Lady Mossy
################# Lady Mossy #################
Briefing: My paser wants me to steal a Family Scepter from Lady Mossy's Mansion in South Quarter. Well I think it will be done easily. He also showed me a small storehouse, wehere I can get some interesting equipment. I should start there.
##############################################
Creation started at: 2009-08-13
Finished at: 2009-09-13
(Shouldn't it be lucky for me? :P)
Author, and other information will be revealed after an ending of Vertical Contest. Please do not upload this mission anywhere until it will be finished by me (and finally uploaded). Thank you and enjoy.
##############################################
Vertical Contest rules:
The Vertical Contest (VC) has begun. What's this all about, then?
There are many ways to interpret verticallity in mission design. In judging the results there will be rewards for more creative or ambitious ideas about what this means, provided of course that these creative ideas are actually fun to play. The physical game world, the gameplay methods, and even the plot should all come together to put forward the concept of verticallity. As a rule of thumb, verticallity means situations where the player has to engage with what is above and below them in a meaningful sense, above merely "look at" (pretty view) or "avoid" (falls to your death).
The Rules
1. Choose one out of these three base missions.
Tall/Flat - vert-contest1.mis (1,048,576 cubed units) 128x128x64 area & 64x64x128 area
Flat/Flat - vert-contest2.mis (1,048,576 cubed units) 128x128x64 area & 128x128x64 area
Tall/Tall - vert-contest3.mis (1,048,576 cubed units) 64x64x128 area area & 64x64x128 area
2. The two area brushes may be moved and configured in relation to one another however the author sees fit.
3. The gameplay space must be contained within the two area brushes. Gameplay space is defined as volume the player can inhabit, as opposed to distant scenery or a blue-room.
4. One mission per author, one author per mission.
5. Thief 1/Gold may be used! Note that T1/G missions will be judged on equal grounds to T2 missions.
6. Submit your finished FM anonymously by September 14th (92 days).
7. Contest winner will be given a custom user title on the TTLG forums for 1 year.
Voting
Votes will be cast according to the following categories. Entries will be evaluated equally regardless of the base mission used.
1. The vertical element (environmental/gameplay/story).
2. Other environmental design.
3. Other gameplay design.
4. Other story design.
Briefing: My paser wants me to steal a Family Scepter from Lady Mossy's Mansion in South Quarter. Well I think it will be done easily. He also showed me a small storehouse, wehere I can get some interesting equipment. I should start there.
##############################################
Creation started at: 2009-08-13
Finished at: 2009-09-13
(Shouldn't it be lucky for me? :P)
Author, and other information will be revealed after an ending of Vertical Contest. Please do not upload this mission anywhere until it will be finished by me (and finally uploaded). Thank you and enjoy.
##############################################
Vertical Contest rules:
The Vertical Contest (VC) has begun. What's this all about, then?
There are many ways to interpret verticallity in mission design. In judging the results there will be rewards for more creative or ambitious ideas about what this means, provided of course that these creative ideas are actually fun to play. The physical game world, the gameplay methods, and even the plot should all come together to put forward the concept of verticallity. As a rule of thumb, verticallity means situations where the player has to engage with what is above and below them in a meaningful sense, above merely "look at" (pretty view) or "avoid" (falls to your death).
The Rules
1. Choose one out of these three base missions.
Tall/Flat - vert-contest1.mis (1,048,576 cubed units) 128x128x64 area & 64x64x128 area
Flat/Flat - vert-contest2.mis (1,048,576 cubed units) 128x128x64 area & 128x128x64 area
Tall/Tall - vert-contest3.mis (1,048,576 cubed units) 64x64x128 area area & 64x64x128 area
2. The two area brushes may be moved and configured in relation to one another however the author sees fit.
3. The gameplay space must be contained within the two area brushes. Gameplay space is defined as volume the player can inhabit, as opposed to distant scenery or a blue-room.
4. One mission per author, one author per mission.
5. Thief 1/Gold may be used! Note that T1/G missions will be judged on equal grounds to T2 missions.
6. Submit your finished FM anonymously by September 14th (92 days).
7. Contest winner will be given a custom user title on the TTLG forums for 1 year.
Voting
Votes will be cast according to the following categories. Entries will be evaluated equally regardless of the base mission used.
1. The vertical element (environmental/gameplay/story).
2. Other environmental design.
3. Other gameplay design.
4. Other story design.
• Uploaded 15.09.2009
• Size 2.50 Mb