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Hesha: Started playing TDM now... amazing. Just amazing. But I discovered there is something I dislike even more than levels with horror elements - and that is levels where even on easy you're not allowed to kill anyone. Sometimes I just feel like going on a stealthy rampage. Especially in TDM where thanks to bodyarmor 1-shot-broadhead-kills are SO much more challenging!
One thing about TDM is it just keeps getting better. 2.03 is the best version yet! Which missions have you tried? I might be able to recommend one or two good ones. Also, agreed- Thief is exploitable, but TDM makes you play properly so you need to be in the right mood for it.

Did you finish T2x and any other missions?
TDM is incredible. I am interested how much it will approve in future versions.

So far I have played some of the Tutorial, but I don't feel I need it. I might yet go to the shooting range, so I can stop quickloading after my many missed shots. In T1+T2 I basically hit with every shot at every (reasonable) range, that just isn't the case in TDM yet. I have also played (and finished) St. Lucia, William Steele 1+2, but I didn't finish them as I find it quite annoying when the mission objectives are too restrictive. No kills and guards with helmets who cannot be blackjacked; its just overkill. I've just started with Penny Dreadful 2: All the way up and I'm pretty pleased with both the level design and the objectives.

I did finish the campaign in T2X, but I skipped the mission with the old hospital. I played a bit of it, but I just don't enjoy zombie levels. I did not play any other missions for T2 though.
There was going to be a Thief 2 Gold?
Indeed. The unfinished maps even were released (or found) at some point, and I believe there even was a map making contest on TTLG where one of the rules was to start from one of those T2 Gold maps.
Post edited March 13, 2015 by Constance
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Constance: Indeed. The unfinished maps even were released (or found) at some point, and I believe there even was a map making contest on TTLG where one of the rules was to start from one of those T2 Gold maps.
Hold the phone what. Did they have cutscenes and voice acting already in place? Or unfinished?
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Constance: Indeed. The unfinished maps even were released (or found) at some point, and I believe there even was a map making contest on TTLG where one of the rules was to start from one of those T2 Gold maps.
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ShadowWulfe: Hold the phone what. Did they have cutscenes and voice acting already in place? Or unfinished?
https://www.youtube.com/watch?v=WUuR8YNVHZQ is about all we have. Oh and a couple of new enemies: https://www.youtube.com/watch?v=z1h3SWbOUh8 and https://www.youtube.com/watch?v=BI3FyQ4_Lz8

http://thief.wikia.com/wiki/Thief_II_Gold provides a good overview of what we know from the leaked maps and design notes, as well as the ideas thought up by the community team which tried (unsuccessfully) to finish them. The community project fell apart, but one of the project's missions was later completed and released as its own FM- First City College.
Post edited March 14, 2015 by Tafferwocky
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Tafferwocky: Hold the phone what. Did they have cutscenes and voice acting
Too bad the original devs can't get together with Russell for a "one last ride" kind of thing and release the missions in some context. A mission between Casing the Joint would have made for good pacing.
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ShadowWulfe: Too bad the original devs can't get together with Russell for a "one last ride" kind of thing and release the missions in some context. A mission between Casing the Joint would have made for good pacing.
It's a shame. The Necromancers' mission sounded especially cool. Thief 2 had a severe shortage of non-human missions.
And yes, those 2 missions would have worked better with a break in between. Plus it would have been interesting to visit the Hammerites and see how they were suffering from the Mechanists; Thief2x kind of explored this theme, but that was a bit before the events of Thief 2 and it was in Sunnyport rather than the City.
Post edited March 14, 2015 by Tafferwocky
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Tafferwocky:
Gotta be a way to get into contact with those people. What's the biggest obstacle to getting together online and fixing up some missions?
It sounds like the level designs were mostly done right? IMDB lists Stephen Russell's last game voice as characters from Skyrim.
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Tafferwocky:
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ShadowWulfe: Gotta be a way to get into contact with those people. What's the biggest obstacle to getting together online and fixing up some missions?
It sounds like the level designs were mostly done right? IMDB lists Stephen Russell's last game voice as characters from Skyrim.
Stephen Russell is currently doing voice work for Underworld Ascendant- a game by some former Looking Glass devs. If the community raise money, we might be able to get him to do some voice acting...

The reason projects like that will fail is that it's hard to live upto LGS's standards. There's a lot of pressure when you're directly adding onto their work. Only a couple of the missions had their level design partially done and even they were only basic WIP layouts and guard placements, with a lot left to do. We only have notes for the others. It would take a few years of hard work from a dedicated team, with writers, artists etc to flesh out the levels (and the extra lore they would add, especially around the undead and necromancy). Even then it would be hard to say if what they came up with was what LGS had intended.
Post edited March 15, 2015 by Tafferwocky
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Tafferwocky:
That would be my bad then. Guess they're fairly incomplete. That's a bummer, I must have misinterpreted just how far along they were. Sad to watch the video, reminds me of the direction Square took with the license and how they seemed to have tossed the good stuff aside.