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  #26  
Old 05-24-2012, 07:24 AM
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In an effort to remain on topic, I stand by my viewpoint that Garrett needs a compass and or map for every single mission. However, I am open to the map/compass being replaced by a guide (female) or toggle-able character.

It is my stance that EM needs to bring a little eye-candy to the franchise, that is all.
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  #27  
Old 05-24-2012, 07:45 AM
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@contrarian
Why your signature is in Turkish? You used google translate? Because it doesn't make sense.
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  #28  
Old 05-24-2012, 08:06 AM
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I like to mix up my sig from time to time. I used Google translate which I know is not very accurate.

When I retranslated it back to english, it made sense if the word "IF" was the first word.
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  #29  
Old 05-24-2012, 08:30 AM
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I see, but second part really doesn't make sense in Turkish. If you want, send the sentence you want to say as a PM to me and I can try to translate it accurately.
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  #30  
Old 05-24-2012, 08:43 AM
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Thanks for the offer, but I may as well post it publically. And here I thought there wouldn't be anyone on this site fluent in Turkish.

The sentence was, "If you can read this, then you have too much time on your hands."

It didn't go as expected, so I'm thinking of a new sig.
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  #31  
Old 05-24-2012, 08:47 AM
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Ok, here we go :
"Eğer bunu okuyabiliyorsanız,çok fazla zamana sahipsiniz demektir."
I didn't translate it word to word -as google did- but meanings are the same.
And by the way, my Turkish is fluent, because it is my native language.
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  #32  
Old 05-28-2012, 12:12 PM
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Id rather have no compass or map than have someone else be my barings giving me directions throughout the game.
Reminds me of half life 2 episode 1 or 2 when you met that girl forgot her name. The daughter of the scientist.
Even though it was a good game, the inevitable times where you rely on these 'out of the blue' characters annoy me to no ends! Like the time your fending off hundreds of munsters so she can play games on a computer to unlock a door or something. Then inevitably they end up getting you caught/in trouble you end up sorting their mess out. I ask myself, do i really need/want this companion?
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  #33  
Old 05-28-2012, 02:30 PM
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Map+compass, no location/direction pointer, no 3rd part characters as guide .
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  #34  
Old 05-28-2012, 06:17 PM
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garrett shouldnt have anything but some notes, clues, vague descriptions of landmarks and territories jotted down on a scroll.

on the other hand, there are plenty of rooms that are not important that do have titles and i like that each room has a title
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  #35  
Old 05-28-2012, 09:07 PM
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Vague maps and a compass. That's all I want.
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  #36  
Old 05-30-2012, 12:35 AM
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But please, no nonsensical worthless garbage maps. You know who I'm talking about, mr rutherford castle.

Anyone who makes a map knows that the worst thing you can do is combine the 1st and 2nd storey layouts into one, making the map lose any information value it might have had. Look at how horrible these things are:

This is supposed to be Blue Heron Inn.

This is supposed to be the Rutherford Castle

This is wat

And these are the masterpiece blueprints of the great architect who designed the Shalebridge Cradle. According to these intricate specifications and technical documents.




Note to level map designers.

#1. Different floors go on different pages, clearly indicating which stairs and elevators connect them. You don't just blend the architecture randomly and force everyone to figure out which parts are supposed to be downstairs what which parts upstairs. Might as well just tell the players to draw their own taffin' maps.
#2. If what you have is supposed to be "Blueprints" -then you can see the thickness of wall materials and notes about ceiling heights. It's that detailed. It's unacceptable for it to look like a doodle made in elementary school art class. Blueprints are for building buildings. They need to look like it.
#3. Never, ever do the mistake of drawing a map from the side. Wow, now I can see that this house has 3 floors. Great work genius. I couldn't possibly have determined that by looking at how many windows are on top of one another while I was still outside the house.
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  #37  
Old 05-30-2012, 08:28 AM
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i dont know, i still like the idea of having no maps at all. just having vague notes of important landmarks to look out for; not actually having a map showing me where the landmarks are.

more of the same instances as garretts run in with the "eye", like when he told him to illuminate the torches in the grotto in order to open the secret door. please more stuff like that
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  #38  
Old 08-03-2012, 11:52 AM
LLLookAtYouHacker LLLookAtYouHacker is offline
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Quote:
Originally Posted by Platinumoxicity View Post
The map and compass are not difficulty-related gameplay features, but essential tools for a thief.

BUT the map shouldn't indicate in any way where you are, unless it's like in Thief 2, where Garrett maps out the area as he passes through it. But there shouldn't a blip pointing at the player, or a certain map area glowing to indicate where the player is. The player would actually need to look at the environment and use the map and compass to figure out where he is.
I thought of an intriguing system, in which the extensiveness of the maps detail is determined by your extravagance.

500 Gold Pieces = Average Map.
1000 Gold Pieces = Complete Map.
1500 Gold Pieces = Intricately Detailed Map.

Someone also told me (unless they're incorrect) that Thief 2's map system is self-generated; your exploration etches the map. I know you disagree regarding the realism, but I still admire the idea of having no map at all...
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  #39  
Old 08-03-2012, 12:05 PM
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Quote:
Originally Posted by Fatherwoodsie View Post
i dont know, i still like the idea of having no maps at all.
A master thief without a map? I don't like it. we should have a map. But Thief 1 style, not Thief 2. In Thief 2 we can see which room we are in, and which rooms were in before, as you know.
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  #40  
Old 08-03-2012, 12:42 PM
LLLookAtYouHacker LLLookAtYouHacker is offline
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Quote:
Originally Posted by Hamadriyad View Post
A master thief without a map? I don't like it. we should have a map. But not Thief 1 style, not Thief 2. In Thief 2 we can see which room we are in, and which rooms were in before, as you know.
What do you think of my system regarding the maps in the previous comment?
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  #41  
Old 08-03-2012, 01:36 PM
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Quote:
Originally Posted by LLLookAtYouHacker View Post
What do you think of my system regarding the maps in the previous comment?
It is a good system indeed.
I also thought something like that: before each mission, there may be an interlude, so we can try and find some clues, bribing people and learn poeeible ins and outs etc. then we can sign them our map and taking some notes. If you are good you can find more clues.
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  #42  
Old 08-03-2012, 02:58 PM
LLLookAtYouHacker LLLookAtYouHacker is offline
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Quote:
Originally Posted by Hamadriyad View Post
It is a good system indeed.
I also thought something like that: before each mission, there may be an interlude, so we can try and find some clues, bribing people and learn poeeible ins and outs etc. then we can sign them our map and taking some notes. If you are good you can find more clues.
Even better, that's a thrilling idea.
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  #43  
Old 08-03-2012, 03:10 PM
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Quote:
Originally Posted by LLLookAtYouHacker View Post
Even better, that's a thrilling idea.
Heh, thanks. But I don't think we'll see something like that. Actually, If they combine your system and mine, that would be pretty good eh?
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  #44  
Old 08-03-2012, 03:13 PM
LLLookAtYouHacker LLLookAtYouHacker is offline
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Quote:
Originally Posted by Hamadriyad View Post
Heh, thanks. But I don't think we'll see something like that. Actually, If they combine your system and mine, that would be pretty good eh?
Indeed!
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  #45  
Old 08-07-2012, 11:38 PM
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all dificulty levels shoud have a compass and a map, and these map should sometimes be more especific than othres
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  #46  
Old 08-08-2012, 02:01 AM
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While I could agree that we should have a map and compass for all dificulties, I think specifity should have a cost.
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