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Thread: Th-Library

  1. #1

    Th-Library



    Download: Thievery-Customs
    Hosted on: TRS 85.122.82.26:8888

    Made By <~T.L~>Getty & <~T.L.~>Alex-X-x
    Helping: Rex

    Some map parts belong to Eidos and cosas team.
    Last edited by Edy94; 27th Dec 2010 at 11:41 AM.

  2. #2
    Looks nice I'll check it out when I have some time thanks.

  3. #3
    Member Bandit's Avatar
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    O thx for posting. I forgot to upload it on my server!

    It's damn worth to play!

  4. #4

  5. #5
    Quote Originally Posted by Edy94 View Post
    Thanks for update, Bandit.
    Hey I played the game but I couldn't find all 700 loot only like 400 or so, I don't think the map is finished. Also would be nice if some windows could be opened. Also the A.I. pathing needs work they can't get upstairs.

  6. #6
    I forgut to edit the objectives. You need to steal 450 not 700. Maybe you missed the shop. its near the ladder where u go on roof. And yeah, the path is a big buggy. The 2nd floor's windows can be breaked.

  7. #7
    Member
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    Quote Originally Posted by Edy94 View Post
    ...And yeah, the path is a big buggy...
    Probably You have to add few pathnodes here and there manualy. The optino (create pathnetwork in build all settings is not working very well (and is ignoring pathsways of spacing less then 128 unreal points I asume, or Ihave found).

    My personal opinion pathnodes on spirals stairs do not work well (it all depends on geometry), the pathnoding system work well in wide open spaces, but in narrow corridors the debugging of pathnoding might be very frustrating...
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  8. #8

  9. #9
    Member immortius's Avatar
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    Quote Originally Posted by MageofFolenn View Post
    Hey I played the game but I couldn't find all 700 loot only like 400 or so, I don't think the map is finished. Also would be nice if some windows could be opened. Also the A.I. pathing needs work they can't get upstairs.
    Personally I think it is extremely poor design to have a 400 loot diamond hidden in a secret spot in a map with nary a reference to where it is or how to reach. To add to the insult it is extremely easy to get if you know where it is.

  10. #10
    Umm thats because you played an old version of it. Already told Shug twice to update it on his server. Not my fault.

    Edit: right now map has 2 issues: 1. it says u need to steal 700 but u need just 500 and 2. the pathnodes.

  11. #11
    Member Shug's Avatar
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    Jan 2003
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    I've updated it on the server.
    Nightmaster,
    .:Mockers Thievery Guild:.
    - "until the cat is skinned"

  12. #12
    Member Aggamemnon's Avatar
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    Jan 2003
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    UK
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    unsure what version I played, but it's not the greatest of designs imo.

    It's rife to thieves being able to run around silently on carpets, in unlit area's (the whole lot).

    I'd suggest.
    The lights need to be segmented, and more of it needs to be permanently available.
    Make a few permanent shadow spots for hiding inbetween, but give the guards a point of permanent reference to base out of.
    The whole thing needs widening out as well, and the loot spawned a bit more varied, and a little more worthwhile.
    Add a few streetlamps outside.

    Separate the carpets out, maybe have wood in between adjoining segments.

  13. #13
    Member Rodent's Avatar
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    Jan 2003
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    Fighting to survive in a war with the darkest power...
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    The version that was on the server had the potential to be a good dedicated 1v1 or 2v2 map, I'll have to check out the new one.

    ps. Snow is pretty
    Nightwarden,
    .:Mockers Thievery Guild:.
    - "Earth dons the red; calls the maggots."

  14. #14
    Member beast's Avatar
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    I actually don't mind it - it could be bigger and more complex, but it's the MYSTERY that captivates me.
    deserve victory

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