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bnfdhfdhfd
Posts: 528
Registered: 15-05-2011
Message 381 of 431 (149 Views)

Re: Paying The Bills

I fired up I2 earlier, so I tried it out. I orginally went with the "good" option of helping out the electric company. After I kept breaking the crates, I gave up and restarted, picking the other choice. It was a good mission with a funny story. Good job!

 

P.S. When writing money figures in U.S. Dollars, we usually don't use the ¢ symbol. We usually write something like -  $123.45

 

I'm not sure if it's different on your side of the pond.

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Re: Paying The Bills

Thanks for the advice there.  I'll get rid of the cents symbol.  Regarding the crates - I did wonder if they broke too easy.  Needs quite a bit of patience.  I have damage response on the crates set so they break easier.  Do you think I should adjust that?  It's a very simple modification to make.

 

Also, I went into the mission this afternoon to take some pics of it and spotted a couple of issues which I've now updated.  It doesn't look like you ecountered them though but either way - they're fixed now.

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bnfdhfdhfd
Posts: 528
Registered: 15-05-2011
Message 383 of 431 (135 Views)

Re: Paying The Bills

Maybe you could tweak the damage response so they won't break from simply falling off the top shelf? I noticed something that looked like an elevator in the back, I'm guessing I was supposed to use that somehow. I'll probably give it another go next time I need a break from the other project.

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Re: Paying The Bills

I've updated the mission.  The cents symbol is gone.  I tried messing with the damage response, but a small change made it possible to simply 'kinetic throw' the crates over the road, which killed any sense of challenge.  Instead I've taken out two crates so there's six instead of eight, and I've put in randomly generated tips for the player, which appear if they fail and respawn.



And yes - you need to use the lift for the highest crate.  :smileyhappy:

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Member
King_of_Pervs
Posts: 9
Registered: 13-04-2011
Message 385 of 431 (80 Views)

Re: Paying The Bills

God calls upon Cole to stop the last of the surviving Militia before he receives his eternal reward. (Good Ending Spoilers) (Lightning Tether Needed)

The Last Mission (Part 1)

http://www.infamousthegame.com/en_US/infamous2/community/ugc/mission.html?missionId=8721e3fd-d654-49...
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Re: The 'check out my level' thread (unofficial)

A little late to the party but I finally made my first mission, and just in time for the contest! Hope fans of the first game especially will enjoy it.

  1. Echoes of Trish
  2. Narrative, Battle
  3. Mission location – If you stand in front of the huge church (on the first island) facing the stage with the Bertrand sign, it's on the roof of the building behind you to the left.
  4. In this mission Zeke tells you that someone the militia has captured claims "Trish from Empire City" is going to save him. It could be a trap but how can Cole pass that up?

You can add it to your queue here: http://www.infamousthegame.com/en_GB/infamous2/community/ugc/mission.html?missionId=1580f213-0494-4d...

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Member
bnfdhfdhfd
Posts: 528
Registered: 15-05-2011
Message 387 of 431 (66 Views)

Re: The 'check out my level' thread (unofficial)

Queued! Good luck in the contest!

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Re: The 'check out my level' thread (unofficial)

Right on, thanks. And good luck to you, i'll play your new mission tonight!

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Member
planeone1
Posts: 64
Registered: 20-10-2011
Message 389 of 431 (47 Views)

Re: The 'check out my level' thread (unofficial)

Mission:     Final Judgment

Tags:          Narrative, Battle

Location:    In front of the cathedral

Summary:  Occurs after the good ending. References to Egyptian mythology abound.

http://www.infamousthegame.com/en_US/infamous2/community/ugc/mission.html?missionId=04793c27-b9a2-46...

 

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bnfdhfdhfd
Posts: 528
Registered: 15-05-2011
Message 390 of 431 (42 Views)

Re: The 'check out my level' thread (unofficial)

I played both sides. Cool mission, I loved the "afterlife" scenes. When you heal the rebels, their map icons stay on the map, making it hard to find which ones haven't been healed yet. To fix this, set up the following logic:

 

Monitor - Healed - Any - Rebel Group---> Object Modifier - Map - Trigger - None or Default

 

The smart text will say something like: When any Rebel Group is healed, hide map icons for Trigger.

 

This will make each healed rebel display either a green dot, or nothing at all.

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