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Fan Mission Ideas Megathread


Kurshok

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Mission Idea: The cursed Clavichord. (This mission needs this particular asset).

 

30lmpz9.jpg

 

 

 

Retrieve the Clavichord:

So the basic premise of this mission is to retrieve a stolen Clavichord from a band of Sea thieves settled in a hidden cove (Or in this case what's inside). It is said the Clave has a hidden compartment with something very valuable in it. What the thieve doesn't know is this stone is cursed by evil spirits.

 

Starting and ending Point:

oj1nqw.jpg

 

The game play concept would be to look for clues as to how open the hidden compartment of the Clave. It would be a nice idea to have to hit particular notes in order to get it open. But it can be simplified too. Also this mission could encourage Ghosting since opening the Compartment will release evil spirits which will make hell break lose with the spirits and the thieves fighting each other while the thieve hides in the shadows.

 

 

Mission Concept Idea: The Goonies (The Organ Scene).

 

Art Direction:

142wh1i.jpg

 

 

 

 

 

 

 

So this Mission would require a Clavichord to be made but I think this would be a great asset as well for future FMs.

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That would be a nice asset to have and not too hard to make as it's pretty boxy. It's just the textures that make it look so nice.

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What do you see when you turn out the light? I can't tell you but I know that it's mine.

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You know what we're really missing ? Some proper museum heist mission, akin to the Wieldstrom Museum in TDS. I love that mission ("Still Life with Blackjack"). One of the finest in the original Thief games. I've often felt they left the best for last, as far as traditional heist missions go. That museum is just awesome, and though people give The Cradle a lot of praise for atmosphere and unease, I think the museum mission is one of the best "get in and steal methodically" heist levels of the series (along with the bank mission in TMA). Though I've liked the museum in the older FM Broken Triad, it was a bit smaller. Imagine a reasonably sprawling museum map (tough to enter at first, but worthwhile) in TDM.

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Or even more boxy like an old Piano. But Clavichords sounds very obsolete and depressing which is perfect for TDM.

Hopefully this serves as inspiration. :P

And to create some music for it is easy:

search for a midi song you like, import the midi to LMMS, use instrument "harpichords01.ogg" for the tones and record to ogg.

Edited by freyk
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Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

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You know what we're really missing ? Some proper museum heist mission, akin to the Wieldstrom Museum in TDS. I love that mission ("Still Life with Blackjack"). One of the finest in the original Thief games. I've often felt they left the best for last, as far as traditional heist missions go. That museum is just awesome, and though people give The Cradle a lot of praise for atmosphere and unease, I think the museum mission is one of the best "get in and steal methodically" heist levels of the series (along with the bank mission in TMA). Though I've liked the museum in the older FM Broken Triad, it was a bit smaller. Imagine a reasonably sprawling museum map (tough to enter at first, but worthwhile) in TDM.

 

Hm, I like the idea. I am currently working on a mini-mini campaign, comprising of two missions. The idea was inspired by the Sly games, in which you usually have a couple of missions simply preparing the great heist. I am planning on having a first mission, in which you prepare to enter a building (and maybe get a couple of other boni) and performing the heist in the second mission. I am still working on the first and had firt planned some sort of mansion as the second, which I later changed to a church, but the idea of a museum intrigues me... I think I will adapt this and make the second mission a museum. Now I have "only" to finish the first one.

Edited by Destined
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What sort of things would be in the museum? Stuffed Belchers? Preserved Zombie Corpses? Steambeasts on display? Stuffed Manbeasts? Magical Artifacts? Fine art and statues, pagan relics, historical objects, armor from the barbarian horselords, a stuffed sea monster hanging from the ceiling...

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You know what we're really missing ? Some proper museum heist mission, akin to the Wieldstrom Museum in TDS. I love that mission ("Still Life with Blackjack"). One of the finest in the original Thief games. I've often felt they left the best for last, as far as traditional heist missions go. That museum is just awesome, and though people give The Cradle a lot of praise for atmosphere and unease, I think the museum mission is one of the best "get in and steal methodically" heist levels of the series (along with the bank mission in TMA). Though I've liked the museum in the older FM Broken Triad, it was a bit smaller. Imagine a reasonably sprawling museum map (tough to enter at first, but worthwhile) in TDM.

 

What do you think of the Museum in Sir Taff's campaign?

 

http://forums.thedarkmod.com/topic/16953-the-complete-vengeance-for-a-thief-campaign/

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I don't know about a museum per se, but I like heist FMs that are in sprawling & highly secured institutions, where you have to methodically plan and make your way into & through the place.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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  • 3 weeks later...
  • 3 months later...

I had a new mission idea. What about a mission where your character isn't necessarily a thief, but a hunter, explaining the bow and sneaking. It takes place in the forest, and starts when you find a mauled deer carcass around sunset. There's a werewolf or beastman of some sort prowling in the woods, and you don't have enough arrows to take it out.

You must sneak and avoid the beast, making sure to use the environment like rocks and other throwables to distract it, in order to reach the safety of the nearest Builder sanctuary.

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  • 9 months later...

I had a new idea. This one would be based around finding a NEW cult, lurking in the shadows of Bridgeport. Rather than nature worship like some pagans, or necromancy, this cult is more Lovecraftian in appearance, with members resembling the people of Innsmouth, with a Deep One type of aesthetic beastfolk ally race. They would be found in the more abandoned seaside areas, but would have lots of glowing green gold.

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Another mission idea would be encountering the Infernal Cult I mentioned before, the Demon summoners. I figured they would be mainly among the merchant nobles, using foreign slave trade with the Saracens and kidnapped homeless as sacrifices to summon demons.

Since The Dark Mod was originally a Doom 3 mod, I figured the demons could be similar to the Doom 3 ones, but without cybernetic enhancements., unless they were steamtech like that one demon who symbolized sloth in demonology on a mechanical toilet walking throne. Not the same demons, though, just similar in appearance, as a nod of gratitude for Doom 3's original development team for designing the game that would spawn the first iteration of The Dark Mod.

As an inside joke, they could do rituals when the "red planet" waxes strong, a reference to Mars in Doom.

Edited by Kurshok
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Well, credit goes to the person who actually made the model; I just did the format conversion to get it working in TDM. I wasn't planning to have a wholly Lovecraftian mission, just one of those moments when you swing through an open window on your way through town and stumble upon something sinister. Of course, anyone else could use it too.

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Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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For the design of any demons in The Dark Mod, I feel that sticking to Doom 3 similar appearance to Imps and Hell Knights would be respectful to the designers of Doom 3 for making the game The Dark Mod was originally modded from when it was first made. Gray leathery skin, black spidery eyes or sunken sockets, toss fireballs.

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As a "lore" origin of the Infernal Cults' Demons, they could be nature spirits like the Trickster but who realized mankind would eventually obliterate so much of nature and pollute the world, they decided to try and set the forest and Bridgeport on fire themselves to "mercy kill them". Both the Builders and the normal beastmen & nature spirits abhor and hate them for their failed attempt, and after being banished to the elemental plane of fire, their own self-loathing, homicidal hatred, and the twisting magic there mutated them into Demons.

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