Thanks very much for your feedback, I'm glad you liked the mission.
that rat bit mentioned which I didn't even know about but feel tempted to load up a savefile and test out.
That rat setup was a bit hacky because AIs can only reach highest alert state if they have an enemy to lock on to, so I had to briefly place an invisible spider wherever the woman's eyes were currently located, triggered by a custom stim/response setup. It worked fine in a test map, but something broke on the way to the real map, so I just disabled it and pushed it to the back of my agenda. Funny that someone should dig around in my script files and notice it, heh.
I downloaded the FM from the in-game downloader for what it's worth, it might be an old version or something that's causing these entities to be missing.
Strange, that's not the first bug that looks like the ingame downloader only partially completed. But it worked fine when I tried it, the downloader's archive is identical in size, 55346 KB, to the original archive that I submitted.
It nicely showcases the range of stories anyone can tell through TDM, as it is definitely off-kilter from most of the TDM FMs.
Thanks for this review Spooks, I especially appreciate your view on the ending. Commenting on the quoted part, I still remember after completing One Step Too Far I planned to make a mission with a more conventional story. Though over time, the way my various mapping projects progressed, my hand was led back in the direction of my original style. Not that I mind, back in Thief 2 it was always the unusual fan missions that really drew me in (Ruins of Originia tops my list, if only Ycatx would return to finish his grandiose campaign), so it's probably only normal that my own missions also have something unusual about them.
Edited by Dragofer, 02 October 2016 - 05:08 PM.