Well, I just finished reading this interesting and quite long thread.
There have been some
intriguing points made.
First off, I want to say that I'm very psyched up about this mod!
Thief fans are in desperate need
of a set of tools that will allow creation of elaborate Thief fan missions that are authentic to
Thief: The Dark Project and Thief II: The Metal Age and that has great graphics to boot, and this
mod will make that fully possible. Excellent work, guys!
I wanted to comment on the whole save-game issue. Springheel made a good point on a particular
subject in a couple of his posts. I, too, like to explore levels in Thief very much. Get on top of things,
or climb rope arrows and just admire the architecture from different perspectives, sometimes I'll sit
by a window in Thief III (a.k.a. T:DS) just to enjoy the super cool stained glass church windows
and watch the moonlight pour in through the window in shades of blue and gray as the dust particles
dance in it's light. Or see if I can climb high on a ledge or battlement just so I can take in the view
of the surrounding buildings with their lit windows and interesting roofs or perhaps the city skyline
in the distance. Ahh, I love doing stuff like that.
In Thief II, for example, I was in a Hammerite or Mechanist cathedral and there was this brass or
bronze angel sticking out high in the air from the wall on one end of the main cathedral chapel
and there was a balcony not too far from it. And I wondered if I could shoot a rope arrow at the
right distance into one of the ceiling beams so that I could leap from the balcony railing and barely
grab the bottom of the rope as I fell at a downward and forward angle. And then climb back up
the rope and jump off at the top of the rope, up near the ceiling, and then fall far enough forward
that I could get onto the top of the angel. Well, after some tries, it worked! I was just barely
able to make it onto the angel.
It was cool to look around the large hall and enjoy the view from
an angle not really intended for the player to be looking from. It was a challenging jump and it
was fun to see that I could make it.
But if there were limited saves forced in the game, I would never have risked such a thing so likely
to get me killed if I missed my jump. Or dared to waste one of my few valuable saves that I
might really need later in the mission on such a trivial thing. But that would also greatly lessen
my enjoyment of the levels in the game, if I couldn't take such risks for things not important to
the mission, but that I really like to do. Since restricted numbers of saves per level/mission will
always be an option only, and never forced, it's really not an issue. But I just wanted to point out
that Springheel is right when he says there are reasons for wanting unlimited numbers of saves
during a mission, even on expert difficulty, that have nothing to do with making the mission easier
to complete, but are related strictly to the enjoyment of exploring the level and getting into interesting,
and sometimes difficult and dangerous to reach, locations in or on the buildings.
Anyhow, I can't wait to see authentic Thief fan missions in the DOOM III engine. They are
going to look spectacular!