Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +---- Forum: Showcase (https://www.frictionalgames.com/forum/forum-36.html) +---- Thread: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May (/thread-7806.html) |
RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - cook - 05-18-2011 (05-18-2011, 09:30 PM)bobbo Wrote: This is really embarrassing but I can't figure out what to do on the second map. I found the malfunctioning lever of course, some tinderboxes and a note - but that's it. No key for the door, no insight into the lever mechanism. What am i missing? Spoiler below!
ACTUALLY, idea: This post contains spoilers for the entire map, if you're stuck you can just refer here since there are no let's plays(which is what I use if I'm stuck): Level 1: Spoiler below!
Level 2: Spoiler below!
Level 3: Spoiler below!
Level 4: Spoiler below!
Level 5: Spoiler below!
Level 6: Spoiler below!
Level 7: Spoiler below!
Level 8: Spoiler below!
Level 9: Spoiler below!
RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - Anxt - 05-19-2011 The hammer and chipper do not combine properly, which results in the gate being impassable. RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - cook - 05-19-2011 (05-19-2011, 12:11 AM)Anxt Wrote: The hammer and chipper do not combine properly, which results in the gate being impassable. This doesn't seem to effect everyone and it certainly doesn't effect me, I'll start searching for causes and if needs be re-write the script myself. RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - Anxt - 05-19-2011 Actually, as odd as it may be, it could be on my end. My own combine script wasn't working either, but if it is still working for other people, then perhaps there is something wrong with mine. I will look into it. RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - bobbo - 05-19-2011 (05-18-2011, 11:14 PM)cook Wrote: Spoiler below!
Thanks for the spoilers, the thread can be used entirely for feedback this way. RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - cook - 05-19-2011 EDIT: Frictional script is exactly the same, going to try using the main games callback and just renaming my stuff as another option. RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - bobbo - 05-19-2011 I just completed it and I really liked it! I had made notes about the maps to give feedback to each one but somehow I must have messed up the order after the hammer/chisel part because they don't match your spoiler-list anymore. I'll try to sort them somewhat reasonable anyways: Spoiler below!
So all in all a lot of great ideas in it, looking forward to see more of this, keep up the good work! edit: Hammer and chipper added up without a problem for me. RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - skypeskype - 05-19-2011 Wheres the download link ? RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - bobbo - 05-19-2011 (05-19-2011, 12:26 PM)skypeskype Wrote: Wheres the download link ? Check the opening post, the third line. RE: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - cook - 05-19-2011 Yes, excuse the picture, it's not me - this map was originally just designed for some friends with tonnes of in-jokes etc, this was an artefact of that - on which note, if you can think of a good name for this map I'd be happy to hear it - I may incorporate it in my next map with more of a storyline which already has a placeholder name of the servant's trials. I'll remove it - and I don't know how to make the brutes faster - they are already set to run at full speed constantly, and I have 300 nodes placed each per step to follow but they always seem to get caught - some people have suggested making the brute ignore the player and just follow the nodes until hes at close range whilst running which I think I will try eventually. It's good to have feedback on being prepared for the attic monster, I can't tell myself since I'm always prepared but I'll add a note and put some falling dust / fog from that hole so you can see it's there, I may add more holes just to keep a slight element of suprise in that you don't know which one he's going to drop from. Spoiler below!
Spoiler below!
Thanks for the feedback. It inspires me to work more. |