandering around.

  10. #35
    Member
    Registered: Jan 2004
    I'll echo what others have said: this was a fun mission with a few nice extras. The rings were a bit too pixel-hunt-y for me, though I did get them all.

    Visually the city felt a bit like missions from decades past, but that also fits the theme of the contest, so it's all good.

  11. #36
    Member
    Registered: May 2018
    Overall, the mission was fun. Short, but good.
    Still, the end was a bit disappointing - wouldn´t mind a sequel one day.
    Also wouldn´t mind some bug fixes - several NPCs got stuck(e.g. the female civilian, some city watch guards) or got on tables(a guard in the museum).

  12. #37
    Member
    Registered: Mar 2013
    Location: Finland
    The storyline was very good and the museum looked stunning! Thanks for this fine mission!

  13. #38
    Member
    Registered: Apr 2020
    Location: Germany
    Very nice museum mission, love it. Though I was a tiny bit disappointed in the end, having to give up on that gem, but I guess that´s business risk

    Anyway what I did not understand was deciphering the code. As example "Goblet". The code says:
    HLRID
    OIBVL
    ANCEE
    EYN

    Goblet has 6 letters, the code has 18 letters. 18:6 = 3 - so its 3 columns with 6 letters in each column. Goblet in alphabetical order is 351426. So how does this work with the letters? If I put it like I wrote it, it´d be:
    HLRIDO
    IBVLAN
    CEEEYN

    to:
    IODLHR
    INALBV
    ENCEEY
    --> since first column HLRIDO is H = 2 and 2 is second last in 351426, and so on..


    But I guess I´m doing it wrong, since I don´t get out any words

    I hope I´m not confusing anything with the german translation, but since goblet is the same word in english and german, it should be the same code.

  14. #39
    Member
    Registered: Mar 2015
    Location: Shawano County, Wisconsin
    Samantha1, to solve the cipher...

    When you write the text in columns, you'll need to write the text vertically as you go. This should give you:

    1 2 3 4 5 6
    H I I L C E
    L D B A E Y
    R O V N E N


    Then, when sorting the six columns, just move each column based on the alphabetical order of the keyword. So you should end up with:

    3 5 1 4 2 6
    I C H L I E
    B E L A D Y
    V E R N O N


    Hope this helps with the rest of the codes!

  15. #40
    Member
    Registered: Apr 2020
    Location: Germany
    Then there is indeed a error in the german translation with the letters cause the code is not correct when I do it that way. The german word for jar is "KRUG", which is 2341 in alphabetical order. The written code is:

    UIÜI
    LENN
    LRFS
    NVFE

    Vertical it´s then:
    ULLN
    IERN
    ÜNFF
    INSE

    in 2341 it´s then:
    LLNU --> it has to be NULL (the german word for 0 / zero)
    ERVI --> it has to be VIER (the german word for 4 / four)
    NFFÜ --> it has to be FÜNF (the german word for 5 / five)
    NSEI --> it has to be EINS (the german word for 1 / one)

    Same btw for the Vase (german word is the same). Instead of HANDSOFFTAFFERYX I get HANDSWFFTAFFERYX. Instead of the O there´s a W in the code and a Ä instead of A. In german it´d be HÄNDEWEGTAFFER, so it´s a mix between the english and german letters (Ä german - A english ; W german - O english)


    I recommend to edit the german version.

  16. #41
    Member
    Registered: Mar 2015
    Location: Shawano County, Wisconsin
    Alright. The translations were pretty last-minute, so I didn't get a chance to confirm that the codes still worked in German and French.

    Added to the to-do list for the post-contest update.

  17. #42
    Member
    Registered: Apr 2020
    Location: Germany
    Great, thanks alot Grandmauden! Other than that the translation is pretty damn good, for example the book of explaining the deciphering

  18. #43
    Member
    Registered: Mar 2015
    Location: Shawano County, Wisconsin
    The feedback for my mission is pretty much what I expected, considering I threw it together in only five months but ran out of time to flesh it out like I really wanted to. Hopefully, I'll have an update ready later this year, though I can't promise that adding in everything I had to leave out will be enough to redeem this thing.

    Anyway, the comments...

    Great bit of hunting around for stuff. Would never have found a particular house without clues though.

    ---

    I liked the interiors of the museum, really good texture choices and brush work is pretty good. The biggest problem with this mission is the gameplay imo. Lots of AIs with tile floor everywhere. Lots of cameras combined with "dont set off the alarm" objective and cases being locked is a bit too much (that's why I finished it on normal). I really wish I knew about being able to disable the security earlier. Also the city section is big, but a bit empty.

    ---

    Good mission! The museum itself is well designed and the combination of tile floors with patrolling guards and watchers provided an interesting challenge until I could get them turned off. I think if the mission had just focused on the museum it would have been a little better, as the expansive streets in the area are pretty empty but for a few guards.

    ---

    A step up from The Hunt in some ways. The interiors are now afforded serious attention-to-detail, rather than given b07 monotexture all over. But the layout of the museum is very simple and grid-like, and the barren city gives me a sneaking suspicion that it was unfinished, just like the sewers in The Hunt. There are some cheeky secrets to find, which helps, but the ending feels seriously cheap rather than a satisfying reversal. It is also implemented poorly: the female thief can be flashbombed, stopping her scripted sequence. Instead of this being a way to stop her and get the crimson jewelry, it instead softlocks the game as she cannot be knocked out.

    Cut down the city to its essential parts, double the museum size and make it much less symmetrical, and iron out the technical and narrative issues with the ending, this could be an OM-style 9/10. As it stands, what's here is solid and reasonably fun, but uninspiring.

    ---

    Good museum, empty city though.

    ---

    Nice, just nice (I wish more authors care about subtitles).
    But:
    The city part is too big and too empty and useless. It would be nice to have there a few "mini-quests".
    An idea about not failing the mission: there is an invisibility potion already in this mission.

    ---

    Simple museum heist with nice twist at the end.

    ---

    "Run through a relatively large quarter and do nothing until you get to the museum. Plunder as much as you can, hopefully you notice some "secrets", visit two houses and then miss the main goal of the mission. Questions?"

    ---

    Museums are always fun to raid and this time is no different, but this one's layout feels a bit oversimplified, leaving something to be desired. Once you figure out how to bypass the security measures, everything else is pretty straightforward, your biggest obstacle being the fact that there's no map so you're mostly moving around blindly. The cipher puzzle was interesting, but I doubt many people will find the cryptographer's house so I can't consider it a defining part of the mission. The city could be a bit more fleshed out considering its size. The writing is generally of high quality but the conclusion feels unsatisfying and a follow-up objective to retrieve the item would be more than welcome. Also, a basic map would be lovely to have.

    ---

    Interesting story and good progression. Boxy level design and serviceable but not exceptional gameplay.

    ---

    A nice museum heist mission, with lots of fun (like deciphering the jar codes and looking for the rings). The only downside is the city surrounding the museum is very large but pretty much nothing happens there, I would've added more action or objectives in that part or made more buildings open for the player.

    ---

    I really enjoyed the mission. Plot twist at the end is pretty fun although kind of frustrating too. The map seems big at first but it's actually not that big, I'd liked a little more places to explore, especially in the city, where you can't really enter anywhere. I like the side objectives and I like the narrative of the mission, but there is no much of a story.

    ---

    Streets a little empty but the Museum is very nice to visit.

    ---

    The museum was excellent, but the huge and mostly empty city area around it was unnecessary and didn't make the mission better in any way.

    ---

    If the city had been a little more interesting to explore, this could have been great.

    ---

    A little more challenging than expected, and a big town around the museum, although it was mostly empty. It's not explained why another thief was able to steal the crimson shard items before you. (Maybe in the next mission in this series?)

    ---

    my 2nd favourite. love the sewer spelunking

    ---

    Nice mission where the museum was the real highlight. Museum was very nice looking and well built! City sreets were a bit empty but there was still quite nice atmosphere which reminded me of Ambush (OM). I was a bit disappointed because I couldn't enter most of the buildings in the
    streets. I think that the author could build a very interesting city mission. There just should be more interesting buildings and areas in the city that would make the whole city more lively. The storyline was strong and interesting. I hope there will be a sequel to Show Off!

    ---

    This was a pretty good small 'museum job' style mission. Some of the optional stuff like the rings were a bit too pixel-hunt-y, but most of it was fine.

    An above-average, fun mission, though the only part that really stands out is the ending.

    ---

    I would have given a greater score on this mission if instead of being overly ambitious by including a rather soulless city the author had pared the map down to just the museum, having said that if the author releases an update with a lot more action in the city he would transform this mission, something that I think would elevate this FM into a great FM

    ---

    At first I felt the city part is maybe too big and too empty. This is before I discovered that it offers much more, especially the famous book with instructions (the goal which I will try to complete on my second playthrough). The story is very good, for me the fun began when I discovered the lowest part of the museum. Gameplay is very challenging.

    ---

    I don't mind wide streets but I would have appreciated having a bit more to do in them. I realize it's all about the museum and that museum was a great adventure, but I wish there had been some explorable bits or optional objectives scattered around that rather large town.

    ---

    Review: https://www.ttlg.com/forums/showthre...=1#post2450337

    ---

    Nice mission where the museum was the real highlight. Museum was very nice looking and well built! City sreets were a bit empty but there was still quite nice atmosphere which reminded me of Ambush (OM). I was a bit disappointed because I couldn't enter most of the buildings in the streets. I think that the author could build a very interesting city mission. There just should be more interesting buildings and areas in the city that would make the whole city more lively. The storyline was strong and interesting. I hope there will be a sequel to Show Off!

    ---

    I’m not really a fan of museum missions because they tend to follow the same scenario, and minus the little twist, it was true for this one. I didn’t find the mission quite as atmospheric as “The Hunt”. The city part was okay, but that’s about it. Some fine facades mixed with empty streets and locations that proved to be unrewarding or inaccessible. Nothing to commemorate with a coin here.
    Interiors were somewhat better, especially the very neat curator’s house. The museum itself was fine and orderly, but lacked that bit of grandiosity and majesty to make it feel really convincing. Probably the surrounding city parts were a limitation in terms of building’s size and such – the focus could have been shifted to make the museum more dominant.
    The use of sounds and graphics was rather standard – nothing to pick on here, but I didn’t feel they contributed enough to the mission’s atmosphere.
    For the majority of time, the story of “Show off” is very basic and straightforward. The objectives are clear and simple, and there are few (if any) side stories. It picks on a little towards the end, but you’d really like to see something bring this museum to life. Be it some unique features of one of the exhibits, or a story of a crazy patron. As it stands, the mission has little depth and feels flat in terms of storytelling, which is rather surprising seeing how strong “The Hunt” was in this department.
    In the end, Thief is about thieving, and that’s were “Show off” appears best. The mission remains fair towards the player when it comes to difficulty level, completing the objectives and general gameplay. Despite some drawbacks, it plays quite good after all.

    ---

    Atmosphere close to the original series missions.

    ---

    A museum heist with a surrounding town. Unlike the author’s mission from last year’s TDP contest, this is missing the creative touches and complex gameplay potential which had characterised The Hunt. There is a city section around the museum, but it serves little role in the mission (and the few places you can break into are largely devoid of interest). The main target is a simple, well-constructed heist, although one with some questionable decisions regarding puzzle design, and gameplay that often felt more like checking objective boxes than embarking on a thieving adventure. Despite some of the creativity on display, it looks and sounds awfully flat, too. At no time did the complex really come alive, despite featuring the City’s best topiary burrick, and some psychedelic carpet work from the finest textile artists.

    ---

    A museum mission is cool. Having some elements to play with which works fine is also cool!

    But when there are many guards... a bit too much marble... and a side quest almost impossible to fulfill without doing a blackdance all over the place... it's a big down which could ruin the experience.
    The city also could have been used in a better way like hidding secret untold plots, tools or even easter eggs. The plot-twist was good tho, I wasn't expecting it! And the scripting hides good ideas!

    The atmosphere could have been a little better with a few more details and cues to insist on the vibes of the mission, that some dangers await us with security team and machines, etc.
    When a mission is not easy, the ambiant should warn us about it!

    But no worries, the mission is still enjoyable!

    20/30

    ---

    Show Off is a definite step up from the author's previous mission from the Thief 1 contest, but it still isn't quite there yet. The main attraction of the mission is a vast museum in the middle of town where you must steal a few trinkets while avoiding triggering the security systems.

    The player starts in the city and it is quite clearly the weakest part of the mission: the streets are too wide, too blocky and just very empty. The mission would've worked better if they were greatly reduced, since the museum itself, while a bit bare, is far more interesting, with better level design all around, good patrols and good camera positioning. It suffers from the same problem as First City Bank & Trust, i.e. the basement feels tacked on and is at odds with the rest.

    In terms of atmosphere, the mission is slightly above average: the museum is tense and there is an appropriate selection of sounds throughout the mission, but it lacks some spice. Story is also average, but I did enjoy one bit at the end that caught me off guard. There is also a very cryptic puzzle for you to solve but I couldn't be bothered to solve it, not because it's bad but because I just don't like puzzles.

    All in all, Show Off is an average mission that is still quite nice and shows promise. Hopefully Grandmauden carries on and releases more missions!

    Rating: 20/30

    ---

    Good, nicely enjoyable museum heist challenge and not super difficult. Got the 8 moonstone rings and - with help from the forum - the cipher code and secret. Loved the burrick garden topiary. City a bit bland - been nice to have more accessible places.

    ---

    Show Off has all the trappings of a classic infiltration mission, but it feels undercooked.
    We start out in the city, before making our way to a museum to steal some crystals. The city area feels big, but also empty. There are few interiors, the streets are wide and mostly flat, and there isn't much unique decoration on any of the buildings. The museum looks better (it has that bright, sterile look like First City Bank and Trust, and there are some cool details like the hedge burrick and the multicolored floor tiles), but here the gameplay is sort of weak. Most of the areas are well lit and tiled, with few carpets or wooden floors or shadows to break things up. Rather than making the mission challenging in a fun way, this led me to simply lure guards to far away spots of shadow where they could be knocked out, which isn't the most fun way to play. Fortunately, there are still some areas which have enough cover to play out like classic Thief.
    The story is standard, with the exception of a surprise that genuinely got me. Unfortunately this surprise is not followed up on, and the mission ends on an anticlimax.
    One gets the impression that there was meant to be more to this FM. I'd be very interested in a v2.0 which adds some needed polish and expands on the more interesting story moments. As it is, the mission is fun but not remarkable.

  19. #44
    Member
    Registered: Jan 2009
    I thought this mission was a lot of fun, and very classic in its level design. It's not lavishly detailed, but I thought of it as charmingly low-poly (the garden is a good example of this) and tastefully lit. I played on the middle difficulty and allowed myself only a couple checkpoint saves, and had a lot of fun trying to navigate the guards, noisy floors, and cameras. I had to sort of untangle the layout to get an initial foothold and conquer the building piece by piece. That's something "classic" I think the map does very well: makes you feel like certain areas are dangerous, high-security zones that are best left until later. The layout is very pleasingly interconnected, with cool hub areas like the garden and entrance hall, with lots of tempting places to use your equipment, and the flow and pacing were just about right for me. The finale was atmospheric and well-executed. I agree with others about the unfrobabble plaques, though. Ideally they would at least be visually distinct from the frobbable ones. I'm going to try a true ironman run on Crimson difficulty.

  20. #45
    Member
    Registered: Jun 2004
    Okay, I just started the mission, but I must say that I love the look and feel of the mission just starting out. It reminds me of many of the city missions from the first 6 years of T2 FMs. Snobs is one such mission that comes to mind, but there are many others.

    Great little tribute to T2 - intentional or otherwise.

  21. #46
    Played on expert spending an enjoyable 2 hours exploring the town and museum and searching (!!) for 3871/4160 loot, 3/3 secrets, 2 bonus obj and 8/8 lost rings. Finding the rings was the easy bit for me. Also, I had explored the town before entering the museum... lots of guards and blue coats with sore heads.

    I needed help with finding the cipher books as had previously tried entering that area and failed... persistence pays off ! Had no problems decrypting the cipher from reading the book (English language vers).

    I'm nearly 300 short on total loot... did anyone find all the loot? I've clambered, rope arrowed, and crated on balconies, mezzanines and walkways, but obviously not the right places searching for loot. I'm bad at seeing simple gold rings - is this what I'm missing?

    Also places I expected to find loot and didn't - garden, museum generator room, town generator area, carts, etc. Any loot suggestions appreciated... I just know it's going to be an obvious loot cache somewhere !

    Thanks to the author for the mission... hoping to see this mission story and town map further explored in a mission update or future mission.

  22. #47
    Member
    Registered: Mar 2015
    Location: Shawano County, Wisconsin
    Off the top of my head, here are a few areas to check for loot (if you haven't already):

    - The market area
    - The house across from the vase maker's
    - The castle in the southeast
    - The warehouse area
    - The Hammer church
    - The crates and barrels in the museum basement

  23. #48
    Quote Originally Posted by Grandmauden View Post
    Off the top of my head, here are a few areas to check for loot (if you haven't already):
    An extra 164 found in another walk around. In order of hints...
    - I'd checked multiple times too, 4 added
    - whoops... 50 was missed after a re-load
    - already done... twice, sigh... but the more time consuming method first
    - missed that completely, 60 added
    - already done
    - already done
    and picked up a bottle (50, museum) I'd forgotten to return after hiding from a wandering guard.

    Thank you Grandmauden, now only 125 short but happy to leave the town with something.

  24. #49
    Member
    Registered: Jul 2005
    Location: BC, Canada
    Fun mission but missing the key with the guard behind the barrier had me running around like an idiot for an hour trying to find how to proceed. No idea how I missed that.
    Loot 3646/4160
    Secrets 2/3
    Pockets Picked 12/12

    Loved the way the security was setup.

  25. #50
    Member
    Registered: Apr 2020
    Location: Germany
    Quote Originally Posted by Samantha1 View Post
    Then there is indeed a error in the german translation with the letters cause the code is not correct when I do it that way. The german word for jar is "KRUG", which is 2341 in alphabetical order. The written code is:

    UIÜI
    LENN
    LRFS
    NVFE

    Vertical it´s then:
    ULLN
    IERN
    ÜNFF
    INSE

    in 2341 it´s then:
    LLNU --> it has to be NULL (the german word for 0 / zero)
    ERVI --> it has to be VIER (the german word for 4 / four)
    NFFÜ --> it has to be FÜNF (the german word for 5 / five)
    NSEI --> it has to be EINS (the german word for 1 / one)

    Same btw for the Vase (german word is the same). Instead of HANDSOFFTAFFERYX I get HANDSWFFTAFFERYX. Instead of the O there´s a W in the code and a Ä instead of A. In german it´d be HÄNDEWEGTAFFER, so it´s a mix between the english and german letters (Ä german - A english ; W german - O english)


    I recommend to edit the german version.
    ^^^^Btw this problem is still lurking in the shadows.

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