Tumbleweed on 14/5/2005 at 16:28
Very nice little mission, but I'm disappointed that you neglected to credit Katherine Dinger, since you used her artwork in the custom title screen.
You <i>did</i> ask her permission, right?
Printer's Devil on 15/5/2005 at 17:24
Good stuff, Polygon. A small level with focus is always a treat (check out "The Cell Next Door." by Francine). My only complaint concerns the AI. Since you are not allowed to kill or blackjack, the resulting situations don't make much sense.
For instance: [SPOILER]The guard patrolling the jewelry store didn't seem to notice the gradual removal of all the prominent loot in his care! Likewise, the would-be thief in the cellar wasn't too concerned by the crates moving across the room piece by piece. Considering that it was concealing his work, he should have been VERY concerned.[/SPOILER]
Nitpicks aside, congratulations on a another great mission. I expect more Dromed-straining architecture in the future!
jermi on 15/5/2005 at 22:47
I was enjoying a 10-minute escape from the real world just now by simply standing on the balcony and watching the lantern guard go by every now and then. Man, this mission is beautiful. The brushwork and especially the use of light and shadow is exquisite. It all comes together with texture color schemes and careful object placement to create a cohesive environment. And it plays well, too. Thanks, Polygon.
John D+ on 15/5/2005 at 23:15
Great job Polygon, I really enjoy the 7th crystal style detail you compress into a Komag sized contest mission! :thumb:
Kacy on 16/5/2005 at 10:02
I'm still very new to Thief and honestly, I haven't even gotten the guts to try to beat the actual missions that come with the game. But I must say that I really liked this mission, even if I did play it on "easy" mode. haha I'm gonna keep this one on the computer so that I may try it on a higher level once I get better at the game. :) Great mission and I loved all the detail! :thumb:
taffedinthehead on 16/5/2005 at 13:55
Short and Sweet - I really wish it could have been longer, what a beautifully designed level!
dlw6 on 16/5/2005 at 17:12
I finished Zombie in the Basement and Sinful Opportunities last night (while T2X was downloading :-). This was a great mission, just right for an evening's play without staying up too late. :thumb: The reason for the no-KO objective actually made logical sense within the story, a rare quality in FMs. Thanks!!! :)
Don
Vigil on 18/5/2005 at 05:21
This was an exquisite little mission, in every way I can think of. Great brushwork and an incredible attention to detail, not just with architecture but with gameplay and loot placement also. (I'm still 50 loot behind). I can't recommend this one highly enough!
I have to agree with Tumbleweed though, that not crediting the original artist for the interface screen is more than a little off - especially since the readme actually credits
Polygon for it, thereby making it sound like he/she created it - rather than the considerably more humble effort of adding text to the side of it. Were I the artist, I'd find that a tad galling.
If people are interested, the original work can be seen at (
http://div.dyndns.org/art/thief.jpg) and the artist's main website at (
http://div.dyndns.org/art/).
metal dawn on 18/5/2005 at 05:28
Quote Posted by metal dawn
Very nice little mission.
Once...
Quote Posted by Nightwalker
Very nice little mission!
twice...
Quote Posted by Tumbleweed
Very nice little mission
thrice...?!
EDIT: This is just as useless as the above "statement," but I realized this is post 1,111 for me. :D
redface on 18/5/2005 at 17:34
Not bad. :p