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[RELEASE][FIXED]Deterioration - Total Conversion
Streetboat Offline
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#41
RE: [RELEASE]Deterioration - Total Conversion

Harumph. I've noticed in peoples' playthroughs that there are two missing entities: the two tables in the front hall, where those candles appear to be floating in midair. No idea why they're missing, those are stock Amnesia entities. Dumb. Sad

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02-10-2012, 07:12 PM
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Elven Offline
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#42
RE: [RELEASE]Deterioration - Total Conversion

Yea, I noticed that too Smile.

The Interrogation
Chapter 1

My tutorials
02-10-2012, 07:17 PM
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Janni1234 Offline
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#43
RE: [RELEASE]Deterioration - Total Conversion

I'm stuck.

Spoiler below!
im stuck where the grunt ragdoll fell down.There is a doordesk and its locked.
02-10-2012, 08:31 PM
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Streetboat Offline
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#44
RE: [RELEASE]Deterioration - Total Conversion

(02-10-2012, 08:31 PM)Janni1234 Wrote: I'm stuck.

Spoiler below!
im stuck where the grunt ragdoll fell down.There is a doordesk and its locked.
Spoiler below!
Check around the area of the desk to find a key for a locked door on that level. Within that level lies the beginning to the solution to opening the desk itself. Items are scattered throughout the entire house that must be combined together.

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02-10-2012, 09:34 PM
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Strembitsky Offline
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#45
RE: [RELEASE]Deterioration - Total Conversion

Streetboat, not entirely sure if Statyk will do this on his own or not, but he was streaming your map, and ragequit at the lighthouse. He said that he loved the map, and it was done greatly, but the lighthouse puzzle killed it.

Just some feedback from a well-known person Smile

To be clear, the well-known person is Statyk, not myself.

The Nightmares v1.0 - Dreadful Fires WIP
02-11-2012, 05:31 AM
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Kman Offline
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#46
RE: [RELEASE]Deterioration - Total Conversion

I have to ask just out of curiosity... was the area directly before the dock inspired by this?:

http://www.moddb.com/mods/the-subconscio...een-shots9

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02-11-2012, 06:32 AM
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Cryaotic Offline
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#47
RE: [RELEASE]Deterioration - Total Conversion

Spoiler below!
I most definitely can not, for the life of me, figure out what it is I must do whilst in the lighthouse.

I read the previous posts and I believe someone mentioned you can go to the top of the lighthouse? The furthest I can go is to the railing outside the room where your father was after starting the generator on the same floor and the rather rude fellow lurks about.

I also heard about the lever on the bottom floor and it is also stuck for me, though I may or may not have missed a step that would de-stuck it.

The first three sections of this post all start with I, neat! Hopefully someone could lend some assistance - I'd probably hug you and slap you on the posterior if you'd like.

Salad dressing.

02-11-2012, 08:22 AM
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Statyk Offline
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#48
RE: [RELEASE]Deterioration - Total Conversion

(02-11-2012, 08:22 AM)Cryaotic Wrote:
Spoiler below!
I most definitely can not, for the life of me, figure out what it is I must do whilst in the lighthouse.

I read the previous posts and I believe someone mentioned you can go to the top of the lighthouse? The furthest I can go is to the railing outside the room where your father was after starting the generator on the same floor and the rather rude fellow lurks about.

I also heard about the lever on the bottom floor and it is also stuck for me, though I may or may not have missed a step that would de-stuck it.

The first three sections of this post all start with I, neat! Hopefully someone could lend some assistance - I'd probably hug you and slap you on the posterior if you'd like.

Salad dressing.
I've never raged on a part of a story so hard. I LOVED the beginning and everything up to the lighthouse... Then emotions plummeted... I could not figure it out and gave up. =\

Though, here is a tip for you if you can figure it out.
Spoiler below!

There is a ladder you can grab above you at the opposite end of the balcony. follow the grunt around and look up, you will see a ladder, as well as an arrow on the wall, directing you to look up at it.


If you figure out the puzzle, please good sir, fill me in.
(02-11-2012, 05:31 AM)Strembitsky Wrote: Streetboat, not entirely sure if Statyk will do this on his own or not, but he was streaming your map, and ragequit at the lighthouse. He said that he loved the map, and it was done greatly, but the lighthouse puzzle killed it.

Just some feedback from a well-known person Smile

To be clear, the well-known person is Statyk, not myself.
Well... Thank you for putting my feedback for me.

But yes, I love the map very very much. GREAT immersion, fitting sounds/music, great lighting, very interactive. I see where "Myst" comes in. The story blended together very well in many parts and it made me smile. I love stories like this. Fantastic story and puzzles... Until the lighthouse. What seems to have been the simplest puzzle turned into a disaster for me... HAD to have lasted at LEAST and hour on it. And I MAY or MAY NOT have said the real reason the father jumped off the lighthouse was because the generator was not being put in stand-by and the light would not, so he quit life and jumped. This was said in frustration, I apologize. I followed the story properly, have no fear.

Great story. The lighthouse was just, in my opinion, poorly explained... Or there is simply a problem with the whole puzzle.
(This post was last modified: 02-11-2012, 08:55 AM by Statyk.)
02-11-2012, 08:39 AM
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Spaceman Offline
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#49
RE: [RELEASE]Deterioration - Total Conversion

Fantastic mod! I loved the lighthouse puzzle. I'm personally a bit of an exploration freak so that kind of came naturally. (EDIT: Oh. I was referring to the one outside.
Spoiler below!
I can't do the one inside either, the lever is stuck fast regardless of which way I turn the valve at the top.

For those playing Mac Steam version of amnesia, add this as a launch option:

Deterioration/config/main_init.cfg




Spoiler below!
I most definitely can not, for the life of me, figure out what it is I must do whilst in the lighthouse.

I read the previous posts and I believe someone mentioned you can go to the top of the lighthouse? The furthest I can go is to the railing outside the room where your father was after starting the generator on the same floor and the rather rude fellow lurks about.

I also heard about the lever on the bottom floor and it is also stuck for me, though I may or may not have missed a step that would de-stuck it.

The first three sections of this post all start with I, neat! Hopefully someone could lend some assistance - I'd probably hug you and slap you on the posterior if you'd like.

Salad dressing.

By the way Cry, Big fan of your LP's Smile Keep them up!

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(This post was last modified: 02-11-2012, 01:38 PM by Spaceman.)
02-11-2012, 09:01 AM
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BonesTheRabbit Offline
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#50
RE: [RELEASE]Deterioration - Total Conversion

What I liked:
Spoiler below!
Personally, I found the ability to inspect everything to be a fantastic addition to the game. It gave the place a lot more feeling and life. Still, can't help but wonder why I couldn't at least drag those wine filled barrels. Hehe.

Having to jump down the pit was great. Though it was a bit of a challenge to try and figure out the irrelevance of the door, when it explicitly said I had to find out what was on the other side of it. I mean, that actually dissuaded me from jumping more than anything, because my focus was on the door. Still, the whole ordeal was suitably eerie.

The feelings I got when I woke up in that red map really got me uneasy and on edge. It was extremely ominous, and really set the mood for grim things to come. The insanity situations made my head hurt, but in a good way which made them all the more dreadful.

All in all, the story's progression was absolutely fantastic.

What I did not like, and possible improvements:
Spoiler below!
Don't be alarmed by the length of this section. Most of this is just suggesting tweaks, and the story has more swagger than flaw. The majority of this falls into the category of gameplay, with minor points about aesthetic choices.

Move the key to your room from beneath the father's desk. If you light the lamp on that desk, it makes it quite literally impossible to see unless you move your mouse randomly over the shadows there (and if you don't move the chair, why would you?) It's just far too well hidden, and most players seem to get stuck - and consequentially frustrated - at this point in the story.

Alternatively, if you want to keep hiding the key, drop a hint in the way of 'hot and cold' as was present in Daniel's room, on the original game's story. Obviously it doesn't have to be a flashback, but anything should help more than nothing. Take tips from your own clues in the switches puzzle.

Speaking of the switches puzzle, the puzzle itself felt a bit boring. Maybe have the lighthouse illuminate only after you've read all three notes, and then make each of the areas more decrepit and corrupt on the return trip. Also, you absolutely want to adjust the pixel hunting present in the reading area in this point. The dissolve effect is stinky, and I'll touch on that more at the end.

Most of your writing is very well done. It's believable, lacking obvious typos, and doesn't feel stilted. This trend of quality ends abruptly with the lighthouse, and quite frankly, leaves most players - by my own observation as a self-proclaimed intelligent man, and the posts of others here - extremely confused. Tidy up your explanations of the lighthouse workings, and then give it to an outside party to read over. See if they can reasonably understand your directions. Currently, I find it to be jumbled and highly confusing.

As well, I'd personally adjust the grunt's difficulty. Since this is very late in the story, and you're using a restart from scratch situation, you need to balance accordingly. Personally I'd make some sort of reference towards the stairs running clockwise as an introductory part of the map's puzzle.

The crank at the middle generator would also give you a hint, in that it punishes the player for turning it counter clockwise. This will quickly enforce the mentality of clockwise movement for the player. Then simply have the grunt pat all the way around the balcony in a full clockwise manner, so that if you go counter clockwise, you're punished, just like you were with the crank.

And of course, keep the grunt from coming into that room (or seeing into it) after the initial appearance. Use a blockbox which you can walk through if you have to, but he glitches far too much in there, and there's nowhere to hide. This will allow the player to watch for him patting past the doorway, and give an idea of where he is on the map, since he can see you pretty clearly in the darkness.

Finally, for cosmetic changes, I'd simply avoid spawning things in front the player. The dissolve effect is really shoddy at best, and kind of kills the scare for me. The statues are a major example of this. Players are going to notice the change even if they don't see it happen, simply because it's a drastic one that screams for attention. Make it happen when examining the door or levers. Same goes with making your father vanish.

Finally, I'd say remove the stairway cat scare, or maybe replace it with something less out of place, like a mild earthquake. Maybe give a warning at the maw of madness, too? It's a little frustrating outright dying to that for being a little too curious about it. Particularly because you're actively drawn to that particular point, and it implies necessary approach rather than avoidance. This one's pretty mild, though.

Other than these changes, the story is perfect as is.


P.S. What does 'salad dressing' mean?
(This post was last modified: 02-11-2012, 05:53 PM by BonesTheRabbit.)
02-11-2012, 05:47 PM
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