Topics regarding selected fan missions (any language is allowed, however English is recommended)
There are some fundamentals at work that some early missions are lacking, but these are tacked onto a nightmare of a mission (and not the good kind).
To just name a few issues:
Very cramped spaces with steps that have to be mantled and doorways to get stuck in.
floating water cube.
misaligned textures and gaps in walls that obviously weren...
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10/10 stuff here. It's not a traditional Thief mission by any metric, but it shows what a creative and talented mind can do with DromEd and with the Thief world in general. The various scenarios are well-constructed, there's a good heaping of visual/auditory/narrative flavor, and the game itself functions stylishly and flawlessly, near as I can ...
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I really want to rate this much higher. The author does a great job with massive buildings in a city and the scale is well done.
The biggest problem I have is that the mission doesn't complete. I found confirmation of a known bug and even with the .dml file added, I still never received the last 2 objectives. Even though I completed ever...
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First of all, I knew this is going to be Thief Gold's "swansong" or something to that tune, so I expected just the same, went in with almost no NewDark enhancements, all stock T1 resources. All the levels definitely did look very well, much better than the original TG of course.
Now, despite TDP being my favourite out of all Thief games, it h...
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This mission had some neat thought, but it wasn't enough to make me want to ever replay it. It's very small. There are some bugs where you get stuck in the elevator, you have to mantle up incorrectly sized stairs, the water isn't brushed correctly in the fountain, etc.
As small and short as the mission is, it's inflated even at that. You...
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While there a few things to complain about, this is a good "city" mission that feels like a proper Thief level. It's not perfect, but it offers a great experience once you understand the problems.
Locks take about a minute to open in some places. This would be ok for a one off, but not for multiple chests/doors.
To the author's credit, t...
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Another pretty simple mission, but quite a bit larger than my previous Skacky mission (Vanishing Point). Though simple, this level is on point with the execution. It doesn't feel too tough, but does keep things tense. The mansion layout is neat. Though I expected a bit more due to high ratings, the mission grew on me due to sheer fun factor. Fin...
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Though this mission is small in size and scope, it lingers in your mind after playing it. This is due to the strong atmosphere, which never gives the mission away, but keeps it lurking underneath the surface. The gameplay is pretty standard, as you're sneaking past/beating up some guards on the streets, then enter a small mansion area to empty o...
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It appears that there are doors with no keys that are required to finish. The first time was obvious because there was only 1 room and 2 guards. One had a key that didn't open the door, and the room was easy enough to search and had nothing else in it. Luckily it was a wooden door that could be bashed, but I was worried right off the bat. Yo...
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This is just a mansion mission... or is it?
It really plays like your standard mansion level, located within an atmospheric snowscape... or does it?
There's no horse in this mission... or is there?
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All tile, bright lights, and beatable in just a couple of minutes. Paintings hung up near the roof for all the giants that visit the museum and a 4th wall breaking plot that brings modern pop culture into the steampunk setting of Thief.
This is about the size of a demo map, but demo maps usually offer something like a proof of concept or s...
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My only significant "complaint" would be how bare the mission feels. However, this is also true to the original game, so its not terrible, it just doesn't stack up to the best missions that fill rooms with visual candy and hand craft custom architecture.
This was a decent sized mission with well hidden loot and it felt fun to play and explor...
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I'm not a fan of this one. It was a nice run through, but I was happy to be finished. Too many similar textures with a hurried design where brushes overlapped in unflattering ways. The "blood" pool couldn't keep its color, it kept flashing in and out. I'm pretty sure a secret was absent from the design. Or perhaps I missed it, but based on ...
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Overall this one was well done and with very few technical issues. It's playable, completable, and looks good. My only gripe is the tower, which is quite an accomplishment in level building terms, but for someone directionally challenged, it was a pain. There was no ambient sound in the mission except for the tower, and when finally finding i...
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From the author of "Geller's Pride" comes "Saints & Thieves". I enjoyed Geller's Pride, but it felt like a pretty standard (yet well-executed) mission. This mission adds some layers of complexity and storytelling that I hadn't seen coming. All around lots of fun, with three buildings to explore. Feels a lot like a standard Thief II mission, whic...
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First, this is a solid FM. It's small, but very well thought out with lots of goodies (some that didn't even exist in the original game). It's layout is great, visuals are pleasing, and the design is top notch. There is a great use of space to create alternate paths with a feeling of largeness even in a smaller map. While the cons list is lo...
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...particularly when it comes with good loot. And a nicely done city map with lots of challenging Thieves Highway time. I haven't finished it yet, but I can already recommend it.
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This isn't a "bad" or even just a mediocre mission, but I feel like it doesn't really bring anything to the table. It being short is no problem, but what you're doing with your time feels kind of pointless. It's mostly hunting for some items/loot. While the end has a neat little gimmick to it, the rest is spent doing awkward jumps up building pa...
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