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File: 25 KB, 392x500, Thief_The_Dark_Project_boxcover.jpg [View same] [iqdb] [saucenao] [google]
2565969 No.2565969 [Reply] [Original]

Which one is the best, Thief 1 or Thief 2? I'm really torn
Thief general I guess

>> No.2565986

>>2565969

Both very good, but I think I like Thief 1 slightly more. Although there are lots of Theif 2 levels I really like. More variety.

>> No.2565997

Both are great.

2 is hampered by the last few levels which aren't as good - although Soulforge is pretty intense. However, I feel 2 has more of a 'thief' feel to it, whereas 1 is more paranormal. Which is why I prefer 2 because it just seems more calculated in its choice of levels. But I don't write off 1 at all, I think it is a brilliant game, just with some levels e.g. lost city it isn't what you would expect.

>> No.2566050

To me they both their individual strengths and weakness that makes neither the better one.

Thief 1 in my opinion has more variety in the levels, but you end up with a lot of monster fighting and adventuring rather than thieving.

Thief 2 on the opposite is more limited in that you mostly run through mansions, but do far more proper thieving in return.

Another thing is that T1 had its story done before they designed and made the levels, while for T2 it's the opposite, which is why the pacing is so weird, and the two penultimate levels are you going through the same level twice.

>> No.2566053

>>2566050

Same map, you mean. And even then, the missions play quite differently.

>> No.2566060

>>2566050
>and the two penultimate levels are you going through the same level twice.
I thought that was because they were broke and had to rush the end to get it out?

>> No.2566063

Am I the only one who found the supersecret item near the fireplace in the first mission of Thief 2?

>> No.2566064

>>2566060
Oh right, my bad. I recall something about a level that was actually planned as the second to last one, but it got scrapped.

>> No.2566068

>>2566063

Nope! Don't you need those for an objective? The wedding rings?

>> No.2566104

>>2566068
I think it's an objective only if you play on Expert

>> No.2566241

>>2566064
I think they wanted to do some in-between level of sorts.
If anything, Casing the Joint and Masks wouldn't have the same spawn point if we're to compare the two Cathedral levels in Thief 1.
It's pretty damn misfortunate Eidos shut down LGS, but we're still fortunate to have this strong as fuck community still pumping out fan missions to this day. I think I'd rather have FMs over Thief II Gold and Siege Engine Thief III.

>> No.2566274

I prefer Thief Gold myself but I always liked the adventuring feel more than standard thievery.

>> No.2566787

Thieves highway from 2 is my favourite mission in a game

>> No.2566879

Thief Gold is my favorite overall, but as said previously Thief 2 is an excellent game. Play T2X and the fan missions too.

>> No.2566913

I started playing The Dark Project a week ago after what, 15 years? This game is a masterpiece.

>> No.2567912

>>2566787

Life of the Party, you mean?

>> No.2567915

>>2566913

I know how you feel. Up until a few years ago, and recently with Thief 1, I'd only ever played the demo when it was first released. So glad it wasn't just nostaliga.

>> No.2567924

I hated the zombies and monster levels in Thief Gold. Still a top 10 game for me.

>> No.2567927

>>2567924
I thought they added an interesting dash of colour. Rather than having a state in a level where you'd blackjacked everyone and could basically run around as you wished looting the crap out of everything.

>> No.2568092
File: 68 KB, 1024x768, latest[1].jpg [View same] [iqdb] [saucenao] [google]
2568092

1

>> No.2568146

What are some of the best Monastery/Cathedral FMs? Was playing Seven Shades of Mercury and the Drymian Codex (got stuck though) this weekend and looking for more. I've already played most good TDM missions.

>> No.2568164

>>2568146
The Saint of Redmound and Returning a Favor for Thief Gold are excellent Hammerite missions. Amoral Dilemma for Thief 2 has a church at one point.

>> No.2568380

>>2568092
Bonehoard is such a great level.
Sepulchre of Sinistral is a beast of an FM. It really expands on Bonehoard.

>> No.2568995

>>2567927
The game would constantly give you a feeling of vulnerability. When you blackjack the entire estate, you can obviously bunnyhop on marble tiles until you violently hit a wall at 88mph
But then you add zombies and haunts, it gets different. You can't take them out without getting detected to a degree, they don't have obvious tells for their first alerts(especially the ever-cackling motherfucking haunts), and that gets a lot of players confused.
Generally, if non-humans piss you off so much, try to quit knocking out people.
bunnyhopping is still fun as fuck tho

>> No.2569686

>>2568995
I wish they would've had more un-blackjackable guards in Thief 2. They added that feature, then there's like 5 guards in the entire game like that, and from what I remember, most of them were in fairly out of the way places anyway.

>> No.2569692

>>2569686
Strange, the only fucker I remember is the one on the submarine
Plenty FMs use it though

>> No.2571148

>>2569692

There's one as part of a pair of guards in the tracing the courier mission, I think. Or one of the levels on that cityscape. Gave me a hell of a surprise when I didn't get the sound of a suddenly unconcious guard.

>> No.2573024
File: 165 KB, 1023x677, thedarkproject.jpg [View same] [iqdb] [saucenao] [google]
2573024

FULLY-INTERACTIVE 6D WORLD

>> No.2573573
File: 55 KB, 620x388, bruh.jpg [View same] [iqdb] [saucenao] [google]
2573573

1 is more supernatural

2 is more mechanical

both are spooky, have fun

>> No.2573906

>>2573573
Good lord these textures are horrendous

>> No.2573983

>>2565969

Well what do you find more spooky? Supernatural creatures? monsters? Then the first one is for you, otherwise the second one which has more sneaking around and being a thief as the game title promises.
Also Deadly Shadows has the CRADLE which is still famous for being one of the spookiest and disturbing levels to this day but pssshhhhh, not retro, so don't tell anyone I said that...

>> No.2574040

>>2573983
True. Also worth mentioning is that the cradle is the only mission worth mentioning in that game.

>> No.2574894

I'm having this weird issue with Thief 2 where no matter what I bind 'select slowfall potion' to it doesn't work. It's the only binding that's giving me this problem.

I really like having fast access to that item so this is pretty annoying. Any ideas?

>> No.2575030

>>2574894
what key are you trying to bind it to

>> No.2575231

>>2573024
Thief is not set in our universe, you understand. It is set in the string theory dimension.

>> No.2575424

>>2575030
The A key but I've tried binding it to every button on the keyboard and mouse and the bind just won't work.

I can bind A to other actions and it works fine.

>> No.2575434

>>2575424
Not sure what to say, TTLG might be your best bet
As far as I remember, Slow Fall potions are usually the last in the list of items, so if you cycle backwards you should likely get it

>> No.2575493

I'm trying to play Tx2 but the screen is cut in half. Printscreen isn't working so I can't show it and I don't have Shadowplay or any program. I've looked at the Faq but none of the solutions work for me. I'm running windows 7 64 bit with an Nvidia graphics card.

>> No.2575716
File: 840 KB, 1400x2786, t1-hammertower.jpg [View same] [iqdb] [saucenao] [google]
2575716

So, any of you taffers making a mission for the summer uncontest?

>> No.2576350

>>2575493
..eh?
go on cam_ext.cfg and remove the ; on force_windowed
lower the resolution on your game and focus on another window and printscreen or something
then again, perhaps playing it windowed might solve your problem. if you play on your max resolution the only disadvantage is that you can't change gamma settings, which shouldn't be too bad for most/any mission, official or fan

>> No.2576373

Thief 2, hands down. The only level I disliked is the one in the caves where you have to kidnap the officer.

Still like 1 though. Song of the Caverns, the Assasins, The Mansion and the final level were awesome.

Hell, I even liked DS, even if all the loading screens were annoying.

>> No.2577227
File: 47 KB, 640x480, dump026.jpg [View same] [iqdb] [saucenao] [google]
2577227

>>2576350
The setting doesn't carry over to TX2. Thief 2 works and I've been playing for 2 years now.

>> No.2577963

Thief Gold for the superior atmosphere

>> No.2577976
File: 234 KB, 917x438, thieffff.jpg [View same] [iqdb] [saucenao] [google]
2577976

>> No.2578147

>>2577976
To be honest, might as well claim I can't wait until Thief III comes out.
I could be a fucking douche and say Deadly Shadows is just that, but the devs themselves said they wanted to name it so because they wouldn't want to alienate the Xbox users.
I've also the usual complaints about the gameplay decisions, but I can't really accept the story either. It's a cute tale that involves Keepers as the main subject, but them hiring muscle and being so dumbfounded at every corner seems completely ridiculous to me even now.

>> No.2579503
File: 668 KB, 1920x1080, dump010.png [View same] [iqdb] [saucenao] [google]
2579503

>>2568146
>Drymian Codex
Just finishing it now mate, you don't want to leave it stuck

>> No.2579756

is there a singular room that you just absolutely love in the thief series?
I mean just one little room, not and entire building, not an entire level.

>> No.2579763
File: 49 KB, 544x1000, 11800816_928839690490405_540684289_o.jpg [View same] [iqdb] [saucenao] [google]
2579763

>>2579756
That's a good question. I really love Ramirez' library in Assassins, and always enjoyed staying in the chapel in Casing/Masks.

>> No.2581089

>>2579756
Constantine's Loungeroom. Down to cash that's fallen down the back of the cushions.

>> No.2581109

>>2579756
The Golden room by Raoul's hideout
Ramirez's bedroom
Attic on Markham's Isle

>> No.2581380

OK, installing Thief 2 for the first time now. What is the recommended procedure for this game? TafferPatcher includes all the patches and fixes (like DDFIX) right? Then, install HD mod?

>> No.2581427

>>2581380
Tafferpatcher has NewDark 1.23 in it. DDFix has been obsolete for a few years now. I wouldn't recommend installing HD Mod but still, it's far better than the one for Thief Gold.

>> No.2581963

>>2581380
No HD texture mod

>> No.2583060

I just finished Omnious Bequest Gold.

Well designed, interesting puzzles and a well paced story. However, it felt like it was a bit too much perhaps?

Like, it fells as if the author wanted to cram almost every level theme into it, and to top it off the story and its developments are quite a handful to take in over one big mission.

>> No.2583341

>>2565969
Does anyone have that image with all of the best Fan missions?

>> No.2583435
File: 1.67 MB, 1400x3900, 1409349426935.jpg [View same] [iqdb] [saucenao] [google]
2583435

>>2583341
No idea how up to date it is.

>> No.2583436
File: 1.79 MB, 1400x3900, Thief FM.jpg [View same] [iqdb] [saucenao] [google]
2583436

>>2583341

>> No.2583437

>>2583435
Not very. Several new cool missions have been released in the meantime.

>> No.2583446

>>2583435
>>2583436
Thanks

>> No.2585056

>>2583437
What are some of the new ones? I will update the chart.

>> No.2585119

>>2579503
I just can't figure out where to go from readables once I've learned about the codex in one of the bedrooms. Sneaking in the courtyards seems like suicide.

>> No.2585147

Started playing Seven Shades of Mercury.

Something doesn't work. Those two gold team members at the beginning spot me even though I lured them behind the machinery with the noisemaker arrow you find there.

>> No.2585353

>>2585056
Endless Rain (TG), Death's Turbid Veil (T2), Breaking The Stone (T2), Exile (T2), Kingsbridge (T2), The Gems of Provenance campaign (TG)

>>2585147
There's a switch that turns the lights off in that room. Models in Thief do not block light.

>> No.2585390

>>2585353
Don't you mean line of sight? If that's true than I never noticed it. Guess it's a sign of good map design.

Also, are all those new missions? Is there an engine advantage or similar that TG has over T2 that missions are still made for it?

>> No.2585435

>>2585353
Could you also name the level themes if possible? I don't have the time to check them out myself.

>> No.2585504

The heck is it with T2 and taking screenshots?

Pressing the button I set for that function causes the ESC key to not work anymore in game, meaning I can only get to the menu by intentionally dying. Restarting the game doesn't help either, I need to restart my entire PC.

>> No.2585517

>>2585435
Sure.
Endless Rain
>city/rooftops

Death's Turbid Veil
>mansion/horror

Breaking the Stone
>city, mountains, horror

Exile
>city/rooftops/mechanist

Kingsbridge
>city/snow/horror

Gems of Provenance
>campaign, mansion, mines

>>2585390
Both line of sight and light actually. NPCs can see through objects and if you are in the light behind them, they'll see you.
TG has no advantage over T2 except easy access to TG resources.

>> No.2585521

>>2585517
Awesome, thanks! Now I only need a screenshot for GoP, I can't really set up TG right now.

If anyone can do that quickly: the first nice vista should suffice.

>> No.2585535
File: 473 KB, 1920x1080, dump008.jpg [View same] [iqdb] [saucenao] [google]
2585535

>>2585521
Not the first level, but I have that one.

>> No.2585538

>>2585535
This will do. Thanks.

>> No.2585581
File: 3.59 MB, 1400x4537, thief updated.jpg [View same] [iqdb] [saucenao] [google]
2585581

Alright, updated.

>> No.2585789

>>2585581
You're doing the Builder's work anon.

>> No.2585837

>>2585390
One of the guys that makes TG missions (I think this was about Endless Rain) said he likes the feeling of TG's movement over T2's, and he prefers TG textures. Might be more but that's what I remember. Personally, I agree.

>> No.2586471

>>2585837
>feeling of TG's movement over T2's

The death of The Trickster was also the death of Garret's ability to bunnyhop

>> No.2586506
File: 252 KB, 1920x1080, dump071.jpg [View same] [iqdb] [saucenao] [google]
2586506

2spooky

>> No.2586648

>>2586471
>the death of chaos
Now it all makes sense.
I really enjoyed it, though it did seem a bit overpowering him, it was really only recommendable when you'd have silent surfaces and long distances to go through with little to no enemies.
Then Thief 2 removes that shit, and then The Dark Mod gets rid of speed potions, what the hell nig

>> No.2586731

I genuinely believe the first level of Thief 1 is the greatest level design in any videogame ever made. The freedom of approach, the way the mechanics are introduced and presented to you in order to achieve your goal, the layout... Everything about it is absolutely perfect.

Then something with zombies happens, but up until then, it's perfect. Properly, actually perfect.

>> No.2587653

>>2577227
Anyone?

>> No.2587756
File: 11 KB, 302x326, 1425725946638.jpg [View same] [iqdb] [saucenao] [google]
2587756

>>2586731
It's a very strong opening level, much like Deus Ex's Liberty Island. It does a lot of things right, begins by proposing the stealthy approach of taking the less used path for entry, level's not too hard, not too simple. Entertaining convos from the fucking start, great overall ambience. Very hard to hate.
It's probably one of the big reasons why people scoff at Cregsclaft/Bonehoard.

>> No.2587883

>>2587756
Which is sad because Cragscleft is a much much better level than Bafford imo.

>> No.2587905

>>2587756
>>2587883
>Cregsclaft

>get to the prison blocks
>fuck up and the wrong gates
>several raggedy prisoners make a break for it
>"oh well, no harm done"
>the Hammerites are jerks anyway
>read the log books to find the guys I'm looking for
>realize I've just released several rapists and murderers

oops

>> No.2587913
File: 160 KB, 450x360, 1436816904958.webm [View same] [iqdb] [saucenao] [google]
2587913

>>2587905

>> No.2588137

>>2587905
The hammers are pretty good at killing all the convicts should you let them go.

>> No.2588849

>>2587883

this

there are so many great missions in thief 1/gold that get overlooked because lol zombies xdd

>> No.2590220
File: 1.11 MB, 1366x768, snapshot103.png [View same] [iqdb] [saucenao] [google]
2590220

First mission of Thief 2. The 3rd floor bedroom. Mainly because of how lonely it is and the music.

>> No.2590228

>>2590220
Meant for >>2579756

>> No.2590234

My least favorite missions from Thief Gold/TDP must be The Haunted Cathedral.

Mostly because it's not really set in the cathedral, but instead in a maze like, boring looking quarter of the CIty full of ghosts, zombies, craymen and burricks, and you only having an outdated map that I found doesn't really help things.

I do get they did that for the intended twist of getting the glyphs in another four levels, which I generally like more.

Especially Undercover, since I like exploring levels without being bothered by the NPCs.

>> No.2590285

>>2590220
I find the upper unoccupied floors incredibly unsettling.

>> No.2590308

>>2585837
TMA's textures tend to have much less cohesion than the original, in style as much as in resolution

Also TG has a more restrictive palette and solely black and white lightmaps, which makes it more visually unique.

>> No.2590363

>>2590234
It's one of my favorites to be honest. A city block for yourself to play in with lots of places to find. If you have good equipment you can get rid of the undead and you can even lure them to fight the Burricks.

>>2590308
This, though NewDark introduced colored lightmaps for TG.

>> No.2590407

>>2590363
Do the colored lightmaps affect the look of OM's, or is that something FM authors would have to use.

>> No.2590417

I'll take robots over supernatural stuff, so thief 2. it helped that they were genuinely more creepy than zombies.

>> No.2590592

I have a really hard time getting into thief.

The animations are just so odd and clunky.

>> No.2590593

>>2590407
Only if somebody went and edited them
I think there are a few patches for OMs

>> No.2590627

>>2590407
No, OMs should have black and white lightmaps still. Most lights have default colored lightmaps in TG Dromed now, which is pretty annoying if you want to keep the classic look since you have to manually desat them. There's a console command to desat all lights but I doesn't seem to actually do anything from what I can tell.

>>2590592
Play in the dark with headphones on and I can tell you you will quickly forget the blocky, low-poly aesthetics and old animations.

>> No.2590742

>>2590592
> odd and clunky

underage detected

the graphics have aged great

>> No.2590841

>>2590742
I do think they have aged great too, and they give the game a late 90s 3D charm that is mostly lost nowadays.

>> No.2591193
File: 560 KB, 1024x768, dump003.png [View same] [iqdb] [saucenao] [google]
2591193

>>2585353
I don't get why I can't play Endless Rain and The gems of provenance, they appear as T2 missions. I even edited the .ini file in the darkloader directory from type=2 to type=1 just like suggested.

On a side note, Darkloader has messed up my Thief 2 HUD and main menu screen and I can't seem to replace them back to their default settings, so whenever I launch the original campaign or a different fan mission my health bar and the Light gem look like the ones from a FM called Relic Left for Dead. Pic related is Trail of Blood.

>> No.2591198

>>2591193
Just launch them through FMSel, that will save you some trouble.

>> No.2591203

>>2591193
Oh, also, that. Unload any mission you have with Darkloader, go to your T2 folder and delete the folders called obj and intrface.

>> No.2591251

>>2591198
>>2591203
Solved both my problems, thanks for the quick response.

>> No.2591601

>>2590592
you'd be surprised that skeletal animations weren't always a thing in 3d games.

>> No.2592204

I don´t like the zombi levels, so i prefer Thief 2.

>> No.2592216

>>2577976
>Can't wait till Thief 4 comes out

You're going to be waiting a long time.

>> No.2592242

>>2590742
>>2590841

Personally I think Thief was unlucky to come halfway between pixelated textures and smooth textures with good resolution, but even then it still looks great because the environments and the art direction all make perfect sense. Same for SS2, for that reason both games have aged far less than say, Deus Ex.

>> No.2592446
File: 226 KB, 656x532, thi4f.png [View same] [iqdb] [saucenao] [google]
2592446

>>2592216

>> No.2592448

>>2592204
the only Thief DP/Gold level I really dislike because of the monsters is Escape!

Which is an incredibly painful level. (maybe appropriately so)

>> No.2592503

>>2590285
That's why I love it so much
https://youtu.be/5daYYY6dBUE

The entire level is incredibly unsettling. I know most levels in the Thief series are unsettling but I really like how it just feels lonely and out of place rather than the haunted, supernatural unsettling feeling you get from Thief 1.

>> No.2592704

>>2592448
You can blackjack burricks, apemen, and craymen. The exploding frogs can be taken out with broadheads, pretty tricky though since they're always hopping around.

>> No.2592705

>>2592704
And I think you can blackjack those bugbeasts, but I don't remember if there's any in that mission.

>> No.2592706

>>2592704
you can blackjack burricks?

>>2592705
there are.

>> No.2592716

>>2592704
Do NOT blackjack burricks. Backstab them with a sword, headshot with an arrow or avoid them.

Blackjacking a burrick is somewhat luck-based and even if you're successful they alert everyone in the area as they go down. SO DON'T.

>> No.2592731

>>2592716
How is it luck based? Just get behind them and bop them no the head. Even lean+frontblackjack works wonders if you're in the dark.

>> No.2592753

>>2592731
It doesn't always work.

And I don't know if you caught that part where they alert everyone if you blackjack them but THEY ALERT EVERYONE IF YOU BLACKJACK THEM.

>> No.2592778

>>2592753
I don't care that they alert everyone when they're KO'd. You're saying it doesn't always work and I say it always works. I have never failed blackjacking burricks.

>> No.2592787

To elaborate on blackjacking since I'm nice:

You can't KO NPCs if they either are fully alerted and you try to blackjack them in the light, or if they have a no KO property. Zombies have a no KO property, burricks don't.
You can blackjack fully alerted NPCs (even while they are in combat) if you are behind them and in the dark. This includes burricks, and this works in NewDark as well. In both TG and T2.

>> No.2592794

>>2592778
>I don't care if it's stupid, I always do it!

Great. I'm happy you like doing something so absolutely retarded. That's fine that it always works out for you but one time, it won't and you'll remember I told you that it doesn't.

Also why are you being such an asshole when I'm trying to help people out? Why are you such a shithead?

>> No.2592808

>>2592794
I never had any issues blackjacking any creature than can be blackjacked, and that includes white spiders as well. I don't blackjack people/critters anymore since I ghost levels now anyway.

I'm being an asshole because you're saying blackjacking a burrick is luck based when it's not. Again, I don't care about the noise it makes, I'm just replying about this. Either you get spotted and you don't realize it and try to blackjack the burrick in the light, or you're really bad at aiming the blackjack. Pro-tip: unaware NPCs have no body awareness so you can collide with them and they won't notice as long as you're not in their face and move at the same time. This should give you more than enough time to aim for the back of the head.

>> No.2593215

I prefer Thief 2 as it feels more like being a thief, there were a bit too many in thief 1 that were a bit too odd. I don't enjoy the Bonehorde at all. It's huge and sprawling but grey and dull to look at.

The most fun I've had with Thief are the fan missions. The detail and stories in them are great.

>> No.2594452
File: 143 KB, 500x860, karras.png [View same] [iqdb] [saucenao] [google]
2594452

What should I draw with MS Paint next? I have a new drawing tablet.

>> No.2594496

>>2594452
Arguing Life of the Party guards

>> No.2594512

>>2594496

Haha that's a good idea. I once considered making that in Dan Thron's traditional silhouette style, with Garrett laughing and facepalming in the shadows.

>> No.2594516

>>2594496
Second this.

>> No.2594576

>>2592787
I've played a couple of FMs where the vision of NPCs was set such that lean forward + blackjack does not work. Lord Alan's Fortress has guards like this, can't remember any others specifically.

It's a really cool FM, lots of different paths through the area.

>> No.2595648

I've been playing some new fan missions lately and I just have to say that it grinds my gears (praise Karras) how since NewDark has been released, people have been cramming so much shit into their FMs, causing download sizes to bloat and performance to suffer. One of the cool things about NewDark is that it raised the limits and fixed some of the performance issues older, stuffed-to-the-gills missions like Rose Cottage had, and now people are apparently unsatisfied until they push the NEW limits to the point of chugging and long load times.

I guess I can just play the older or less-intensive missions, but sheesh, you're not going to make the games look current-gen no matter how much you fuck up my framerate.

>> No.2595679

>>2595648
I specifically don't put any of that hi-res stuff when making missions using NewDark for this reason. I use NewDark to build super big and sprawling missions with complex architecture without relying on these hi-res models and textures. I actually mostly use stock objects. Lots of objects in view causes massive slowdowns even on a war rig like mine, while lots of BSP doesn't cause nearly as much slowdown even when geometry isn't optimized.

>> No.2596698

>>2595648
>>2595679
>That Breaking The Stone lag

Christ.

>> No.2597474

>>2596698
Breaking the Stone wasn't TOO bad on my comp, mostly only in high spots when you could look out over the whole town.

Keeper of Infinity: Chapter I: Bad Venture, on the other hand, is ridiculous. The load times on my computer are like something from my 486 DOS days.

And for all that it doesn't even look that good.

>> No.2597797
File: 55 KB, 830x700, 11830661_928838340490540_1712910281_n.jpg [View same] [iqdb] [saucenao] [google]
2597797

>>2597474
Some areas look really fucking cool, but yeah it's a slog and the mission is not fun to play at all. Russian FMs are often hard as balls (Golden Book of the Keepers is a good example of unbelievably hard missions in some places) but this one takes the cake.

>> No.2597909

>>2597474
>>2596698
Are there any good catacomb maps which have you traveling through skellington mazes, digging through tombs?

Saw a doc on the Paris catacombs and felt the thieving need.

>> No.2597953

>>2597909
No literal digging, but Sepulchre of the Sinistral is right up your alley.

>> No.2598481

>>2597909
Beneath the Sands and Whispers in the Desert are two Egyptian-style tomb exploration missions with lots of puzzles and traps.

One of my personal favorites is Keyhunt. Full of that Indiana Garrett and "only the penitent man shall pass" feeling.

>> No.2598642

It's interesting that the lag from such maps comes not from your PC but rather the game not being being made and optimized to handle such dimensions.

>> No.2599096

>>2598642
I still think Le Corbeau did a wonderful job making the game run on current hardware, and most of the limit extensions he did are perfect for reasonable FMs

>> No.2599109

>>2597953
>>2598481
Thanks m8s.

>> No.2599415
File: 51 KB, 1024x768, 2015-08-09_00008.jpg [View same] [iqdb] [saucenao] [google]
2599415

>>2585517
>Gems of Provenance
I'll swallow my pride and ask for help. How the fuck do I enter the crypt on the first mission? So far I have found four keys, The Hatch, The Keep and two keys for the Compound, I've found loot in obscure places and explored almost every single area in the map, multiple times, I even tried blowing up several doors with the explosive charge. I wouldn't be surprised if there's a simple route to get inside, but I'm just too burned out and can't think clearly at this point. or maybe I have been inside and just didn't see the Mask anywhere.

>> No.2599513

>>2599415
You enter that place from the other side. Have you been to a circular room with some statues that move around, climbed a ladder and found yourself in a room a bunch of weird colored lights coming from the walls?

>> No.2599536

>>2599513
I don't recall being in that place.. Guess I'll look further, although I'm not sure where to go anymore.

>> No.2599552

>>2599536
It's kinda hard to give indications seeing as the level is really big, but you essentially have to reach a place down below that is circular with a bunch of zombies, a sort of shrine and some sarcophagi up high connected via a bunch of ladders (there is a room with some bouncing skulls nearby). Anyway in that room with the sarcophagi is a passage in the darkness above ground level. Get in there and you should be on the right track.

>> No.2599656
File: 51 KB, 1024x768, 2015-08-09_00011.jpg [View same] [iqdb] [saucenao] [google]
2599656

>>2599552
Well, I finally found the entrance to the crypt and finished the mission. I had already checked that place a few times but I didn't see that passage no fucking wonder, it was dark as shit, thank you fellow taffer.

>> No.2599734

>>2599656
No problem, it took me a while to find it as well.

>> No.2599860

Isn't it a bit ironic how the high loot required to finish most missions on Expert difficulty makes the next mission easier since you have enough money for plenty supplies?

Even though hoarding stuff is never necessary as you can just finish them anyway with the default loadout I'd say.

>> No.2600106

>>2599860
You're implying a player wouldn't be picking up that much loot if they weren't required to, which is silly. When I play, the loot requirements are something I just hit naturally--occasionally I'll have to spend a little time finding a stash to bump me over the limit, after doing everything else, but it's rare, but it's not like if the requirement wasn't there I would finish levels with significantly less money.

>> No.2600416
File: 888 KB, 1920x1080, dump000.jpg [View same] [iqdb] [saucenao] [google]
2600416

I was bored and replayed Double or Quits. It's a mission that was made for the 48 hours contest (there's a bunch of cool, short missions for this one). If you're into quick taffing this should be right up your alley. It was made by DrK of Rocksbourg and A Better Tomorrow fame.

>> No.2600604

>>2599860
In TDP, a lot of the optional objectives which end up netting you a good portion of the loot aren't even available if you aren't playing on Expert. Dunno if it's like that in TMA.

>> No.2600625

>>2600106
>>2600604
I just think it's interesting that a higher difficulty would enable you by default to make the following mission "easier" in terms of your buying power regardless of the difficulty of that mission in most cases.

>> No.2600769

Endless Rain won't load right. I'm using FMSel, have both TG and TMA installed. When I start the mission it just starts Running Interference.

>> No.2600778

>>2600769
Weird, that should not happen. Are you using TG FMSel or T2 FMSel?

>> No.2600872

>>2585581
>>2585353
>>2583341
It's not my image, but my two cents is that the graphic should not try to add every kinda-cool FM that's coming out. 1) A guide for newbies is most useful when it keeps things simple, with only a couple examples in each category to try (they can seek out more on their own if they want more), and 2) it was never comprehensive to begin with so, leaving out many well-regarded missions from the past, so it doesn't make sense to try to keep it "up to date" unless something really amazing comes along that truly deserves a spot as the new quintessential mansion/rooftop/crypt mission or whatever.

That said, I do appreciate the effort of the anon(s) that made it.

>> No.2601114

>>2600778
I'm retarded. I had done a fresh install for some reason and didn't reapply TFix.

>> No.2601232

>>2600416
It's cool, but the AI is a bit wonky. Considering the build time is actually '1 Day, 13 hours, 12 minutes, 32 seconds', I still consider it impressive, even if some assets are reused.

>> No.2601757
File: 1.53 MB, 2500x2167, big_citymap2.jpg [View same] [iqdb] [saucenao] [google]
2601757

>>2601232
Yeah you can't expect to have every bug ironed out within such a small time frame. Still, the result is very impressive.
Also thought I'd share this hand drawn city map. It's not canon and doesn't try to be, though it is based on the Keeper talisman map found in the Sealed Section.

>> No.2601831

>>2599096
I still wonder why he didn't simply leak the source anonymously, though.

I doubt whoever owns the Thief license now would care.

>> No.2602002

>>2601831
They likely do even if they only chomped up Eidos
They also did that reboot. I'm sorry.
He probably could, but I'm not sure it would be safe for the community to actively mod around it/discuss about it

>> No.2602007

>>2565969
Thief 2 is better because it's actually more about thievery and not some Zombie Fantasy game :/

>> No.2602092

>>2602007
Last I know, grave robbing is thievery.

>> No.2602384

>>2602092
>>2602007

List of thievery categories from coolest to lamest:

1. Grave robbing.
2. Tomb raiding.
3. Crypt plundering.
[...]
1000. Sabotaging some gay satellite dishes.

>> No.2602859

>>2602384
>>2602007
Both games deviate from house thievery for the sake of a narrative(furthermore, some enjoy the robots over the undead, others enjoy the undead in stead of the robots). Both are more or less equal, even if T2 set out for perfection(and achieved it to an extent), time constraints set its mark upon the game.
I really believe both games should be considered as one experience.

>> No.2602976

Insane ghoster Klatremus has released his ghost run of Rocksbourg 3.

https://www.youtube.com/watch?v=t_hwzxOEH3M
https://www.youtube.com/watch?v=Kwog7YpKmVQ

>> No.2602987

Damn, is Seven Sisters huge. And it bugs me you can't enter a lot of places on Night One.

That said, is there a list with all the plague victims you can heal? I only got three: Jenny, who is her own objective and doesn't count to the total I believe, the girl in Knox' house, the guard behind the closed gate in the western part of the quarter, and that guy behind the metal bars in the canal close to Knox' house.

I'm missing one infected for the "Cure 4 additional people" goal, and have no idea how much are left for the "Heal all infected" optional goal.

>> No.2603085

>>2602987
I don't remember much about these guys, but I know for a fact there is one next to Jenivere and Basso's place that must be accessed via a rope arrow.

>> No.2604529
File: 93 KB, 800x600, GrangeHallBig.jpg [View same] [iqdb] [saucenao] [google]
2604529

I can't believe that I've never seen this before.

http://www.thieveryut.com

It's an UT mod that is based on thief and it even has mutiplayer.

>> No.2605339

>>2604529
>it even has mutiplayer.
It's multiplayer-only, I'm pretty sure. I never tried it but I watched a few videos back in the day.

>> No.2605349

For me, Thief 1 was more like an adventure game at times, which made the game more atmospheric. Thief 2 was more of a pure stealth game, and had better levels suited to the gameplay, some with great atmosphere as well.

I almost can't compare the two, whenever I replay Thief it's always in order, 1 then 2.

>> No.2605538

Can anyone recomend any full 3D old fps computer games that can give me a similiar feel to thief series? I really liked Deus ex and System shock 2 but not half life.

>> No.2605974

>>2604529
I used to play this back in the day. Great stuff.
It's most fun at multiplayer though you can play all the maps single player as well like normal Thief. It's not as fun this way but you have the choice.

There was a revival on /v/ a year or so ago when some people managed to get together for a month or so but now Thievery is dead. Such a shame since the mechanics for guards vs thieves is incredibly polished.

>>2605538
Unreal

>> No.2605983

>>2604529
>>2605339
This mod is insanely fun even with bots. there totally needs to be /vr/ activity.

>> No.2605998

>>2605538
What do you mean similar feel? the Wheel of Time and Rune are other good options, the latter with a great sense of exploration and discovery even though it's mostly linear.

>> No.2606226
File: 558 KB, 1366x768, snapshot105.png [View same] [iqdb] [saucenao] [google]
2606226

Oh shi-

>> No.2606895

>>2605349
It's a common misconception; if I remember right, Thief 2 actually had one unghostable level over the first game, not to mention it introduced things like invisibility potion.

>> No.2606903

>>2606226
FM?

>> No.2607373
File: 555 KB, 1366x768, snapshot106.png [View same] [iqdb] [saucenao] [google]
2607373

>>2606903
Eclipsed. Very spooky. Reminds me of "A Better Tomorrow".

>> No.2608262

>>2607373
goddammit
and just now when i stopped being triggered by that name
If it's ABT tier, I'll give it a shot

>> No.2609516

>>2608262
Eclipsed is pretty damn spooky. Probably not on the level of stuff like Rocksbourg but still.

>> No.2612461
File: 32 KB, 344x700, 11787352_928840013823706_1810710069_n.jpg [View same] [iqdb] [saucenao] [google]
2612461

By the Builder, this thread is not dying on my watch!

>> No.2612628

Started playing thief gold a few days ago because of this thread and I have to say im pretty impressed by the atmosphere and gameplay. But why on earth does monsters, zombies and shit have to be in there..

>> No.2612629

>>2612628
Because they enhance the atmosphere and make the mysterious out of the way areas more frightening. You never know what may lurk in the dark.

>> No.2612732

I'm really torn on Heist Society.

Perhaps not the best mission to try a mostly ghost run on. Marble floors everywhere and just little places to hide.

To top it off: almost every locked door can't be opened with the lockpicks, but require actual keys. Yet, I see NPCs opening them that don't actually carry keys. I now took the opportunity and snuck into one of those doors while a guard with an actual turned around, shortly before it would have closed. Not really the most elegant solution but eh.

I also underestimated the AI. They didn't discover me, but were looking for a source of noise quite intensely, and since I was cornered I rope arrowed up the next floor. That's where they ran to next, despite me not making a sound.

>> No.2612816
File: 380 KB, 1589x762, dump117.jpg [View same] [iqdb] [saucenao] [google]
2612816

Fun with DromEd.

>> No.2612953

>>2612816
>DromEd
>Fun
This game deserves a better editor.

>> No.2612973

>>2612953
Vertex editing would be a godsend (that and increased cell limits).

>> No.2613021

>>2612732
>That's where they ran to next, despite me not making a sound.
I've heard multiple people say this, that the AI magically homes in on your location while searching, but I swear I've never encountered it. If I'm in a dark area and don't make a noise, they're clueless, and they always seem to hover around where the last noise was made.

When you say "no sound" do you really mean NO sound? Because I do think the engine will take a sound that would usually not even trigger a mumble from a guard and will count that if they're searching for you close by. I mean, shooting a rope arrow into a surface makes a sound itself.

BTW I really like missions with a lot of tile and metal, too many of them try to be "ghost friendly" and end up too easy if you're into blackjacking.

>>2612816
I think this is the only DromEd shot I've seen where I've had an idea of what anything looked like from the wireframe.

>> No.2613040

I just finished Wicked Relics. Old style FM, a big mansion mission but with several surprises, good humor and nice touches all around, and does a good job giving you sidequest-style extra objectives like scavenger hunts and the like to keep you busy.

>> No.2613078

I felt the lovely surreal elements of the first game were lacking in the second. Love both games, but Thief 1 just had the edge because of that.

>> No.2613624

>>2613040
You should try KFort's other fan missions. They're not on the calibre of Wicked Relics but some of them are hilarious.

>> No.2614409

>>2613624
Not him, but any list of them? do any have the shadowjack

>> No.2615037

2.

The first one has too much zombie/dinosaur fighting.

>> No.2615104

>>2615037
Only if you're terrible at the game (and they're not dinosaurs).

>>2614409
Bloodmist Tower, The Adventures of Burrick Boy and Garrett and the Beanstalk are excellent. I don't remember if they have the shadowjack.

>> No.2615589

>>2613021
I don't notice any difference between floors unless they are metal and marble.

You are right about the rope arrow, but the guard wasn't even in the room at that point, and the doors were closed.

They were onto me when I tried to steal the stuff on the altar in the chapel. The place is full lit up, despite there being visual dark spots, but you can't hide in there.

>> No.2615736

The Trickster>Kallas=Gamall>>>>>>>>>>>Whatever was the fucking point of Thi4f

>> No.2616306

>>2615736
>the emo thiefette and/or the cliché moustache villain

What is the comfiest place in thief and why is it the trail of blood village ?

>> No.2616397

>>2616306
>not the kitchen at Bafford's
>not the Keeper Compound in DS
>not the clocktower hideout in Thi4f

mind you, every cozy spot is somehow bleak and/or sad too. It's that kind of series.

>> No.2616406

>>2616306

There's no way I can pinpoint the comfiest place in the Thief series. Just about every location has real fucking comfy spots.

>> No.2616410

>>2590417

I didn't find them creepy. I found them almost funny with that ridiculous voice and the stuttering.

>> No.2616432

>>2616306
I have a soft spot for Ramirez' library, but the cake goes to Gervaisius' manor in Masks. The rain and this track. Comfy level off the charts.
https://www.youtube.com/watch?v=t8PGtLFYOsc

>> No.2617058

>>2565969
I never completed the second one.

But god, the sound direction and sound engineering in both games is fucking amazing.

It's gonna sound weird but while Thief is not a pretty game by graphics alone, the sound actually makes it feel like a latest gen title.

Also, just for the record, the little physics engine in this game can pull off some really intense sword fighting with actual real-time parrying, something not even Skyrim could pull off in 2011.

>> No.2617958 [DELETED] 

>>2617058
>the sound actually makes it feel like a latest gen title.
Yeah, I hear that. The aesthetic design and implimentation was really first rate.

>> No.2618174
File: 316 KB, 1920x1080, 2015-08-02_00008.jpg [View same] [iqdb] [saucenao] [google]
2618174

>>2616306
a bit of an odd place but I like it because of the water sounds and the fact that no guards can get up here.

>> No.2618183

>>2573573
who the fuck replaced those textures with hot-colored ones?

original ones where blue and had cold feel to them, this feel was amplified by ambient music and wind noises.

fuck i'm mad

>> No.2618226

>>2616397
>not the Keeper Compound in DS
fuck, good point.
I can't help but always think DS has the best atmosphere of all 3. Eric Brosius outdid himself.

>> No.2620207

Just done roombrushing a big cityscape. I need some sleep.

>> No.2621057

>>2573024
lmao is that for real?

>> No.2621105

What are some good rainy fan missions? Endless Rain is an obvious one and is god tier.

>> No.2621291

>>2621105
Raid on Washout Center is an older, simpler mission but definitely has that rainy atmosphere. It's gonna be hard to match Endless Rain though, skacky hit it out of the park with that one.

>> No.2621410

>>2621105
Conspiracies In The Dark comes to mind, and speaking of Endless Rain the fogging is very similar to the one in that mission.

>> No.2621770

It's really amazing how well the Thief series holds up today.
I played through 1+2 for the first time just a year ago, and it was fantastic, unlike anything I've played before.
You can tell just how much love and effort LGS put into this game.

>> No.2622279

>>2573024
>real physical properties

I remember throwing KO'd guards at a wall and they'd get stuck halfway through, three feet off the ground.

>> No.2622505

>>2573024
Fun fact: all of the environments shown in the pic never made it into the final game.

>> No.2622530

>>2622505
Pretty sure there are zero cases where fire burns wood or cold freezes water in the game either.

>> No.2622565

>>2622530
It's possible to do that in DromEd with stims & receptrons but indeed, no such cases in the base game.

>> No.2622621

For a first playthrough do you recommend a vanilla playthrough - only big fixes, no texture mods?

>> No.2622629

>>2622621
Yes, and this holds true for any video game. Are you new?

>> No.2623003

>>2622621
Even after replaying the games 6 times I never use texture mods. I think they're all terrible and just don't fit into the atmosphere of the game. Especially the HD mod which is just piss.

Anyone know how the texture pack more true to the original is doing?

>> No.2623180

>>2623003
It's still on track. Some new textures were made just a few hours ago.

>> No.2623225

I really dislike it when you have a city like level and the patrols are sensitive to you for no given reason.

I haven't played an FM yet where it's like with Bafford's where you can traverse the intial streets without being bothered by them.

>> No.2623247

>>2623225
I always put public notices explaining why the guards are hostile to you in my city missions (curfews, on the prowl for housebreakers, etc).

>> No.2623329

Apparently some guy did a Dynamic Shadows mod for Thief 2, but i can't find any link.

https://www.youtube.com/watch?v=e2LNYU3vGhM

so much want

>> No.2623367
File: 41 KB, 503x387, thiefgold.jpg [View same] [iqdb] [saucenao] [google]
2623367

what to install for a first playthrough of thief gold?

>> No.2623378

>>2623367
Nothing.

>> No.2624297

After playing loads of fan missions with impressive architecture, Bafford's Manor fells really underwhelming and a bit like a "My First Map" sort of thing.

>> No.2624301

We have been talking about GOOD fan missions all the time, but what are, in your opion, some of the WORST?

>> No.2624538
File: 137 KB, 1260x788, Thief 2015-08-19 19-13-59-03.jpg [View same] [iqdb] [saucenao] [google]
2624538

>>2624297
Maybe it's because I played Thief 2 first (before anyone jumps on me, I got it free with a sound card or something back in the day, I didn't skip 1 because of zombies), but I've never really cared for Bafford's manor. It's a fine mission and all, but even when I know the level, the layout always feels very claustrophobic--being in one room gives you little sense of where you are in relation to anything else. Rooms are oddly shaped and placed and the whole thing just feels blocky and odd to me. It barely even feels like a mansion. Not one made for humans, anyway.

That's something I feel about several T1 missions, and some of it is probably because they were trying to limit views for performance reasons (T2 has many more long-distance vantage points) plus being generally less experienced at mapmaking, but I think it's one of the reasons people find missions like Thieves' Den confusing. They're simply built in a less sensible way.

>> No.2624549

>>2624301
I always read reviews, so I've never played any that are outright incompetent, but man, after all the hype, I sure was annoyed by the obnoxious keyhunt in the first A Night In Rocksbourg mission. The keys are scattered without any rhyme or reason that I could discern, and other than facing several locked doors I saw little reason in the context of the mission I should be hunting for keys in the first place.

Judging from the author's comments on ttlg, he thought he was being devious and clever by making the 3D equivalent of pixel hunting. It really soured an otherwise fine mission.

>> No.2624679
File: 53 KB, 640x480, thief1shot_004.jpg [View same] [iqdb] [saucenao] [google]
2624679

>>2624297
Dorian Hart is clearly not the best level designer when it comes to architecture (most of his maps are quite sloppy like that) but they all have great atmosphere. Nobody comes close to Mark Ryan though (Assassins, Cragscleft, Lost City)... Bafford is probably the level that went through the most changes. If you look closely at the briefing you can see the old, scrapped manor facade. It looked like this. The streets didn't change that much.

>>2624538
This is one of the reasons why I LOVE T1's level design over T2's. It's like their world doesn't use the same logic as ours. It feels familiar and strange at the same time.

>>2624549
Rocksbourg missions get better with every iteration. The author is well aware this was a mistake. He's planning on making gold versions of these but not before a while.

>> No.2624687

>>2624679
I can definitely see the appeal for missions that are supposed to be weirder like The Sword and Mages Tower, and of course the D&D-graph-paper-type rooms n' hallways you get in Bonehoard and Lost City.

Also, even though I don't care for Bafford's house, I do like how the drain system is realistically sprawling, like something built and extended as the city needed and not something made for the player to use as an efficient path.

>> No.2624895

>>2624538
Call me weird, but I really loves that mission for that very reason. Never knowing where you are exactly and really having a real sense of exploration sneaking around that giant place.

>> No.2625006
File: 1.46 MB, 1920x3240, Chal001.jpg [View same] [iqdb] [saucenao] [google]
2625006

A little tease of the mission I and two other people are working on for the TTLG Summer Uncontest. Not quite done yet, but we're getting there.

>> No.2625262

I'm currently playing Lord Edmund Entertains. I didn't know the thing is about 16 years old.

And it shows. But there is some charm to the naive and rectangular architecture. But it doesn't look like it was made with ghosting in mind.

>> No.2625601

>>2625006
That looks really good, anon

>> No.2625697

Calendra's Cistern is one weird mission.

And apparently tends to bug out.

>> No.2626127

>>2623247
That's fine, but I've played a lot of FMs with the same notices and active guards that also have random civilian NPCs just walking around. Why don't the guards harass the civilians if there's a curfew?

>> No.2626845

>>2625006
Looks great! Keep up the good work

>> No.2628680

>>2625601
>>2626845
Thanks. Making it to the beginning of September will be tough but that's our objective.
There's another snowy city mission for that uncontest as well.

>>2626127
Maybe they carry a document that allows them to roam the streets by night? Disorientation, for example, states this.

>> No.2629019

Talking about snow, what are some good missions set during winter? Apart from, e.g. Seventh Crystal.

>> No.2629036

>>2629019
The dark mod "in the north" is a classic.

>> No.2629050

So taffers, Learning the dark engine is its own thing, but are there good tutorials out there on level design particularly for Thief ? I'm an environment artist who wants to git gud at level design.

>> No.2629064

>>2629019
Bones ep1 is fantastic. Calendra's Legacy mission 3 is set during the winter. The Last Lighthouse Keeper, The Seven Shades of Mercury, Broken Triad mission 1, Happy New Year Mr. Lambert and Kingsbridge are great snowy missions as well.

>>2629050
What do you mean level design? Like actual mission building, scripts and such, or gameplay guidelines?

>> No.2629170

>>2621105
Sturmdrang Peak baby. The first mission is right up your alley.

>> No.2629185

>>2623367
Just add NewDark so you can run it.
Some textures may seem surreal or unfit, but it all contributes to the atomic atmsphere bomb.

>> No.2629213

>>2624679
>It feels familiar and strange at the same time.
I get what you mean man. I really felt something changed in T2 myself.
You have any more of those old pictures?

>> No.2629238
File: 96 KB, 640x480, v08dkf06-The_City_Streets.jpg [View same] [iqdb] [saucenao] [google]
2629238

>>2629213
Sure! Darkfate has lots of there here: http://darkfate.org/view/simple/images/screenshots/thief1
They also have a bunch of old concept arts as well. Josh Randall posted a few videos of pre-release/scrapped stuff a while ago. Search for Looking Glass Vault on Youtube.

>> No.2629275

Both had me re-try the first level a dozen times until I learnt how to use the save function and properly sneak around. But, I'll say I like them both equally due to the fact they both have their charms.
The first one is a neat experience and was unpredictable for me at first. I found myself lost many times.
The second one I was a lot more strategic, using the ability to write on the map to mark down guard's locations. Only to crap myself when they're not there.
All in all, I can't decide if raising the gamma until it is mid-afternoon in game makes me a sissy or scared.

>> No.2629280

>>2629275
I think my eyes got adjusted to low gamma at one point, which is pretty much impossible.

>> No.2629338

I guess I'm talking about gameplay guidelines yeah. Basically how to define a challenging yet fun difficulty curve with the mechanics of Thief, the use space and environmental elements, patrol paths, resources provided to the player, stuff like that.

Ultimately, I guess the answer is "play more missions" which is what I'm currently doing, having only the internet at work.

>> No.2629360

>>2629064
>The Last Lighthouse Keeper

Oh boy! I love Lighthouses and snowy atmospheres!

Wait, this is kinda a spacious maze like mansion for a lighthouse keeper.

And why am I running fetch quests for ghosts.

>> No.2629393

>>2629338
Well I can list a few of my own guidelines.

- Always provide at least two ways to access a place. Never trap the player, always provide a way out.
- Don't use very well hidden tiny switches for mandatory objectives.
- It's okay to have rooms that serve no or little purpose.
- Don't put unfair traps that instantly kill the player without them having time to react.
- Important documents always go into the player's inventory, but unimportant ones don't.
- Always set radius on light sources, otherwise their radius will be infinite.
- Label important keys and documents.
- Use verticality. Rope arrows are awesome.
- Make guards watch eachother with patrols. Interlocking patrols are way more fun than guards patrolling their own rooms and never encountering other guards.
- Makes patrollers stop and casually look around a bit, and then resume their patrols. Not mandatory, but more believable and can provide the player with a few seconds for a knockout.
- Put some carpet on large marble surfaces.
- Use ambient sounds. A lot. This, coupled with dramatic lighting conveys atmosphere like crazy.

I'm probably forgetting a few but eh.

>> No.2629398

>>2629360
I wasn't a big fan of The Last Lighthouse Keeper because of the huge map. It's an impressively built level, but, like, what's the point? The guard patrols are really easy to avoid/knock out (especially since you can turn off most of the lights) so you end up with a giant empty map that you have to run back and forth across a dozen times. I enjoy adventure game-style missions but that one felt like busywork to me.

>> No.2629406

>>2629064
>Bones ep1
Seconding this recommendation. One of the best recent missions I've played. Good sneaking, good exploration, and good snowy atmosphere all around.

>> No.2629410

>>2629275
>raising the gamma
I used to be very stubborn about playing with it "realistically" dark, and I still keep it down fairly low, but if I'm switch-hunting for an objective or a secret I just KNOW is there I have no qualms about cranking it up so I can see things clearly.

>> No.2630084

>>2629410
It wasn't until I raised the gamma that I realized I was in a box. x_x

>> No.2630547

>>2566104

Which you should be playing. Always. Forever.

Unless you're doing a swordsman playthrough, of course

>> No.2630550
File: 57 KB, 1344x524, Thief The Manc Project.png [View same] [iqdb] [saucenao] [google]
2630550

>>2623329

I need this ASAP

>> No.2630553

>>2625262

I have a key, and she has a key, but where is HIS key?
I have a key, and she has a key, but where is HIS key?
I have a key, and she has a key, but where is HIS key?

>> No.2630563

>>2630553
I didn't pay attention to that because I already had his key at that point, as you can enter the stall in the markethall by throwing a hammer from the other shop at the door that is supposed to be the sales window shutter. I thought that was how you are supposed to do it, even though getting in and out like that is really fiddly since you can get stuck.

>> No.2630571

>>2629398
It's also really easy to end up in places you shouldn't be.

The last stretch of the mission confused me. I got all candles and into the actual living quarters of the keeper and his family, with only finding his dead body being left.

So I check the cemetery, which has a locked, non-interactable gate. However, you can climb over that gate, and I found his grave, which could be highlighted. So there I am, trying to open it with the crowbar, to no avail, and I start to think that maybe the mission is bugged. But no, you have to go the lighthouse, read the note, drop the gem (on expert), and then take flowers back to the grave through the now open gate.


Dropping the gem was another frustrating bit, since you have to actually drop it on the table, not use it with the table as you did with every other item in the mission. I mean, yeah, there is a difference between putting and dropping, but why change it for the penultimate objective?

>> No.2630609

>>2566068
>>2566104
It's a bonus objective. You don't need it on any difficulty.

>> No.2630628

Is it normal that Life of the Party looks like it's day with fogging on?

>> No.2630876
File: 12 KB, 227x224, 1438040681680.gif [View same] [iqdb] [saucenao] [google]
2630876

>>2616306
>not Garrett's apartment
>not any of the City street areas
>not Ramirez's bedroom
>not Raoul's secret room

>> No.2630879

>>2629238
I wish there was a way to play with textures that way instead of the blurry/filtered(?) way they seem to be stuck as.

>> No.2630892

>>2630879
Sadly there isn't a reliable way as of yet. You *can* disable texture filtering in game through commands in the .ini files, but it will completely fuck up everything else, most notably lighting.

>>2630628
Yes. It's way too thick though.

>> No.2630928

>>2630628
Yes. Personally I like it.

>> No.2631274

>>2616306
My pick is the astronomer's room, in TLotP, the one who wants to use the sunburst device to launch a crate to the moon.

>>2616397
>every cozy spot is somehow bleak and/or sad too
Truth.

>> No.2633354

So, reading this thread convinced me to play through thief 2, and as someone who's barely even touched most retro games...

It's pretty great, the soundtrack is fantastic, critical accolades and acclaim were right blah blah blah...
I just have three questions.

One, does Eavesdrop get better after the first objective is complete?

Two, what are the ideal mods to have? I know there's a continuation of the Metal Age that's apparently great, but what else can I do to continue sneaking about?

Three... Am I losing something by playing on Normal difficulty?

>> No.2633419

>>2633354
>One, does Eavesdrop get better after the first objective is complete?

I think it gets terrible and the worst part of Thief 2.

who at Looking Glass thought it would be a good idea to have the player pick up 9 keys AND ONLY THEN tell them that they had to put the right one back in place after they explored half the fucking place?

>> No.2633452

>>2633354
Eavesdropping is crap. Fortunately the next few missions are excellent (except Trace the Courier but it's very short).
You don't need to install any mods to play the base game but NewDark (through TafferPatcher). The other mods are superfluous. When you're done with the game, play Thief 1. When you're done with both, play Thief 2X and fan missions.
You're not really losing anything by playing on Normal, but Expert provides the best Thief experience.

>>2633419
You only need to take one, the one Karras indicates at the end of his speech.

>> No.2633478

>>2633452
Really? So his speech changes according to the location of the key? As a non-native english speaker I always had trouble understanding what Karras is saying.

>> No.2633485

>>2633478
Yeah. The very end of his speech is randomly chosen and corresponds to one of the possible locations of the keys (shed on the roof, east tower, etc).

>> No.2633607

>>2633354
Expert will give you additional objectives, and will most of the time alter the map a slight bit. Might want to consider playing it once you're confident with your stealth.

>> No.2633610

>>2633354
>>2633607
Also, playing Life of the Party on Expert is more than recommended. Have fun.

>> No.2633613

>>2633452
When the fuck is it supposed to start? I've killed everyone in the church, looted way over the requirement, and have five keys.

Blah. I hope nothing like this is required in the future. What a piss poor way to introduce the mechanists.

>> No.2633617

>>2633613
You have to get close to specific doors. One is outside on top of a flight of stairs and the other is close by inside, close to some dormitories. You'll know when the midnight bell tolls.

>> No.2633830

>>2633613
I don't see how you could have possibly explored the whole without getting close to the area where the conversation happens. The bell tolls and Garret says that he needs to start listening at the door (it's even marked clearly on your map) and you fail the objective if you don't stick around.

>>2633452
I feel like you have to be purposefully avoiding the objective if you go around and get all the keys first. It never occurred to me that someone would even do that. But yes I supposed that does make the mission a pain in the ass if you do it.

>> No.2633850

>>2633830
>>2633452
Oops, meant to respond to
>>2633419
with the second part.

>> No.2634789

>>2633830
I was mostly patrolling the inside of the church. I managed to get to it pretty soon after I started bitching about it, go figure.

>> No.2635272

>>2573024>>2573024

Mocap, for real? No way. That badly aged Fade to Black (1995) game had proper mocap, and even games without it like Tomb Raider and even games like Crash Bandicoot had more believable animations than Thief. I love Thief, but really.

>> No.2635363

>>2635272

It was mocapped. It wasn't great mocapping, but you can clearly see which things in Thief are hand-animated and which ones were captured. Thief Deadly Shadows on the other hand does not have mocapped animations at all. That's why everyone looks like a puppet.

The crazy thing about bad motion capture and good hand-made animations is that the mocapped npc animations in Splinter Cell Chaos Theory look terrible across the board, but the hand-made animations on Sam Fisher are flawless.

>> No.2635418

Man, Assassins and Life of the Party have to be two of the greatest missions in any video game to ever exist

>> No.2635667

>>2635418
Too bad Assassins is too lenient/easy though.

>> No.2635708

>>2635418
Having Life of the Party as the demo level was an excellent idea. That demo sold me on Theif so hard. Better than the Thief 1 demo that just had the Bafford manor.

>> No.2635861

>>2635363

I always thought the walking animations in Thief 3 were really cartoony looking. I guess they took the uncanny valley feel (which I like, it fit everything else, the games pull of this perfectly surreal feel) of the first two and exaggerated that. Doesn't work though, because Thief 3 couldn't capture that amazing feel of the first two.

>> No.2636582

>>2635861
>because Thief 3 couldn't capture that amazing feel of the first two.
That's because on many levels it tries really hard to break off the ties that link it to the first two.
I suppose animations would've felt closer to home were the game made by LGS in Siege Engine, but regarding Ion Storm's decisions for both Deadly Shadows and Invisible War, I have no idea what the fuck were they thinking.

>> No.2636668
File: 5 KB, 519x98, fuck.png [View same] [iqdb] [saucenao] [google]
2636668

Does anybody have this vocaroo?
http://vocaroo.com/i/s0HBrHEwMMvJ
It had the amazing bear pits dub with Thiaf-like shit in it
"Tch, couldn't pinch my nipples enough"

>> No.2636686
File: 1.32 MB, 748x588, GUARDS.gif [View same] [iqdb] [saucenao] [google]
2636686

>>2636668

Here, reuploaded.

http://vocaroo.com/i/s1H1MNbtbTR8

>> No.2636695

>>2636686
I remember some lines being delivered in a rush-ier manner, but thanks

>> No.2636739
File: 254 KB, 398x402, COCKRING.png [View same] [iqdb] [saucenao] [google]
2636739

>>2636695

Here's a reboot, now it's grittier and with more wubbeth, we want the Assassin's Creed audience etc.

http://vocaroo.com/i/s11VPgy6N92J

>> No.2636741
File: 97 KB, 400x402, 1440174146562.jpg [View same] [iqdb] [saucenao] [google]
2636741

>>2636739
Motherfucker. Lost it

>> No.2636749

>>2636739
>>2636741
I actually do remember the "pinch my nipples" guy sounding just like that, could you upload this without the wubs? Fuckhead?

>> No.2636764

>>2636749

How dare you even ask, the official soundtrack feat. Skrillex is integral to the mature and powerful central themes of the storyline, don't make me chase you into a closet and immediately forget about you

http://vocaroo.com/i/s1gIOwykgidM

>> No.2636773
File: 11 KB, 480x360, bear pits.jpg [View same] [iqdb] [saucenao] [google]
2636773

>>2636668
I have this, it's similar.

>Hey, I'm going to play Thi4f tomorrow. Ya wanna come with?
>T-uh! Couldn't pay me enough!
>Whaaat? You soft-belly! The thief have got these new stealth skills with slow-time. Last time I was playing, (almost laughing) there was a real murder spree.
>Nah, nah! It makes me sick! When I was a kid--
> Huh! Surprised you're even in this job.... (Falsetto) 'Oo the blood, it just turns my poor tummy!'
>Shut up, you taffer! You want Stealth? You should've played it years ago! Tell ya...the thief then? They were something to see. That thief, they didn't need no slow-time and melee-takedowns, and upgrades, and all those gimmicks you straps to 'em now!
>No slow-time? What'd they do? Just swing at each other?
> Huh! Naaah! The thieves back then, they had skills to not be seen at all! And manual combat!
>Thieves? Yer taffing me! They look pretty mangy harmless, long as they're not using auto-aim.
>That's why I can't stand the games now! You don't know what you've missed. They just don't make thieves like they used to....
>Whoa.... sneaky thieves. Woulda liked to see that....

>> No.2636776

>>2636773
Yeah. Good times, huh.
I'm pretty glad this shit's left behind and I can actually look forward to Otherside Entertainment making great games again.

>> No.2636792

>>2636776
Yeah, I'll wait until they post more concrete gameplay footage before I get really hyped but I'd be lying if I said I'm not a bit excited. It's just that people who have done great things can still disappoint. It's happened before so I am wary of putting faith in any crowdfunding project because of the names involved.

I'm glad Thi4f got panned, maybe not as had as it should've been but I was afraid all the big review sites would parade it as a "return to true stealth" or some such. The silver lining is that tons of people were probably introduced to the older games by the news about it.

>> No.2636812

>>2636764
>>2636739
>>2636686

These are awesome. Are you the one saying these? We could really use your voice for our mission.

>> No.2636821
File: 41 KB, 454x468, 1435934896247.jpg [View same] [iqdb] [saucenao] [google]
2636821

>>2636739
What's the music playing behind the conversation ?

>> No.2636865

>Happy New Year Mr Lambert
>On Expert finding a lot of secrets is required to meet the loot goal
>Already robbed the mansion blind, but still about 800 short

Dammit.

>> No.2637006

>>2601757
Is this map official?

>> No.2637008

>>2602384
Hope you're not talking about SS1, because that game is the shit.

>> No.2637013

>>2637006
No.

>>2637008
He's talking about Soulforge, the last mission in Thief 2.

>> No.2637028

>>2637006
>it's not canon and doesn't try to be

>> No.2637346

>>2636812

Sure, I'm down with that.

>> No.2637349

>>2636821

Combichrist - Never Surrender.
It's used in the DmC reboot

>> No.2637358

>>2602384

Soulforge does divide opinions. For sandmen who like going around bashing everyone unconscious, it's a nightmare. For ghosters who want to sneak by everything, it's an awesome mission.

>> No.2637846

Love them both to death; I've done terrible things to my PC to make sure the games run properly. I asked a Gamestop employee if they had it on a whim, he pulled out an unboxed Thief Gold for 10 bucks, bought it on the spot.

Also love T2X. So much care and dedication.

That said, am I the only one who enjoyed the reboot? I played it and had a great time. I think they put a lot of effort into making a quality game, but people's nostalgia goggles are just too strong.

>> No.2637942

>>2637846
I and plenty of other people have only gotten into Thief within the last few years (keep in mind a lot of people taking about it now might have heard about them from the news when newdark and Thi4f were coming out) so no nostalgia here, never assume that about people.

That game went through development hell and it shows. Even setting aside my very personal preferences for a lot of things about the first two Thief games, a lot of things about 4 stand out as bad by any standard. Namely the glitches (which were all over the place and often affected the sound, which is especially bad for a stealth game), the story (which for the most part didn't seem to make a lick of sense, and failed to motivate me to go forward. It annoyed me that in a game called Thief so many of the objectives were get to the next checkpoint or anything that would fit in any game, rather than obtaining loot), and just small weird things that make the game as a whole feel unfocused (like forced detection sequences or third person climbing bit, mocap for which was the excuse for not using Stephen Russell as Garrett's actor). It was also pretty ugly. There were a lot of elements that looked good, like the textures and fog effects, but they combined to make this bland monochrome mess where few areas looked unique. This wasn't helped by that annoying, sickly tunnel vision "shroud" around the edge of the screen.

>> No.2637960
File: 375 KB, 1891x791, jump.jpg [View same] [iqdb] [saucenao] [google]
2637960

>>2637942

Taking the old games into account, the sound and level design are laughably bad. Rather than use clever design to accommodate them, rope arrows were reduced to contextual actions (it was also apparently done to increase the narrative focus(???) according to an interview). And the whole body awareness thing, where they made it so you can look down and see your body and they animated every single action in the game, is cool for twelve seconds until you realize it means that you have to stop every time you want to open a door, flip a switch, use a container, or even pick up individual pieces of loot(!!!), and watch an animation. Compared to the combination freeform movement and more open level design used in Thief, Deus Ex, and more recently Dishonored, new thief feels annoying to play even at that basic level. This only scratches the surface of my annoyances with the game (the overall atmosphere, writing, and presentation are sub-par but that's all so subjective I won't bother) but you get the idea.

And shit, I'm not even the sort of mad /v/irgin that tries to find everything to hate about modern games but this one just was not fun, made worse by it's attachment to a once-great series. I think a decent illustration of the difference between it and old Thief is that in old Thief, you used your ears to track guards moving through other rooms, and the sound design allows for that. In new Thief you hope the sound isn't bugging out and activate x-ray vision so you can see footsteps through the walls. Now I'm gonna stop talking about it because not /vr/ but to me it doesn't feel like they succeeded in making a good game, let alone a follow up to previous Thief. Perhaps they really tried at some point, but I remember reading an article about it's convoluted development and it mentioned a stage where Assassin's Creed was the main source of inspiration. By the end I imagine they were more concerned about just releasing the game than making sure it's up to snuff.

>> No.2638065

>>2637960
>dishonored

Man, I was super disappointed when I realized that that game doesn't support fan missions.

>> No.2638405

>>2637846
Thi4f has a bunch of interesting bits and overall good art direction that are buried under heaps of crap, which is an absolute shame. If you gave these guys competent lead designers and suits, they could have made a worthy Thief title.

>> No.2638448

About to play Thief Gold for the first time.

Should I install anything? Be it for compatibility, higher resolutions, widescreen, whatever.
I suppose "HD" packs are shit.

>> No.2638470

>>2638448
You only need TFix. It comes with a bunch of optional stuff you can (and should) disable, like candle mod or enhanced meshes and skies. HD packs are kinda crap, yeah, they butcher the original artstyle.

>> No.2638532
File: 5 KB, 316x166, TFix.png [View same] [iqdb] [saucenao] [google]
2638532

>>2638470
So I don't install any of these things? Just leave everything unchecked?

>> No.2638543

>>2638532
If you want an experience close to vanilla Thief Gold, yeah.

>> No.2638782

>>2638532
I recommend unchecking them. Most of it's pretty minor stuff anyway, but leaving it unchecked makes it feel a bit different from the second game.

>> No.2638787

>>2638782
That said I'm not sure what the old dark legacy engine is, but it sounds like checking that might actually make it more vanilla if anything.

Google isn't helping, anyone else know what that's about?

>> No.2638836

>>2638787
You do NOT want OldDark. NewDark is the tweaked version of the engine that was released when someone found the old source code, including performance improvements, bugfixes, and lots of stuff to make it work better both on modern systems and in general. There are minor things that make the game play differently, like more forgiving mantling up on ledges (which you can turn off anyway), but NewDark is good.

The only reason you would want OldDark is if you were doing a diehard historical thing and wanted to actually see how the original engine ran on old hardware. It will give you headaches if you try it now.

>> No.2638846

>>2638836
And I don't mean headaches like "oh man Doom is sooooo unplayable without freelook" headaches, I mean like "why do I get a black screen and no sound and the resolution changes when I try to go to the menu" headaches.

>> No.2639326
File: 2.79 MB, 1280x720, hammernovice.webm [View same] [iqdb] [saucenao] [google]
2639326

I think I taffed something.

>> No.2639561

>>2639326
YOU'RE DEAD PAL
How did you manage to do this?

>> No.2639851

What's the difference between the T1 and Z2 style AI meshes?

>> No.2639861

>>2639851
T2 meshes have more polys.

>> No.2639865

>>2639851
şţîâ
They were improved a fair bit. I do sometimes sneak around old T1 AIs and remember how much they fit the "face only a mother could love" prescription. Some like The Sword's guards are pretty unique to the T1 feel, and I like them.
I don't really have issues having T2 meshes in FMs though, but as earlier some of them really give it that exclusive Thief 2 feel(mostly the mechanists and guards from Shoalsgate Station), so I suppose authors need to keep that in mind when setting the tone.

>> No.2639908

>>2639561
Fuck if I know. I went back to test some stuff and this happened.

>> No.2639969

>>2636812

You there anon? I'm down to try some VA for your FM- workin' out the deets and all that

>> No.2640048

Is it ok if I use this thread to talk about LGS games in general?

I just wanted to say that copyright trolls finally got to SS1, unfortunately, and now I can't find System Shock Portable. Are there any possible mirrors?

>> No.2640049

>>2618183
i think its a texture mod
don't like it, don't have it!

>> No.2640050

>>2577976
i think deadly shadows gets way to much shit.
its a great game, that had a crappy childhood

>> No.2640232

What is the "intended" way from a design intention of entering Ramirez' mansion in Assassins?

When I first played it I carefully snuck through the main entryway where the gravel on the ground is making enough noise to alert the guards, but this time I just entered via the water outlet. It's just that the current is so strong that I could only go in that way by strafing, which weirdly enough is faster than going forwards or backwards.

>> No.2640978

>>2601831
Because Le Corbeau is the construct of a bunch of taffers from TTLG, who found the Dark Engine sourcecode (along with the unfinished T2 Gold levels) on a Dreamcast developer rig from LGS that somebody bought on Ebay back around 2008.

The thread discussing this was purged off the public forums once they decided to stop giving a shit about Eidos and just go HAM on bringing Dark into the modern era.

>> No.2641005

>>2640232
You can also go in by climbing over the wall from the outside using ropes and crates. That's my favorite way to do it.

>> No.2641159

>>2601831
You'd think so.
>>2640048
Then there's this. Your safest bet would be the web archive.
>>2640978
>Le Corbeau is the construct of a bunch of taffers
You have any link for that topic? I mean, I'm not necessarily against the possibility.
I thought people would be more self-aware or something, plenty still think we need the libraries for the source code to be useful
I would've thought if Le Corbeau is part of the community he would look up into things like the Thief 2 multiplayer patch and try to integrate it/make compatibility possible

>> No.2641270

>>2641159

There were technical reasons why T2M hasn't been ported to NewDark yet, but it's been years and I can't remember the specifics anymore. The biggest factor however: there were a limited number of contributors with the code background necessary to build the NewDark patches, so a wishlist of the most "critical" updates was worked on first. Things like expanding the geometry limits for levels, eliminating the multi-core bug, etc.

As the second paragraph says, TTLG cleaned up the public house and moved all the development talk to a private forum on another site; once it was discovered that the source code & libraries were all there and patching was feasible.

>> No.2641283

This is going a bit off topic, but is it ever revealed why exactly Garrett left the Keepers? Or is the reason why he left kept at "The greater folly of anger". Did he just get mad at the keepers for having their prophecies and doing nothing about them? Or was there a specific event?

>> No.2641321

>>2641283
My take is that he was bored to death and probably didn't like how they were structured.

>> No.2641329

>>2641159
I think that if someone posted either SSP or the Dark Engine source code, no one would really know.

Plausible deniability and all that.

>> No.2641340

>>2641270
Shit, can't get a break from the ruse even when talking about Thief. Never had the idea we had the libraries all this time.
If I remember right, uprooting the old unused MP coding for Thief 2 wasn't exactly the cleanest science, and then NewDark hit the town, Tos didn't have any time (or motivation, likely) to prep the multiplayer patch for NewDark. He uploaded the source code to github, and while there's been talk about someone making a fucking move about it, it hasn't been touched since.
I'd be perfectly fine with playing Thief 2 multiplayer on the legacy engine, if it actually ran on modern machines.
Also, considering you're pretty well versed with this topic, would you also know what was up with that LGS dev posting on double chan some time ago a picture with the Siege engine? All the screenshot had were reaction images of the toldening, but I'm curious if he actually posted anything insightful besides that.
>>2641283
Probably "The greater folly of greed".
>>2641329
SSP?

>> No.2641343

>>2641340
System Shock Portable.

>> No.2641349

>>2641343
My bad, I actually had the impression portable meant for that mirror for the original site, something like that.

>> No.2641412

>>2640050
thief 3 is a fucking miracle considering the circumstances

>> No.2641423
File: 65 KB, 500x810, looking glass goodbye.png [View same] [iqdb] [saucenao] [google]
2641423

>>2566241

>> No.2641428

>>2641423
This is still heartbreaking as hell.

>> No.2641457

>>2641340
I wasn't aware of that happening, have a link to the picture? Was this recently?

I know a couple of LGS devs used to pop into TTLG from time to time and drop insightful stuff, including passing along the necessary libraries to get the source code working, and the dev journal for T2 Gold got bought at an auction and scanned like a decade ago. Haven't seen any of them around in a long time now though.

IIRC there was some prototype siege engine stuff on the dev kit, including bare bones of the cold war spy thriller that LGS was working on, but nothing that could be compiled or understood beyond "This file is from siege and it exists".

>> No.2641463

I recalled incorrectly actually, somebody posted a compiled version of Seige to TTLG directly:

http://www.ttlg.com/forums/showthread.php?t=142827

>> No.2641625

>>2640232
I forget how much gravel you have to cross, but couldn't you use a moss arrow or two?

>> No.2642721

Has anyone ever bothered to make an actual map of the Downwind Thieves' Guild?

Because the map Garrett has of the sewers appears either inaccurate to wrong. Which would make sense if he got it from sources inside.

>> No.2642780

>>2642721
The map is accurate, actually, but it's not in the 'right' order. Klatremus has to you covered, also. http://home.online.no/~ajnilsen/hn/maps_guild.htm

>> No.2642824

>>2642780
Yeah, what bugged me is that there is a big entry point to Donal's basement in the middle sewers, when the only entrance according to the map is in the lower sewers/southern basement.

>> No.2642843

>>2641457
I'm sorry, this is late as hell, but I was actually struggling to find the actual picture in the archive, even though it's been posted several times.
Instead, I've found something better!
https://8archive.moe/v/thread/1450747/#1451542

>> No.2643448

>>2642843
>https://8archive.moe/v/thread/1450747/#1451542

Lul, someone downloaded the Siege editor from TTLG that I linked and went trolling. GG.

>> No.2643468

>>2643448
You know that for a fact? While he never went into details, he seemed like he knew what he was saying
The only evident thing would be his pro-gg comment a bit further down the thread.

>> No.2643503

>>2643468
>>2643448
I don't have any real proof against this, moreover there's the files in the zip and the picture being the same, and there's about a year difference from the thread and the picture. Thanks for clarifying.
A well played for the jester, I suppose.

>> No.2643935

>>2643468
Different anon here but that guy came off to me like every other anon that pretends to be an insider and throw his weight around. Just the way he types, like someone with a swollen head trying to dish out authoritative answers in his responses, but being vague about everything because he doesn't actually have any inside info.

>> No.2644770
File: 61 KB, 1024x768, t1 builder.jpg [View same] [iqdb] [saucenao] [google]
2644770

>>2592503
Its unsettling because you can tell that house belongs to a former pagan. In fact you can find a hidden altar in there.

The soul of the Trickster lingers.


Fuck I didnt know /vr/ made Thief threads. I should come here more often.

>> No.2644781

>>2644770
There's a large period of downtime so to say, but this is one of the healthier threads apparently. Been a month since it was made. Ironically, long lasting discussions on /v/ also come up from debates or rant pits for the reboot. I guess it boils the blood.

What's up with the filename on the picture? The statue holding the cog is supposed to be a representation of the builder? It's a great piece of foreshadowing, if anything.

I wish Thief 2 itself gave us some foreshadowing for the sequel, I can't help but think a LGS Thief III made in Siege Engine exclusively for PC would have a plot with differing elements from those of Deadly Shadows. I wouldn't doubt having the Keepers on the chopping block, at the very least the Hammerites, but the Keepers having killers and wanting to off Garrett seems ludicrous.

>> No.2644785

>>2644781
It is foreshadowing for the mechanics in the last Thief 1 movie cutscene. You can see the builder holding a cog, symbol of the Mechanists and already see the cameras etc.

Still one of the ingame cutscenes that just gives me the chills from any game, everything is perfect the music the writing the City.

>> No.2644787

>>2644770
Hold on, if I remember right, the hidden altar in Running Interference had a gear resting on the wall.
Triple agent pagan covert spin off when?hopefully with improvements over undercover

>> No.2644810
File: 55 KB, 1260x788, Thief2 2015-08-27 22-13-33-44.jpg [View same] [iqdb] [saucenao] [google]
2644810

>>2644770
>>2644787
Are you guys talking about the area in the basement behind the stacked boxes, not far from Jenivere's room? If so, I always thought the implication is that someone (possibly Rumford) was starting to become a Mechanist. I didn't think it had anything to do with pagans.

>> No.2644819

>>2644810
False memory then.

>> No.2645098

I find it weird how you can end Downwinder's by just walking out of Donal's house into that small courtyard he has. And even then the exit seems to be blocked of by a wooden barricade of sorts?

Like, even the level designer didn't want people to backtrack the entire way through the sewers and the Overlord's Fancy.

>> No.2645535

>>2578147
Then you didn't comprehend the story. The Keepers mostly are not the dumbfounded idiots you make them out to be; they don't cooperate with Garrett because they fear the Unwritten Times. When all the glyphs disappear, so does their power. They are corrupt.

I take it you are talking about instances like the Abysmal Gale/Terrible Storm incident where a scribe tells an Elder about the ship being related to the prophecy? Sure it seems idiotic that the Elder doesn't listen. But he's not an idiot - he just doesn'T WANT to listen, lest Garrett should succeed with bringing about the Unwritten Times. That's why Garrett is the one true keeper: He trusts in his innate powers more than magical glyphs and the authority of being a keeper. He's a man of deeds and not of talking, unlike what the Keepers have become.

And another point you make about the Keepers having to hire muscle - well, don't they do EXACTLY that in Thief 2 as well by telling Garrett about the mechanists, keeping him vaguely informed and advising him to visist Angelwatch? And beyond that, they know he's the best around. They sent an expedition to the Lost City. All of them died. They sent Keeper Rafe into the Sunken Citadel, with the intent of letting him die there. So it's kind of like a win-win situation for the keepers. Either Garrett succeeds and the Keepers come a step further in their plan of securing the artifacts against the Last of All Glyphs, or Garrett is incapacitated and can't fulfill their prophecy.

Posts like these make me wish people wouldn't just hate on the new game because the old ones better, simply by merit of being older. Thief 3 was the most satisfying ending to an epic gaming storyline bar none. It is almost poetic how it's like Hegel's dialectic, the thesis being nature as represented by the trickster god, civilisation and industrialisation as represented by Karras and the Mechanists and the solution being the true individual as represented by Garrett's removal of glyphs.

>> No.2645540

>>2586506
What is that one from? Looks awesome.

>> No.2645546

>>2630550
Topkek, too sad there isnt a mod called Thief The Manc Project

>> No.2645556

Been playing Thief for the first time, beat the first one not long ago. I enjoyed it, but wasn't a huge fan of the more mazey, more "Tomb Raider" like levels that were focused less on sneaking and thievery and more on puzzles and exploration (not that there's anything wrong with the latter, I just prefer more thievery).

Started Thief 2... One thing that's kinda bugging me, the AI seems like it's too dumb at times, and in other times too aware. In the first game I just changed the movement keys to WASD, with W as run instead of walk, and shift to walk, instead of the default WASDX where you could move absurdly slow, made it through the game without issue. But now in Thief 2, it seems like certain surfaces alert the enemies TOO easily, I have it WASD with W as walk, shift to run, and ctrl to "Creep", so that I have access to the full degree of movement speeds, but there are some surfaces that seem to alert enemies from crazy distances even when going your absolute slowest, like metal catwalks, but then I can run as fast as I can go on concrete flooring and have them not hear me, is this realistic?

>> No.2646193

>>2565997
>2 is hampered by the last few levels which aren't as good
The last three levels of Thief are terrible. At least Thief 2 never makes you stop being a Thief so you can walk through a cathedral or ancient ruins hiding from monsters.

>> No.2647219

>>2645556
The surface types are not realistic, no. But it's the same way in Thief 1. The game actually goes by the individual "tap, tap, tap" (or CLANG CLANG CLANG) footstep noises that are emitted, and a single tap/clang, even when you're crouch-creeping, can alert someone nearby. There's a BIG jump in loudness from stone/wood to metal/tile. You either have to moss it up, or tap the forward key so you inch forward without ever taking an actual step and getting the headbob + "tap" sound.

Personally, I feel guards should be able to hear you if you run up behind them on normal floors, but that's just the way Thief is. There's an Ultimate Difficulty mod that means you have to walk pretty much all the time but I think it makes them TOO sensitive.

>> No.2647889

>>2647219
>Personally, I feel guards should be able to hear you if you run up behind them on normal floors, but that's just the way Thief is.
Yeah that's how I felt too. When I was playing the first game, it became a lot easier once I realized that there were a lot of surfaces I could run on and not be heard. Though it is oddly satisfying to run up on a guy from behind and clonk him with the blackjack.

Another thing that bugged me about the AI was sometimes if they're in their "Search" phase, where they think they see something and go to investigate, I've had times where they'll walk to exactly where I am, even if I moved away, and if I keep backing away they just follow me until they give up. I definitely think Thief is one of the best stealth games I've ever played, but I think it'd be cool to see it maybe remade, but with better tuned enemy AI.

>> No.2647972

>>2647889
I don't see how that's bad AI behavior. They home in on the last noise you made, and they're much more sensitive to noise in their search mode. If you keep moving, they follow the new sound. It would be dumb if they only went to the spot of the first loud noise (although they will do that if you barely trigger a "quick search" and move away before they get close).

The Thief AI is annoyingly not well-documented, at least not that I can find. You would think there'd be a wiki clearly explaining all the variables, considering how dedicated the fandom is, but no.