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Matt H Dark Trooper Phase 1
Joined: 24 Sep 2003
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Posted: Apr 19, 2004 15:52 Post subject: Discovery at Ironfort (* * * * *) |
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Discovery at Ironfort by Kevin Buscemi (* * * * *)
TACC: 96%
Hall of Fame
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Barry Brien wrote:
Amazing near TC level. Excellent plot, challenging puzzles. Great stuff.
Tacky wrote:
Question!!! Can someone send me a pic of the symbols needed to break the forcefield code?
Thanks! All help is appreciated...
Jackson wrote:
Well, there is a section in the Dai walkthrough that addresses that very issue!
Tacky wrote:
Jackson wrote:
Well, there is a section in the Dai walkthrough that addresses that very issue!
I still can't figure which number is which. I know the number two, but I can't figure out what the rest of the numbers are. Please help...
NathanWilson wrote:
Well, assume that the "x" is 8 and work from that. It does work itself out...
Jedi Cheddar wrote:
Yeah, I couldn't get that puzzle at first either. I tried and tried, but still couldn't figure it out. Finally I went into Wdfuse and saw that Scape Goat mixed up the numbers on purpose. If you look you'll see that the BM is in order, but the INF scroll is different correspondance
My suggestion: Look for a pattern. When you see one circle, a square following it, and two circles following that, it would seem that the circles go back to back
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Name: Jedi Cheddar
Home Page: Jedi Cheddar's Sanctuary
Weapon: Cheese Gun
Profession: Guardian of Cheese
DarthDoctor wrote:
Well, I knida cheated, too.
I played Riven, and got ideas from that.
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"Goin' out west where the alligators fight;
They duel all day and they duel all nite;
Afterwards it's all all right;
Out where the alligators fight."
Charles Rigby
AlexG wrote:
If you have a bit of time, you can easily crack any code. Say you have a combination lock in DF and the symbols are X, Y, Z, and A. First, set all the switches so they are the same.
X X X X
Advance the one to the far right as follows.
X X X X
X X X Y
X X X Z
X X X A
X X X X
Then advance the second to last one once and cycle the first one again. You get:
X X X X
X X Y X
X X Y Y
X X Y Z
X X Y A
X X Y X
After you have cycled all the second to las ones, change the second one, then advance the right, then the second to right all the way through, etc. until what you want to happen happens.
Geoffrey Simpson wrote:
I actually managed to solve the thing without cheating. Three of the things I figured out, but the last one was just flicking the switch until it worked.
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
Llyren wrote:
I never figured it out. By the time I got to that point in the level I was nearly out of lives, losing patience, and I think I made it to the puzzle but never really tried to crack it.
NathanWilson wrote:
I got the entire thing easily. The trick was to assume that it was a different numbering system (ie that it used different symbols or pattersn to represent the numbers). After that it's really simple.
Geoffrey Simpson wrote:
Yeah, I made my own numbering system once, that was fun. Instead of going to 10, it went to 12, and the line of numbers went in a loop to the minus and back again.
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
NathanWilson wrote:
Ah. So you used a different base. That could be interesting to try and play with sometime. Maybe if I find some free time...
Geoffrey Simpson wrote:
No, not just that. You know if you want to go from 1 to 100, you go along a straight line? Here it was a circle, and you go up to a certain point and you get back to zero. Then you add another circle for a different type of numbers (kinda like the minus, I guess) that looped through the other circle. Sorta. It's actually more comlicated than that, I might post an image of it sometime.
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
Ceryn wrote:
Ok, quick note on the numbering, you can figure out 1, 2, and 3 from the elevator, and note the pattern after that. I'd have to agree it isn't linear counting, which makes it all the more alien, and thus interesting.
That's something I have to say about the whole level, Interesting beyond belief.
Some parts are harder then others though, but it was doable without cheats (though did use pogo in a few spots to make things quicker)
From the start, to about midway, you get the feeling that this isn't just another imp base, this place IS pretty huge, larger then most factories. I LOVE how it's set up, and just the base part alone would have made a complete level. The hardest part of course being getting the ironfort key. (note, had to backtrack downstairs and remember to turn on the furnace to get things going in the right direction. Oh, don't forget, check the furnaces before turning them on. there's a suprise in one of them) The hardest part of that is remembering there's a secondary downstairs on the other side of the garage.
Still, once you get the ironfort key, things get REAL interesting. The area populated by only droids was a nice touch, and finding the tube was fun. On my second go around, I found a revive in a hidden spot on the last imperial designed room. Then you get to go to the alien sector. Gawd... I LOVED the total end all design of this place. The hex patterns, EVERYTHING! What I'd LOVE to see is someone continue with this theme of alien civilization and use it elsewhere. Although, part of it's appeal is the going from imperial digs to alien. Was it to long? ehhh... I did end up staying up till 4 am finishing it when I did get fully going.
The creature at the end actually startled me, as well as on the elevator. only ONE other game has done that to me, and that was the Sigma special edition from JK-MotS add on.
In all, yeah, this is one of the top 5 levels of ALL time. Oh yeah, the guy doing the voice for kyle's backup... a bit of a jerk, but hey, haven't we all wanted to say some stuff like that?
Makes me wonder if I could get into doing voice overs for some folks.
Anyway, here's hopeing this won't be the last of the 90% and better levels for DF. this is one of the few games I can still play on my older machines.
Ceryn wrote:
Ok, I went through and played it again just for the heck of it, unfortulately, very few levels are good the 5th time around, but what the hey.
Anyway, the 'K' like symbol equals 4,
and the 'X' symbol = 8
The 'O' equals 1
that should make it easier
KnighT wrote:
I love this level! And if I can get enough help, my next few levels will feature many things alien to DF. (Such as: my next level is an archaeological dig on a forgotten planet, but of course, i can't reveal more than that, as that'd ruin all the surprises I have in store....)
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Apr 21, 2004 05:38 Post subject: |
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This is above all, my favorite DF level. This level is nearly flawless, and I like it because that code puzzle kept me up until 3 in the morning trying to figure it out.
1. The architecture and texturing was amazing and artistically executed for that abandoned mineshaft look. And the Alien section had me gawking at every turn.
2. The gameplay was excellent with an extensive explorable environment.
3. Getting out of the alien facility was something I never expected .
Kevin Buscemi did a truly amazing job on DaI, lets hope that Cloudspear is on par with this amazing work of art.
_________________ I don't think outside the box... I customize it. |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Apr 21, 2004 18:07 Post subject: |
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This is truly one of the best pieces of level editing that I've ever seen (and I've seen a lot!).
From the beginning, the entire feel of the level was excelent. Although, like much of SG's work, it seems to have less of a Star-Wars feel than the rest. However, the magnitute of the atmosphere easily outweighs any problem there.
The level is long and epic. It was sufficiently challenging, although I might think that ammunition was a little bit too plentiful. Enemies were typically well-placed, which as some people know, can make a couple of commandos as challenging as a swarm of DTs.
As for the alien depot, I think it was an excelent job of trying to create something "outside of the box". Although the (in)famous numeral puzzle took me mabye 10 seconds to figure out (I work with non-decimal numerals too much, I know), I think it was a good puzzle, I just would've like more.
Embarassingly enough, though, I couldn't figure out how to get past the door that's broken. I even opened the level in WDFUSE, and found that it has no other INF.
Despite my problem, the leve was still excelent. I think the ending cutscene might have been a bit too excessive, using up well over a megabyte for a couple of seconds, even if it looked nice. The whole level was very innovative, and had an excelent atmosphere. Definitely one of the best levels ever made for any SW-related game.
10.0/10
_________________ Wake up, George Lucas... The Matrix has you.. |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Apr 27, 2004 20:56 Post subject: |
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New rating:- Quality: 95%
- Atmosphere: 100%
- Innovation: 100%
- Gameplay: 93%
- Overall: 97%
_________________ Wake up, George Lucas... The Matrix has you.. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 20, 2004 21:50 Post subject: |
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I never gave this level its numerical rating: 10 of 10. Absolutely amazing!
_________________ I don't think outside the box... I customize it. |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: May 21, 2004 20:13 Post subject: |
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This level is one of the handful of experiences that I've had that actually got adrenaline going in me... And I'm typically quite unshakable. An impressive feat.
_________________ Wake up, George Lucas... The Matrix has you.. |
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Fish Gamorrean
Joined: 29 Sep 2003
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Posted: Jun 03, 2004 20:58 Post subject: |
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Fantastic level. I agree with you guys.
I think it's really wonderfully balanced, in all ways. It offers a perfect ratio of fight to stalk and of puzzles to action. Also the given weapons and ammo are very cleverly chosen and carefully placed, just to keep the player on toes all the time.
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Rory Duffy Ree-Yees
Joined: 29 May 2004
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Posted: Jun 04, 2004 18:09 Post subject: |
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Yes, this level is excellent. 
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Mar 23, 2009 17:23 Post subject: |
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So I was bored the other day and played this level while coincidentally listening to the Perfect Dark Soundtrack (Not Zero, the original . While playing I discovered that if you listen to the track where in Perfect Dark you are exploring the ruins of a sunken alien ship, the music really fits the mood of the level. Try it sometime, if you can find the soundtrack somewhere turn off the music in-game and set that one specific track for repeat and play the level. For me it made the level even more atmospheric 
_________________ I don't think outside the box... I customize it. |
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