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Thread: T2 FM "BLOODSPORT" officially released! (Feb 20, 2001)

  1. #201
    Member
    Registered: Sep 2005
    Location: Not Kansas
    Thanks so very much Nightwalker! I got the sword. I did go through the hole in the cell wall & found one lockpick, then went back up to the cell because I couldn't get out of that room with the 2 chests. I'll try going through the sewers again & taking a different route, because the first time I blasted through that underground maze (kept getting spooked by the zombies standing here & there - & me with no weapons!) & ended up in the big cave area with the dock & 1 nasty guard (right by the little tunnel with the gate which I now know is the escape route). But before I head down to the sewers I think I'll entice those guards in that first upstairs room to follow me into the zombie room.

    Thanks again!

  2. #202
    Moderator
    Registered: Apr 2003
    Location: Wales
    Mmmmm. Can't remember whether I've played it or not so will definitely have a look - secret passages. Yummy. But I'm also slightly gobsmacked at the vision of Dia playing an fm with
    spoiler:
    undead.
    But then, perhaps I passed on it for that very reason. But being more intrepid now, if Dia can do it then so can I!!

  3. #203
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    There are very, very few of them and you can pretty much avoid them entirely if you want to, as I recall. It's really a very fun mission to explore so what are you waiting for?

  4. #204
    Member
    Registered: Sep 2005
    Location: Not Kansas
    AHA!!! Finis! The End. Mission Completed!!! And yes! I did face down the one zombie lurking in the beginning of the sewers; the first time on my way through I just kept hacking at him with my sword til he fell down (I only took minor damage, being in the berserker mode & all), and on my way back I used a vial of holy water & all it took was one water arrow and SPLAT!!!!! The two nasties in the garbage disposal room can easily be dodged & avoided on your way to the hole in the floor; and the one lurking on the other side of the freezer door need not even be confronted (just don't climb the first rope arrow you come to). The only reason I kept playing after discovering that there were a few undead in this FM was because the FM turned out to be more extensive and interesting than I originally thought it would be (I'll admit that I didn't exactly find title of this FM enticing and kept putting off playing it; which just goes to show that you can't always judge an FM by its title ). And in spite of those loathesome creatures, this FM proved to be a relatively enjoyable mission and overall quite well done.

    Now don't get me wrong! Just because I actually played an FM with more than one zombie in it doesn't mean that I've become a convert & will start avidly playing any & all missions that are reminiscent of The Bonehoard. No way!!! There was just something about this FM that grabbed me (no, not the zombie) and made me want to explore & see it through to the end. (I'm wondering if maybe my hormones were fluctuating & I had a testosterone spike or something because usually I avoid the you-know-what's like hell. Then again, it could have been sheer obstinacy on my part; or stoic determination; or just that it turned out to be a worthwhile FM in spite of those repulsive thingies) (Oh; and I did play the bits with the zombies during broad daylight.)

    Those simple three objectives were hard won, btw. Hard won indeed!

    Thanks again for your help, Nightwalker.

  5. #205
    Member
    Registered: Jul 2009
    Location: Riverside,CA USA

    Posted here cuz it's most recent thread

    I don't know about this one, I think it's all jacked up!

    #1. I am freakin in jail, WHY FREAKIN ATTACK ME JUST FOR BEING CLOSE TO THE BARS?

    #2. AI is set WAY too high! A guard who has no idea I am out of the cell, alerts when I open a door A FULL (long) HALLWAY AWAY FROM HIM!
    (he's at the far end and he alerts!)

    What kinda baloney is that?

  6. #206
    Member
    Registered: Jan 2009
    Location: In your house, looting
    spoiler:
    Did you notice the hole in the wall?

  7. #207
    Member
    Registered: Jul 2009
    Location: Riverside,CA USA

    Yeah,

    And promptly did an about face when my unarmed arse almost alerted the nice lil poisonous spidey just around the corner - so that was a no go!

    I finally got out, I think that alert on the green clad guy in the hallway maybe was a glitch, suffice it to say - this time he walked a mite too close to the caged treebeast - DUMBARSE!

    Have found a sword, some arrows, and used 2 waters to take out one bot, now I need either more waters or some mines for the other one that just came from somewhere!

    Also have'nt yet found lockpicks!
    EDIT: NVM - hehe, ttlg still got da majik! Now I just need more am-u-nition, maybe a few bang bangs!
    (don't need the BJ for one of the few times, I aint playin nice nice with these sik sobs! it's a bad move to try to use the G man for sport when I am running him, I don't cotton to being used like a playtoy!)
    also the Mechanists, they are also for killing, anyone who makes an innocent person into such a tortured soul thay actually THANK YOU for killing them. That deserves death, sentence to be carried out on sight!
    (oh, and as long as the difficulty does'nt prevent it, I also kill nobles who use the "servants", simply because there's no way they can't know how tortured the person in the mask is, just listen to them!)
    -------------------------------------------
    Okay, is there anyway to open the crate of flashbombs without wasting em all?
    And the flares too, any way to do it and not waste a couple of them?
    What about "fire starters"? (what the hell are they btw?)
    And the "tilt-o-wait"??? (izzat a "sunburst" type banger?)
    Last edited by Garrett's Shadow; 16th Dec 2009 at 18:36.

  8. #208
    Member
    Registered: Aug 2006
    Location: Great. Now I can't get back in
    Quote Originally Posted by Garrett's Shadow View Post
    Okay, is there anyway to open the crate of flashbombs without wasting em all?
    And the flares too, any way to do it and not waste a couple of them?
    I assume you're in the big store room behind the barred gate (on the same level as the mage's rooms) - I just threw the crates against a wall or pillar & I don't think I lost any equipment.
    The "fire-starters" are self-explanatory (& useful ), but can't remember what the "tilt-o-waits" are.

    Yeah, I found many of the AI over-alert in this; unfortunately this makes for some trial & error.

  9. #209
    Member
    Registered: Jul 2009
    Location: Riverside,CA USA

    Well,

    when I do that, at least two of the flares always light up = wasted!

    And the flashbombs keep going off too! Just as do the other two items (tilt-o-wait and fire starters!)

    Just had a blast watching the four guards in the gambling room dancing with the spiders I tossed to em!
    ----------------------------------------------------------------

    Um. I think I got a problem. I hit the supply room before I got the objective and it is'nt checked off!

    btw - should I use the "fire starters" (throw the whole crate at the torch I guess?) in that one bathroom across from those four guards? Or would that be a BADDDDDD idea? (= )
    NVM, nothing had any effect whatsoever! (methane? - more like MEH-nothane)

    okay, well about to leave but can't find way out, if it's that underwater gated tunnel, well, it's still gated!

    And never did find out you meant by "& useful " Stickyfingers.(on the fire starters.)
    (I ended up just using them and the tilt-o-whatever on the zombie room, had a feeling that all the crates had to be busted open for the obj to check off!)
    Last edited by Garrett's Shadow; 16th Dec 2009 at 22:49.

  10. #210
    New Member
    Registered: Mar 2010

    Which one is the grand liege?

    I've tried carrying the only one that looks different into the centre of the arena, and no joy. Any hints?

  11. #211
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    This is the Grand Liege.


  12. #212

    cannot complete way to hard walkthrough needed

    I cannot complete this mission it is way too hard i am just going in circles cannot find any weapons or my blackjack.

    Please help

  13. #213

  14. #214
    Member
    Registered: Sep 2002
    Location: Texas
    The room just to the left as you exit your cell has something for you.

  15. #215
    Member
    Registered: Apr 2000
    Location: Whidbey Island, WA
    Wow... I don't think I've seen a thread stay active ANYWHERE for ten years straight.

    Anyways, thanks to Phantom I've wandered back in here again. Played my own FM after years & years, and would have been completely stumped myself were it not for this thread. And of course I found, and read about, dozens of things that should really have been fixed/done better before I released this. Yes, in the end it was kinda rushed (obviously). Seems like I *may* have DromEd playing nice with Win7 at the moment (but now thief2.exe doesn't like me), so I'm wondering, would anyone be interested in an extremely-delayed update/re-release of Bloodsport? Would NOT be a ground-up reboot (gawd I hate that term now), but I could (hopefully) fix some gameplay issues, add in all the aesthetic/story details I skipped over (like where the hell is the burrick gate & why), and throw in a few new areas/surprises for some replay value. This will require me pretty much re-learning DromEd from square one, but the best I can offer right now.

    Do that many people really still play a 14 year old game (even one that's never had a worthy sucesssor)?

    ETA:

    umm... for starters, how the bloody L do you change DromEd's resolution again? 640x480 is a bit of a postage stamp on a 20-something HD monitor...
    Last edited by Metalhead; 13th Sep 2012 at 20:29. Reason: fergot

  16. #216
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    I can't help with the Dromed thing. That's best asked in the Editor's Guild but I for one would definitely be interested in a fixed version of Bloodsport! I've played it many times over the years and had a lot of fun with it.

  17. #217
    Member
    Registered: Jun 2011
    Location: ���&#5671
    Well, i'm think the question itself is useless

    This mission was really good, but the bright lightning was a little bit odd...

    For the dromed resolution thing, just open your user.cfg and edit the line edit_screen_size by the resolution you want

    ex :

    edit_screen_size 1024, 768

  18. #218
    Moderator
    Registered: Jul 2008
    I'd be interested in an update also. And yes, this community is still thriving after 14 years!

  19. #219
    Member
    Registered: May 2009
    Location: Germany
    Great to see you coming back to DromED, Metalhead !

    Oh, and I might want to request 2 minor updates on the readables:

    letter.str
    The entire last page is not displayed, due to a missing double-quote at the end of the page.
    page_2: "As I mentioned earlier, ................
    Greatfully yours,

    Sir Alfred P. Mandelmeyer,
    Lord, Duke of Chesley "
    ancient.str
    'The Book of the Ancients' cite is missing in the text, due to an unnecessary double-quote.
    page_1: "I cast ye down upon the world for all eternity, ...........
    All thy days shall ye be a tempter of men, cast out from the fold."

    -The Book of the Ancients"

  20. #220
    Member
    Registered: Apr 2000
    Location: Whidbey Island, WA
    Quote Originally Posted by gnartsch View Post
    Great to see you coming back to DromED, Metalhead !

    Oh, and I might want to request 2 minor updates on the readables:

    letter.str
    The entire last page is not displayed, due to a missing double-quote at the end of the page.


    ancient.str
    'The Book of the Ancients' cite is missing in the text, due to an unnecessary double-quote.
    Thanks, that's just the sort of input I need. Still stumped on the lighting thing right now, even set the ambient to 0 and I still have to crank the gamma way down. Looks like I've got some portalization errors too, which is weird.



    Sent from my iPhone using Tapatalk

  21. #221
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    I would very much welcome a fixed Bloodsport, Metalhead It's always great when an author decides to create an updated version.

    I'll write down any present bugs when replaying the mission and let you know. Glad you give dromEd another go!

  22. #222
    Member
    Registered: Apr 2000
    Location: Whidbey Island, WA
    OK someone help me out here... I'm making up a little mini-mission to relearn everything, and I must be missing something very minor & obvious: I've got a health bar, AI chase me around & do all the AI stuff... but they're frobbable. I can pick them up as they're charging at me, throw them down & they end up waist-deep in floor and keep chasing. Sounds kinda familiar, I guess I didn't load a script or something?

    Hmmm... AND my weapons don't work once picked up, and zombies don't "die" and fall down, but all the other AI's do...

  23. #223
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    It would be better for you to post your Dromed questions on the Editor's Guild where they'll be noticed and answered promptly. This forum is for questions about FM gameplay, etc. I hope you figure it out and I'm really glad The Phantom tracked you down to lure you back.

  24. #224
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Now that the author of "Bloodsport" recently returned to Thief after a long absence (welcome back Metalhead ) and considers a re-release/update for his 2001 FM, I decided to give the mission a replay and write a review in the process.

    After selecting my difficulty of choice (Nuckin' Futs), Bloodsport, first part in the so-called Thief: Revelation campaign and released in February 2001, begins with a classic briefing video, nicely designed by Lazarus and narrated by Loanstar as the voice of Garrett. Even though it re-iterates what is written in the readme's description, it's interesting to watch and provides something extra to an adventure that is always welcome . First bonus mark received.

    At the start of the mission Garrett finds himself in a cell with several other unlucky souls; captured, just like him, by a group of fanatics called "the Brotherhood of the Raven", which intents to let these people and a bunch of monsters fight eachother to the death in an arena. An interesting concept that might have been inspired by TheCapedPillager's FM Gladiator. But where the latter merely consists of a single arena is Metalhead's mission a much more complete piece of work, consisting of an entire complex that leaves the player with plenty to explore. Having no idea where he is (only being outside the city), Garrett doesn't fancy meeting his end in the arena and is determined to escape, find out who's responsible for putting him here, while collecting a certain amount of loot on his way out. The story isn't overly complicated but the information that is provided through-out the game gives a pretty clear picture of the Brotherhood's rituals and motives, being often pretty violent and horrific, in which blood seems to hold a special place. While some pretty gruesome scenes are included in the game (torture chambers, a room full of corpses ) there's some humour present as well, in the form of certain texts or some circumstances that occur (like seeing the unconsious Scholar of Air lying on the ground, probably knocked out by his own gas arrows. Very subtle ). The writings are well written and vary from long biblical tomes to correspondence between the brotherhood members, often providing useful clues to locate a certain secret or finding a missing key.

    Taking it's age into account, the mission doesn't feature any beautiful architecture or stunning graphics. The locations are varied enough, however, to make the exploration an interesting exercise. Corridors and tunnels are interspersed with larger, open scenery, like the arena, that encompass the complex. Even though the place itself isn't overly large in seize, navigating your way through can be pretty confusing in the beginning, due to the different floors and the absence of a map. Once you escape your cell there's no telling which way to have to go to accomplish your goals. It's not a big complaint though, as the mission is more or less no-linear, giving you the freedom to go where you want at whatever moment, only halting your progress once you end before a door for which you not yet own a key. Drawback of the keys is that they're not labelled, making it hard to tell if the key you need is in your posession.

    In terms of difficulty, Bloodsport isn't that hard to complete for experienced taffers, especially once you've located your scattered gear. This can take a while, however, in case you take the long way (the sewer route) around the level. And apart from the unlabelled keys, it can be a bit confusing for the player where the exit is. But as long as you avoid getting into a fight and take your time scouting the area, you shouldn't encounter a lot of problems. Ghosting doesn't seem to be possible but most of the level can be explored rather stealthly (just watch out for some AI that get alerted once you open a door ). Nuckin' Futs - the highest difficulty setting - delivers some replay value by featuring more enemies, a no-kill restriction and also providing a couple of extra objectives to complete before you can make your escape. The level has plenty on offer to make it worth your time, having some rather original ideas and custom content for it's time, like crates with all sorts of content, bots and brotherhood members with custom skins and special weaponry. Nicely done! There are plenty of secrets and hidden passages to uncover, and it's lot of fun to be found by releasing some undead and watch them fight the thieves who guard the prisoners. Always a delight ! Just watch out don't end up in the middle of the brawl.

    Verdict
    Metalhead created an interesting FM around an imprisoned Garrett who has to escape an evil cult and find his way through a complex. While lacking the fancy graphics or complex architecture we're all accustomed to these days, it manages to grab the player through special characteristics like refreshing (custom) design elements, a mysterious enemy and a briefing movie. It suffers from a number of bugs that can make the gameplay a bit annoying but nevertheles manages to keep the player immersed. There's a nice mix of horrific and humorous moments, contains plenty of secrets to uncover, provides some fun AI battles to watch, and does a good job in providing the brotherhood with a certain background. Not as atmospheric as it's successor, Dyers' Eve, but an entertaining and solid introduction to a campaign of which sadly only two missions made it to release. Worth trying out . Hopefully we will still see a next part (Absolute Power?) released at some point.

    Statistics
    Difficulty: Nuckin' Futs (8 KO's)
    Time: 2 hours 44 minutes 5 seconds
    Loot: 2935 out of 3095
    Secrets: 5 / 10

    The same review with added screenshots will appear in the FM Review and Discussion Thread (EDIT: now online here)





    P.S.: Metalhead, in case you go ahead with making an updated version, here's a list of bugs I encounter as well as a number of other suggestions to improve the mission. And I'll be happy to beta test if ever needed .

    Bugs:
    - a Thief guard passing Garrett's cell is alerted and goes into attack mode when seeing Garrett, while he is beihind bars and the cell door is still locked;
    - using the antidote has no effect once Garrett is hit by the venomous water crystals and is losing health;
    - the buttons and levers on the arena control panel aren't working (properly); makes me wonder if it's possible to control the elevators of the beasts in the cages, to bring them up into the arena to fight?
    (EDIT: just found this explanation, see the hidden text. Maybe it's now possible to get this fixed while keeping the framerate down, Metalhead?)
    - waterbot.str, page_0: "is posessed of a venom" should be "is posessed with a venom";
    - flipping a switch in the office of the Lesser Leige openes a secret compartment in the centrus. But once the piece of wall openes, only a black barrier is visible;
    - when opening a few doors to a game room, the thieves in the room are alerted and immediately turn to investigate;
    - overlooking the arena from above, when standing on the patrols walkway, all the stars are visible in 360 degrees right through the walls of the arena.
    - crapper.str: "next Odinsday" ?? (don't know if this is intentional or not)
    - the small spiders in the tunnel leading from Garrett's cell are unable to chase him through the entire tunnel;
    - sound issue: no lockpicking sound on the double door inside the room with two chests, three powderkegs and barrels, unless you're leaning into the doors;
    - in the same room as above, the flickering wall lamp retains it's light texture once it darkens;
    - bots switch back to their standard Thief skin once destroyed;
    - the Brotherhood member patrolling the cistern pier can spot Garrett right through the big crates situated nearby.

    Other suggestions:
    - labeling all the keys (like cells key, storage room key etc);
    - the hole in the wall in Garrett's cell is a bit too obvious. Better to make it possible to highlight a piece of wall which can be removed or to make the piece of wall move upwards, rather then having it already opened at the start. I noticed this post you made but since today's Thief players are more experienced than a decade earlier, you might want to reconsider;
    - once Garrett swims through the burrick gate he reaches a dead end, making his escape route not really; convinving. I suggest lenghtening the tunnel a bit or add an additional piece of tunnel beyond the cave he ends up;
    - changing the objective text "get the hell out of here" into something that is obvious to the player about where he should escape. A suggestion: alter it into "make your escape through the burrick gate" once the player reads the scroll doh.str.

    Also a few questions:

    1: there's a moveable wall torch in one of the barracks. Does it open something nearby?
    (EDIT: scrap that, I found an explanation here)

    2: in a corner of the room next to the Lesser Leige's there is a hatch in the ceiling. How can this be openend?
    (EDIT: never mind, I got my answer by the spoiler! in this post and found 3 more secrets as a result. I must say there's a lot more hidden behind those walls then I imagined. Loved exploring those secret tunnels and all the monsters (cheese shooting mice, lol ). Cool stuff, Metalhead! But locating that tiny switch, hidden in the place described in the post I linked to, is incredible hard to find unless you know where to look . Maybe it deserves a lead in one of the writings, to make it a little easier?

    3: some secret compartments hide nothing important/no value, like the loft above the Lesser Leige's bedroom. Is this intentional?
    (EDIT: never mind, found the answer here)
    Last edited by The Phantom; 30th Sep 2012 at 10:08. Reason: added link

  25. #225
    Moderator
    Registered: Apr 2003
    Location: Wales
    This seems to be one I've never played. You've inspired me to give it a go Phantom.

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