Dante's Fortress : Th-Dante
Version: Beta 1

by Dan 'The_Dan' Hines (dan_teblade@hotmail.com)

Game Type: Thievery (Any)

New Textures:		No
New Sounds: 		No
New Music:		No


Background:
A beta version of my map, Dante's Fortress. I stopped working on this nearly 2 years ago (wow, & Thievery was still v1.4 then) since I ran out of steam generally. However, recently, I decided to dig this out again and make it playable, since it seemed a shame to waste all the hours I spent working on this.

This map is fairly non-linear, & there are a handful of secret passages available to keep things interesting. Future additions to this map are likely to be code-based as opposed to map-based (ie. I want to give the AI a few new tricks, & maybe script some new inventory objects). Don't expect much on the eye-candy side, I tried to make it look pretty but I can't do 'realistic'.


Please be nice to me because:
A. THIS MAP IS NOT COMPLETE. As such, some rooms will look a little empty and there are a few dead ends that needed completing. If I get some some constructive (positive or negative) feedback, then I'll probably get back into to mapping and finish this off.
B. THIS IS MY FIRST MAP. There weren't any trial maps before this, I started on this map & learnt all of my UED skills in making it (hence, I'm constantly correcting errors I made earlier on)


Storyline:
Lord Dante is rumoured to possess a precious amulet that would fetch a tidy price on the black market, it is about time he was relieved of such a trinket. Inside sources report that the amulet is permanently kept on display in the great hall, to which every door is usually locked (although there are apparently several matching keys, stored around the fortress).


Known Bugs:
-There aren't any indoor watchers, even though there is a switch to deactivate them
-There is a rather shoddy looking chapel/church to the east which needs completing
-Assorted rooms lack substance, & probably will be remade when I get the chance.

