I don't think this is competition for TDM in the technical sense (although expectations can turn into self-fulfilling prophecies) - it is an excellent facelift and expansion of possibilities and accessibility for a classic game.
The implementation of new assets and features will not necessarily work as perfectly as people think; add too much, and they will miss "that classic Thief experience" (and hey, lest we forget, I won that
). Actually, playing the updated Bafford demo, I was looking at the high-poly objects they added to it, and couldn't help but think "hey, that doesn't look right". Maybe if they had high-res textures around them, they wouldn't stand out like a sore thumb... but then we'd need better geometry, and normals, and so on, and then "would it still be Thief"? I mean, we get that a lot.
This is a great accomplishment, and some people will do wonders with it, but it is not a miracle formula that will make people into super-editors. Contrary to common beliefs, it is not
Dromed's bugs or limits that is the greatest hurdle before making a mega-mission like you always dreamed of. I mentioned this upthread. It is not particularly hard to make a small mission, but a "feature-length", "7000+ brushes" mission is already several months worth of work (l made two of them, one took 9 months and the other 11, and I had more time than I do now). After the simple act of building, add the increasing complexity of the design as well. Mission X
would have been easier to make with NDromed, but NDromed doesn't give you the ability to just make Mission X
's equivalent, "only larger and better".
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved