T2 FM: Stones and Glass Houses (All Torc sequel), 6th Aug. 2011 (version 1.1) - by R Soul
Azaran on 11/8/2011 at 09:47
I just finished this campaign. Wow!!
...I loved everything about it :D
The textures are gorgeous (especially in the mansion, the gold doors are magnificent; the first 2 levels are huge with so much to explore - it took me 2 hours to get through the first one, I was just discovering more and more new areas, I loved it.
But what I most loved (I almost fell off my chair when I was teleported there :cheeky:) was the sudden return to the Old Quarter mansion where the torc was in T1 - The Haunted Cathedral was one of my favourite T1 missions and it was great to go back there and explore new areas. The new Keeper hideout in the last one was great too. I love it when people take classic Thief levels from the original games and create new areas for exploration. It's something I'd like to see more of.
I'll need to replay All Torc again now, it's been so long since I last played it, I barely remember it. :erm:
Thanks R Soul, keep'em coming. :thumb:
qolelis on 11/8/2011 at 11:25
Thanks for a great set of missions! I enjoyed every minute of it :)
Among other things I was impressed by how you built your forest and the ambient sounds in it (especially the wind whispering in the treetops). I felt very alone in that forest, but at the same time as I was being watched by someone or something.
The soundwork in general was great: Lots of natural sounds.
I agree with Azaran: Revisiting areas from the OMs was a great set of moments.
I love it that you took the time to implement automaps, because I seem to often get lost otherwise and just run in circles. It's also a great tool for knowing where I've been and not been.
And yes, I did knock him out (serves him right for being an ass) :laff:
poronty on 11/8/2011 at 14:11
I can only agree with all the praises above - I had a BLAST with this gorgeous mission.
There was one thing that kept nagging my brain thoughout the whole thing though: all these beautifully detailed and intricately mapped locations just BEGGED for a lot more secret goodies! Hidden levers, wall banners concealing stashes of treasure, secret rooms... there was plenty of room and opportunity to place dozens of these into the mission. Although searching for hidden stuff is like crack to me, so this pretty much applies to all missions as far as I'm concerned :p
But apart from that, this was tons of fun, thanks for making it!
karstenpontoppi on 11/8/2011 at 18:01
R Soul,
What a campaign! :thumb:
A real treat to play!
Marvelous and exciting!
Big thanks! :D
Acolyte6 on 11/8/2011 at 21:33
S something...Do I just avoid him or do I need to get in that office on the top floor? If so how do I get him out of there? Where the letter I need to destroy? In the evidence locker? if so where is that? I looked near the sleeping quarters, but I sure can't find anything frobbable. I have the key...:confused:
R Soul on 11/8/2011 at 22:25
The guard goes into one room, and since you cannot alert him, you should look in the other room, across the hall from that office.
To answer your last question: The evidence locker is in the Investigations office, right next to the sleeping quarters. Remember that you need to steal the evidence so that the bluecoats won't care if the guard gets all angry when the letter crumbles.
The Watcher on 12/8/2011 at 11:23
I'm obviously being dense or missing something, but where's the key for the evidence locker? I've dealt with the letter, got the key for the main switch room (not that I've worked out how to get there yet, either), found what I assume to be the evidence locker safe, but can't pick it and have no key for it. What am I missing? :erg:
bob_doe_nz on 12/8/2011 at 11:28
Quote Posted by The Watcher
I'm obviously being dense or missing something, but where's
the key for the evidence locker? I've
dealt with the letter, got the key for the main switch room (not that I've worked out how to get there yet, either), found what I assume to be the
evidence locker safe, but can't pick it and have no key for it. What am I missing? :erg:
Perhaps you should
avoid 'waking up' someone nearby... :cheeky:;)
The Phantom on 12/8/2011 at 18:45
We had to wait a long time for the sequel to All Torc but finally its arrived.
Just finished Mission 1 and very much enjoyed it. The best time I had was when making my way, unnoticed, through the power plant and entering the city streets. You end up in a deserted street, hear a dog barking, and read a notice about a murderer on the loose. It sets the mood and that's when things really begin! Before you is a lovely industrial city to explore, with broad streets, some beautiful English lattice houses, plenty of admissable buildings, and a nice open layout. The texturing is varied and some of them look very realistic. The indoor market was pretty cool! While Robbington misses the architectural complexity and marvelous texturing of towns like Rocksbourg, its still very well made. There's a large variaty of textures used (of which some look very realistic), the ambient music is lovely, the city scape fits very well, and - from what I can remember - it's a signifcant improvement over the city mission from All Torc, Welcome to Robbington, which felt very empty.
Many important aspects that a succesfull thief mission should include, are present in Late Payment: a classic briefing movie at the start, a straightforward start with many unexpected plot changes later on, freedom to explore, a camvator sequence, and not to mention (auto)maps. It's evident a lot of work was spent on this and the result is worth it. Great job, Robin :thumb:.
There are also some critical notes: I found it a bit too easy personally (even on Expert while ghosting it wasn't much of a challenge) and the way the route to the prison is invisibly blocked at first is a bit silly (although I understand it's neccessary). And is knocking out the murderer really an option? As soon as he wakes up, he most likely starts killing again :ebil:(unless some city guard finds him first).
But the way the story evolves (with a lot of tension guaranteeded), the exploration of the city, and the brilliant attention to detail (from automapping to the moonlight that shines on the houses at night) make this a very memorable and entertaining mission. I spent a good 2 hours and 31 minutes exploring, with only 10 short of loot.
And that was only the first mission :D Now lets find out what Proof has to offer.
gnartsch on 12/8/2011 at 19:07
I had a problem in Mission 1. After handing over the
gems to the jeweller, there is a taffer supposed to
kill both Garrett and the jeweller.
The last past totally failed for me the first 2 times, since
the taffers arrow missed the jeweller who was leaping forwards or backwards.
And since they are not 'enemies', the taffer made no further attempt and the cutscene would not end.
Since I retried for the 3rd time, this does not reproduce anymore.
Odd. No one else seems having had this issue.
EDIT: I have a (
http://www.gnartsch.de/Thief-FM/beta/JewellerAlive.jpg) screenshot after all aggression has cooled down.
And another issue: I am missing 5g. And it must be this one:
A CopperCoinStack (675) (gold: 5) {616.33,420.98,210.75}
It should be in the building in front of the prison in the room with the 5 chests.
(
http://www.gnartsch.de/Thief-FM/beta/CopperStackMissing.jpg) see screenshot
But it can not be seen or obtained. Note that DromED does not report it to be contained within a chest.