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Thread: Contest 1 FM: Warehouse 51 (Oct. 24, 2001)

  1. #1
    Member
    Registered: Mar 1999
    Location: California, USA

    Contest 1 FM: Warehouse 51 (Oct. 24, 2001)

    Ok, as you all know, FM makers love feedback on their work. I'm really curious what your reactions to Warehouse 51 was, both good and bad. Sorry for the shameless request.

    Download links:
    http://thiefmissions.com/m/64wh51
    http://thief-thecircle.com/missions/
    http://keepofmetalandgold.com/contest1.htm
    http://www.ttlg.de/de/download/navig...M-Download.xml

    - at the start, did you get the impression that you just came in through the ventalation? could you see the flare up there?
    - was the door pick cfg too long/too short/just right? (the intent was to force the player to run back and forth from under the camera)
    - was there anything in the story unclear?
    - was it immediately apparent that this was a "tongue in cheek" mission (like from the briefing description?)
    - I couldn't figure out how to better getting off the ladder... did you discover that jumping off against the power generator was reasonably silent?
    - did you break into the weapons crate for the offensive goodies?
    - how many moss arrows did you use?
    - were you ever confused what to do next?
    - did you know that the 2 people inside the ship were Mulder and Skully? did they look like them?
    - did you know what the references of Mrs. Nesbitt, Mrs. Bando's Brooch, and Warren's chisel were? (they were objects from my other missions)
    - did you realize after getting them that the wires near the hibernation pod were gold?
    - what places made you laugh? if any?
    - comments on the gameplay?

    Thanks for the feedback...

    I'm thinking about modifying it for Warehouse 51 gold, now that the contest is over. I'm going to stick a secret in it... would you play it?
    Last edited by nickie; 10th Dec 2012 at 10:06. Reason: Updating links and title
    My Thief 2 missions: Embracing the Enemy, Creature Clash 2, Warehouse 51
    My Thief 1 missions: Bloodstone Prison,The Library, Creature Clash

    "And dost the blackjack say to the knoggin, 'be still, for I shall bonk you?'
    Nay! 'Tis the allies of darkness and surprise that belet club meet skull for glorious bonkitude."

    - Tennents of the Master Bonker

  2. #2
    Member
    Registered: May 2000
    Location: Thunder Bay, On., Canada

    I won't answer your questions, since I already did that when I beta tested it for you, but I would definitely play it again if you added anything to it at all. I liked it.

  3. #3
    Member
    Registered: Dec 1999
    Location: Maryland, USA

    kfgecko,

    It's been a while since I played this one and I usually forget what was in any mission about a day after I play it. But now that you've jogged my memory I do remember laughing at a couple of places in the mission. One of them was the Mulder and Skully area. Yes, I caught that and it did look like them. I don't remember any of the others. Sorry.

    Would I play an updated version? I don't think I'd play it if you're just going to add a secret. I just can't seem to replay missions, FMs or OMs. But if you were to expand it into a larger mission I would definitely play it. Well I can dream can't I?

    [ October 23, 2001: Message edited by: NickD ]

  4. #4
    Member
    Registered: Jan 2001
    Location: Germany

    Originally posted by kfgecko:
    - at the start, did you get the impression that you just came in through the ventalation? could you see the flare up there?
    Yes.
    - was the door pick cfg too long/too short/just right? (the intent was to force the player to run back and forth from under the camera)
    I had no problems with the camera. I think I was in the shadow while picking the lock?
    - was there anything in the story unclear?
    No.
    - I couldn't figure out how to better getting off the ladder... did you discover that jumping off against the power generator was reasonably silent?
    Don't know, I think I used a moss arrow.
    - were you ever confused what to do next?
    No.
    - did you know that the 2 people inside the ship were Mulder and Skully? did they look like them?
    Yeah, great joke
    - did you know what the references of Mrs. Nesbitt, Mrs. Bando's Brooch, and Warren's chisel were?
    The brooch: Yes.
    - what places made you laugh? if any?
    The name of the Eye and the little aliens and the background music and...
    - comments on the gameplay?
    I experienced some kind of sudden framerate death, maybe it was my slow computer.
    The mission is great. If there was an FM comedy award I would vote for Warehouse 51 . Too many cool jokes


    I'm going to stick a secret in it... would you play it?


    [ October 23, 2001: Message edited by: Golden Skull ]

  5. #5
    Member
    Registered: May 2000

    I'll pretty much echo what was said above. It was a great, and funny, mission. The only negative point for me was the poor framerates I got inside the ship ... sort of dispelled the illusion.

    Otherwise, great mission!

    Rommel

  6. #6
    Taking a break
    Registered: Dec 2000
    Location: Orem, UT, USA

    Yes, the framerate flatlined after going in the ship, even when outside the ship later.

    I was very impressed by the fast opening doors - it really felt like something out of star trek or something I thought the locks were just right, I would run out just as the camera was turning away, and did that two or three time before the door opened - not too fast, not to tedious. I did indeed feel like I dropped from the tunnel, and I wondered where it led to (then I remembered, that was probably the edge of the 64cube "world").

    Minor complaint - the loot requirement caused me to search around for a long time before I finally discovered some jewelry on the bodies in the ship. Perhaps in an updated version you could add some other small loots here and there, or lower the loot requirement (I think I played on expert - I almost always do).

  7. #7
    Member
    Registered: Mar 2001
    Location: 'Murica

    Originally posted by kfgecko:
    - did you realize after getting them that the wires near the hibernation pod were gold?
    Yes...desperation provides solutions.

    Seriously, I liked the mission quite a lot; I'd play it again just for a secret.

    To address everything in one sentence (just to be perverse about it), I'll say: yes...yes, just right, no, yes, no (but I'm an idiot, so...), I think so (I probably did), one that I recall (on the lift), no, yes...yes (very nice touch, btw...hilarious!), yes (in order,
    Spoiler:
    Embracing The Enemy, Bloodstone Prison, & The Library
    ...did I get them right?), after a long search...yes, quite a few, terrific.

  8. #8
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...

    I had very slight slowdown in the ship, so it wasn't bad at all. I can imagine how it killed slower computers though.

    I ranked Warehouse 51 tied for 3rd place in my votes. 5 Minute Thieves Guild was my favorite, and then Airship 2nd, with WH51 and Turtle tying for 3rd. I was kind of dumbfounded by 5 Minute Thieves Guild not getting very many votes at all. Shocked.

    Were you intentionally trying to make the ladder hard to get off of, or were you asking if there was a way to get the ladder "functioning" better? If the latter (no pun intended ), then it's in the ladder's Properties > Physics > Model > Dimensions settings. They have to equal the visual dimensions (D,W,H) to work properly. You can even set the physical dimensions a little larger so the player can walk off of and up on to ledges without having to jump off.

    I realized I came in through the ventilation shaft; pick cfgs were OK, I hid in the shadows and didn't have to avoid the cameras; story was good, I followed it well; I like tongue-in-cheek missions, mine are frequently riddled with inane texts and situations; didn't know about the crate!; I have watched a lot of X-Files, but didn't catch the references to your other FMs; don't remember the wires; I don't remember laughing...; the FM played well, no problems that I remember.

  9. #9
    Member
    Registered: Aug 1999
    Location: Finland

    First of all I want to say this was my personal favorite. It was just so funny!

    Originally posted by kfgecko:
    - at the start, did you get the impression that you just came in through the ventalation? could you see the flare up there?
    Yep.

    - was the door pick cfg too long/too short/just right? (the intent was to force the player to run back and forth from under the camera)
    IMHO, it was just right. This part I liked.

    - was there anything in the story unclear?
    Not that I can think of.

    - was it immediately apparent that this was a "tongue in cheek" mission (like from the briefing description?)
    Heh, yes.

    [QUOTE[- did you break into the weapons crate for the offensive goodies?[/QUOTE]

    Can't remember that, so I guess not.

    - how many moss arrows did you use?
    None, I think.

    - were you ever confused what to do next?
    Nope.

    - did you know that the 2 people inside the ship were Mulder and Skully? did they look like them?
    Yeah, I guessed that. Funny one.

    - did you know what the references of Mrs. Nesbitt, Mrs. Bando's Brooch, and Warren's chisel were? (they were objects from my other missions)
    Yeah, Mrs. Nesbitt and the brooch. That's how I guessed this was yours.

    - did you realize after getting them that the wires near the hibernation pod were gold?
    Yep.

    - what places made you laugh? if any?
    I remember laughing when I heard the music in the UFO and when I pulled the lever and it broke. The names of the objects were funny. There were many other places too, can't remember exactly which ones right now.

    - comments on the gameplay?
    I didn't have any problems, overall I think it was a very funny and enjoyable FM.

    I'm thinking about modifying it for Warehouse 51 gold, now that the contest is over. I'm going to stick a secret in it... would you play it?
    Sure would!
    Morrgan's Dark Projects: my FMs and FM reviews - 10.03.2008: All for a Night's Sleep updated to v1.1

  10. #10
    Member
    Registered: Aug 1999
    Location: terrible canyons of static

    Firstly, I didn't play all the contest missions, so I didn't vote either, but from the FMs I did play, WH51 and Turtle were definitely the best ones.

    at the start, did you get the impression that you just came in through the ventalation? could you see the flare up there?

    Yes, and I actually thought first that I could grab the flare (which was kind of dumb).

    was the door pick cfg too long/too short/just right? (the intent was to force the player to run back and forth from under the camera)

    IMHO they were tad too long. Running away from the camera can create tension, but too much of it is plain frustrating. However, I turned the camera off ASAP, so it wasn't annoying.

    was there anything in the story unclear?

    Not really. Goodly written all around.

    was it immediately apparent that this was a "tongue in cheek" mission (like from the briefing description?)

    Yeah - I really can't take UFOs in Thief-settings very seriously

    I couldn't figure out how to better getting off the ladder... did you discover that jumping off against the power generator was reasonably silent?

    No, but the few times I used the ladder there was no one nearby to hear me.

    did you break into the weapons crate for the offensive goodies?

    Yes, but I didn't use them. (Except maybe flashbombs, if there were any of them - the 64x64x64 area is too small to make levels were offensive equipment is very useful)

    how many moss arrows did you use?

    Nil. The UFO was too cramped to make use of them.

    were you ever confused what to do next?

    Not really - there was always at least one place where I hadn't been yet.

    did you know that the 2 people inside the ship were Mulder and Skully? did they look like them?

    I can't say if they looked like them, but I did understand the joke. It was hilarious, in a cute way.

    did you know what the references of Mrs. Nesbitt, Mrs. Bando's Brooch, and Warren's chisel were? (they were objects from my other missions)

    Everything except chisel (it's from Library, right? It's been ages since I played that one).

    did you realize after getting them that the wires near the hibernation pod were gold?

    You mean the loot wires? I found them by accident, really.

    what places made you laugh? if any?

    I didn't really burst out to laughter a single time, but I did get a small smirk on my face a few times when I read the books. Like this:
    Responsible for overseeing Studio Trophis projects, Richard's designs are influenced by the best of Japanese console gaming.

  11. #11
    Member
    Registered: Dec 2000
    Location: USA

    So many questions! I'll just say that I thought it was a clever and funny mission, and it looked great. The X-Files references were a hoot, and it shows how Dromed can be used to make a mission outside of the Thief millieu (at least somewhat).

    Alas, I also suffered the agonizing frame-rate reduction after entering the ship. It made playing the game from that point a good deal less enjoyable. I also found it hard to meet the loot requirement on the highest difficulty level, but that's not uncommon for me in fan missions.

  12. #12
    Taking a break
    Registered: Dec 2000
    Location: Orem, UT, USA

    I thought I'd add that I did make use of a couple moss arrows inside the ship and they were useful. Also, my favorite moment was the first time coming down the elevator, and seeing the wide open cargo bay with the big ship inside - that visual experience was just cool!

  13. #13
    Member
    Registered: Oct 2001
    Location: Pennsylvania

    I loved WH51, but I'm a Sci-Fi junkie. Even so, I'm not answering all of those questions! I'll just tell you what I told KoMAG when I voted:

    On uniqueness:
    "From the realistically acting basketball to the aliens to the unbridled references to pop Science Fiction, this was a creative mission -- and one we never would see from Eidos."

    On replayability:
    "The concept of this missions earns it this spot. I didn't feel it had a lot of replayability, but there is no doubt it was a cool mission!"
    -----Now, let it be said that if the music in the ship were dropped (I assume that's what killed my computer), and a secret were added, I'd play it again.----

    On Best overall:
    "I was hooked the first time I threw the basketball. Where's the net??? As a sci-fi buff, this was a hilarious mission to play as well. Unfortunately, it used a lot of memory at the end, which made it hard to play, even on a fast computer."
    -----In fact, my computer is only a year old, so I'm wondering what kind of souped up mega system you have...pardon me while I drool...---

    The only other comment I have is that I think I broke the alien in the cage. He just stopped moving at one point, and I didn't know why.

    Keep up the great work on your FMs. I'm often stumped, but always happy to play them! [Thumbs Up!]

  14. #14
    Taking a break
    Registered: Dec 2000
    Location: Orem, UT, USA

    It seems you think kfgecko invented that basketball, but it's been around (though it's always still fun )

  15. #15
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...

    Yep, since Thief 1 and the Easter Egg in the Training area!!

  16. #16
    Member
    Registered: Mar 2001
    Location: ashland,or,usa

    Well I have to say it got a good score from me,
    I like the X-Files so I thought that was humorous and the whole area 51 spoof thing was cool. It did look like S & M.
    I didn't really think about coming out of the ventilation, I saw the torch and wondered why it was lit, maybe a broken vent hanging from the wall would've made me thionk about it.
    I really liked having to run back and forth to pick the lock, I wouldn't want to do it everytime but it was a cool touch.
    I couldn't get off the ladder quitely, just had to hang under the ship until the gaurds settled down, took awhile.
    I'm not sure if I got in the crate, can't remember.

    for a 64x64 mission I thought it was very good. I like FM's with a little humor in them. [Thumbs Up!]

  17. #17
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...

    [quote]Originally posted by Hit Deity:
    Were you intentionally trying to make the ladder hard to get off of, or were you asking if there was a way to get the ladder "functioning" better? If the latter (no pun intended ), then it's in the ladder's Properties > Physics > Model > Dimensions settings. They have to equal the visual dimensions (D,W,H) to work properly. You can even set the physical dimensions a little larger so the player can walk off of and up on to ledges without having to jump off.


    Since kfgecko never posted again, does that mean our feedback and questions were not wanted after all??

  18. #18
    Taking a break
    Registered: Dec 2000
    Location: Orem, UT, USA

    I'm sure he appreciates it all - maybe he's just gone for a few days on business or something

  19. #19
    Member
    Registered: Mar 1999
    Location: California, USA

    [quote]Originally posted by Hit Deity:
    Since kfgecko never posted again, does that mean our feedback and questions were not wanted after all??


    Nonono... by no means. Although I never posted anything else on this thread, I can't count how many times I checked this thread for new responses. I'm listening to all the feedback!! More more!!

  20. #20
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...

    [quote]Originally posted by Hit Deity:
    Were you intentionally trying to make the ladder hard to get off of, or were you asking if there was a way to get the ladder "functioning" better? If the latter (no pun intended ), then it's in the ladder's Properties > Physics > Model > Dimensions settings. They have to equal the visual dimensions (D,W,H) to work properly. You can even set the physical dimensions a little larger so the player can walk off of and up on to ledges without having to jump off.


    **AHEM!!**

    I think I'm going for a record for most times quoting myself...

    I know I don't have anything intelligent to add to most of these discussions on this Board, but can you at least answer my question?

    (Or at least tell me to piss off and stop bothering you. I'm just curious to know, that's all.)

    Thanks!

  21. #21
    Member
    Registered: Mar 1999
    Location: California, USA

    Whoops... my bad, I somehow forgot to answer the question...

    [quote]Originally posted by Hit Deity:
    Were you intentionally trying to make the ladder hard to get off of, or were you asking if there was a way to get the ladder "functioning" better? If the latter (no pun intended ), then it's in the ladder's Properties > Physics > Model > Dimensions settings. They have to equal the visual dimensions (D,W,H) to work properly. You can even set the physical dimensions a little larger so the player can walk off of and up on to ledges without having to jump off..


    It was actually more complicated than that. The ladder I needed was like 45' or so. In practice, I found that the only way to make it so the player can just walk off a ladder (without unsticking himself by jumping) is to make sure the ladder bottom goes right into the ground, or at least ends below the height of Garrett. Because of my architecture, the elevator platform stops above the ground, thus the player never really touches ground at the "bottom" of the ladder... and so he stays stuck. I ran out of time trying to solve this problem so it never got addressed. I was just wondering how "bad" it affected people. [erg]

  22. #22
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...

    Just so you know, if you build enough space to the sides of a ladder, the player can walk right off of it at an angle to the side if you do what I mentioned above and set the Physics Dimensions correctly. That's the first thing I check when I get to the bottom of a ladder if I need to make a quiet egress: head off to the side at 90 degrees and you let go of the ladder. And if you make the physical dimensions considerably narrower than the ladder, then it will be even easier. Try it!!

  23. #23
    New Member
    Registered: Nov 2000
    Location: Colorado

    Was not sure it was a vent sys but did see the flare and wondered why it wouldn't go out like normal flares.

    Lock picking was just about right.

    Story was clear and funny.

    Just from the title I knew it was going to be spoofy.

    I kept making a bunch of noise getting off the ladder.

    What weapons crate???

    Moss arrows??

    No confusion, at least no more than I am just normally confused.

    I knew they were supposed to be Scully and Maulder....You did a pretty good job on Maulder, but I thought Scully's hair could have been a bit redder and her lips a little poutier and really red to get the point across for her more because her facialy features were not so accurate.

    No didn't know about the objects, It's been a while since I played some of your other FMs so I didn't put 2+2 together ..... but kinda guessd Warren might have had to do with Mr. Spector??

    Got the gold wires.

    I LMAO through the whole mission just about...Sci-Fi addict here and just love the X-files...When I entered the ship I really quacked up when I heard the music.

    Comments: I loved this mission... I thought the aliens could have been a little darker shade of grey tho. I was one also who got the Frame Rate of Death after I enterd the ship and the music started. It just about drove me nuts cos it made it real hard to finish the mission and enjoy it completely. Also I have a rather high end computer so I don't think the Frame Rate problem was on my end. Is there something you can change to fix that problem. I would love to play 51 again but not with the slow down problem, gave me a big headache. The slow frame rate made me have to cheat to find Maulder's ring to complete the objectives cos I just couldn't focus on it easily. I have recently played T2 and had no frame problems during any of it.

    Nightbird

  24. #24
    Member
    Registered: Apr 2000
    Location: Exeter, RI

    OK, so admittedly, I'm posting this long after the issue is dead, perhaps, but here goes:

    - at the start, did you get the impression that you just came in through the ventalation? could you see the flare up there?

    That was a really, really nice touch. Simple, yet it added that touch of realism too often missing when you start a mission.

    - was the door pick cfg too long/too short/just right? (the intent was to force the player to run back and forth from under the camera)

    That was a great idea. Made perfect sense, and was the only way through the puzzle. It wasn't too long (would've been irritating) and not so easy that you could just breeze through.

    - was there anything in the story unclear?

    The story line was straight forward. I liked the descriptions of the mission objectives.

    - was it immediately apparent that this was a "tongue in cheek" mission (like from the briefing description?)

    Absolutely. As soon as I came down that ladder and saw the spaceship I was thinking "X-Files". Little did I know...

    - I couldn't figure out how to better getting off the ladder... did you discover that jumping off against the power generator was reasonably silent?

    I jumped off onto the wood floor from the ladder. The guards seemed to think they heard something, but I scurried under the ship like a rat out of an aqueduct.

    - did you break into the weapons crate for the offensive goodies?

    I'm going home and reloading the mission just to play this part. Where is it?

    - how many moss arrows did you use?

    One. Right as you go into the spaceship. It was all I needed to jack the little guy. (FUNNY AS HELL, btw!) I always wanted to bonk the little "golden boy" in the T2 series. Nice to see someone else hated that little b a s t a r d, too.

    - were you ever confused what to do next?

    No, it was simple and straightforward. The toughest part was, "Where the hell am I going to come up with goods to make this loot limit?"

    - did you know that the 2 people inside the ship were Mulder and Skully? did they look like them?

    The music hit me first. I laughed when I heard it. It made the ID of "Mulder" much easier. Scully was a bit less, well, "Scully-ish"

    - did you know what the references of Mrs. Nesbitt, Mrs. Bando's Brooch, and Warren's chisel were? (they were objects from my other missions)

    I've played the one with Mrs. Nesbitt, and that was hysterical to find her here, yet again.

    - did you realize after getting them that the wires near the hibernation pod were gold?

    That's where I went wrong. I didn't even try taking them.

    - what places made you laugh? if any?

    The part where I met the aliens was the best. The music was a really, really funny part. So was the "strangely familiar object" and the "Oops. You broke it."

    - comments on the gameplay?

    Easy, straightforward gameplay. The thing that I thought was obviously missing was the rope arrow, and the ability to clamber around in some crates (maybe make a "Chuck E Cheese" playland?).

    What about mining conspiracy theorists? (Hide a corpse of a guy who got in, but didn't get out. His diary, etc...)

    BTW, my nick comes from an episode of X-Files, so yes, I got the references right away.

    I'm thinking about modifying it for Warehouse 51 gold, now that the contest is over. I'm going to stick a secret in it... would you play it?[/QB][/QUOTE]

    Does the pope wear a funny hat? Yeah, I'd play it again. Especially if you expanded this to an entire "ghost town" city adventure, where you could stalk your way into the base. Play with the conspiracy theory idea. Hell, I'd beta test, if you'd like.

    Regards,

    Theef

  25. #25
    Member
    Registered: Aug 2001
    Location: Calgary, Alberta, Canada

    Warehouse 51 - Expert

    This one is small enough that I shouldn't have had difficulty, but there you go.

    Where is all the loot? I got the alien artifact and 645 in change, but need 900 to complete the mission. Now there can't be a lot of places to hide this. The other safe in the alien ship could not be accessed because the switch fell off.

    What makes matters more difficult is that for some reason or other, the FM plays very jerky-like. This started about 3/4 into the mission and I haven't been able to re-gain the quality flow my resolution has always allowed me in the past. I was wondering if anybody else had this happen to them. Otherwise, it may be symptomatic of problems with my computer.

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