This is a relatively small, but very detailed and polished mission. When I started it over two years ago, I tried to limit the size and scope of the map to a manageable level to get something released sooner rather than later. The basic layout was quickly built and all that was left to do then was to flesh it out. Well, that got a bit out of hand. At some point I decided that it would take me too much time to keep up the level of detail I already had, and asked Bikerdude for help. Of course he said yes, and I honestly believe that the mission would never have been finished without him. He built several extra areas and the end result is really beautiful. Now it's finally done and we hope you enjoy this little addition to The Dark Mod.
- About 2 yrs
- To the Dark Mod team and comminuty at large for helping to get this mission completed, and for putting up with all my questions.
- Story and Readables: Melan, Sotha, Moonbo, Baal and Bikerdude.
- Additional Sounds: Goldwell
- Briefing Video: Crowind, Slyfoxx
- Beta testers: Oldjim, Lowenz, AluminumHaste, nbohr1more, Goldwell, Cookie, Tr00pertj, Grayman, Arcturus, Ungoliant, skacky, Goldchocobo.
- Additional Resource: Bikerdude & Dram (fire-flies)
- TDM 2.03 is required for this mission - running the mission on older version/s will result in an 'Get Next Entity' error
- The mission available via the in-game downloader.
- Repeat after me, "Read and explore, Read and explore"
- We have used LOD on a lot of objects in the outside area's to cater for people with low end machines, when in game go the video settings>advanced>Object details and then adjust to suit your system.
This must be the first mission where I felt like a true "master Thief" rather than a "bumbling Thief" because of at least a few
of these factors:
1) An easy to comprehend layout with "unique areas" (no getting lost in rooms that look like other rooms or hallway mazes).
2) Small enough to digest the layout and keep it in memory without replaying the mission a million times
3) Tons of alternate routes which allow you to choose your own favorite infiltration strategies
4) Fewer (or no) cases of blind luck passages where you are forced to roll-the-dice to proceed into illuminated areas
5) Tons of vertical access, mantling, and hidden spaces
6) Perfectly tuned patrol routes with fair challenge levels
Fantastic work. I especially like the prank objectives - they're an inspiration in unorthodox mission goals, especially the latter optional prank that I won't spoil. It's enough to make me want to see an FM entirely based around similar goals. I also enjoyed the callbacks to a certain other FM - Bridgeport feels like a really interconnected universe when such details are worked into the fabric of a mission. Great job!