Popular Post Dragofer Posted July 1, 2020 Popular Post Report Share Posted July 1, 2020 My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Update 1.2 (released 04/04/2021) Spoiler Massive reduction in .pk4 size as a result of cleaning up assets, also allowing to use a faster compression setting. Everything that’s left has a purpose. Here’s a more detailed breakdown of what was done: Eliminate unused or duplicate assets Eliminate custom assets that have meanwhile become part of the core mod Convert .ase models to more compact .lwo Convert .tga images to more compact .dds wherever possible Re-export custom models with the fixed DR model exporter to get rid of excess vertice counts Oversized textures have been downscaled Lighting tweaks throughout the map, in particular in the hidden chapel. Console warnings pointing to undiscovered bugs have been fixed in many cases. New locations: Small attic on Upper Bridge Street. Tiny roof garden on Kings St. Balconies added to apartments off Tavern Sq. Added ductwork: in the sewers around the thieves’ hideout. from Upper Bridge St. to Hill/Bell St. from Knife St. into the courthouse - thieves highway entrance. from the sewer maintenance room on Archway to the pumphouse on Bridge St. Location tweaks: Added geometry to allow better visportaling ( = performance) throughout the map. Secret spider cave has a loot item that now counts as the 14th secret. The steam engine at the power factory is now active and animated (a new asset in 2.09). Tweak access from the ducting to the generator room in Marlow’s manor. The stone ring above the temple is now solid and can be used to get into the temple via the windows. Player should no longer float sometimes when riding the dumbwaiter in Marlow’s. Make all 4 clock faces on the St Andrew’s clocktower visible. The player can now crouch under a number of desks (where there is obvious space underneath): in the machine shop, magic shop, thieves’ hideout, Marlow’s dining room and others. Fixed the clock hands and 2 of the faces on the St Andrew’s clocktower. Fixed clock dials on the mantelpiece clock model. Tweaked the pattern wood flooring and added a few more book piles in the mage’s tower. Tweaked the narrow gap down the side of St Andrew’s to allow the player to traverse in/out from that spot. Fixed a few minor bugs in the sewer cistern and hideout. Update 1.1 (released 11/11/2020) Spoiler Objectives Loot goals lowered to 2500/3500/4500 respectively No more knockout limit on Expert. The “No Kills” objective is now worded the same on Hard and Expert “No Kills” objectives explicitly name Marlow as the only exception Both desks in the courthouse are viable drop-offs for evidence Coming to the courthouse with insufficient or unread evidence triggers a voiceover Leaving the note for the assassin is now optional, unless going for the no KO + no kill route Added [New] to the ends of objectives that become visible during gameplay Marlow’s Manor Added a difficult security camera to watch Marlow’s painting. A new readable says how to shut it off Marlow’s elevator no longer useable for AIs as it has been deemed too lethal Marlow’s elevator doors can now be opened manually, in case the player has locked himself in by disabling “Doors open on unlock” Marlow’s elevator doors: fixed z-fight and greatly reduced sound loss Restored lights to Marlow’s elevator Marlow’s key to the sewers has been moved to a more visible location Marlow’s note on a door about him having a master key has been removed Added another guard to the center of Marlow’s mansion Marlow’s ceiling railing made climbable and added a vent for no-rope way up/down. One of Marlow’s servants looked identical to Lily Gameplay Glass door to the emerald display case no longer behaves like a regular locked door to discourage the player from going on a key hunt Archer on the wall next to Andreas’ apartment is no longer stationary Noisemaker added to weapons shop Alternative route out of the Thieves’ hideout added All vines & pipes should now be climbable More pipes added for extra routes in various locations Added health potion to archway pumphouse Tweaked the light levels in the warehouse locked cage area Map All text should be clearly legible even on lower screen resolutions Named many more landmarks on the map Automap highlighting didn’t fit the shapes of some streets Clock Tower & Bell Tower labels were swapped around West Gate has been renamed to Southwest Gate and marked on the map Fixed typos New areas New spider cave near the sewer cistern New blacksmith’s shoppe Allowed the player to get behind the rooves on King St. Added balcony above Tavern Square to give the player an easier way down Miscellaneous further routes Secret areas Golden chalice has become a regular loot item since it has no use The guardian of the golden chalice now has a patrol route The mask & tomb key can now be placed by simply frobbing the pedestal/socket while they’re selected in the inventory, not only by using the “Use” key (Enter by default). The tomb key can also be held in front of the mechanism to open the door “Hmm” sound plays if interacting with the mask pedestal or stone socket without the proper item The trap in the king’s tomb fires more reliably on all systems Village hut door starts open to show it can be entered Orb in the village hut now activates by frob, not proximity Black cubes in the village removed The chasm has become much longer. The hidden path teleports in piece by piece to avoid using lucky jumps to skip part of it Flame jets no longer fire at random intervals Changed water implementation in the temple to avoid “spiky” water bug Readables Better description of the assassin’s location in Marlow’s final letter Letter to the assassin has been shortened Part of the assassin's journal was cut off Hideout boss readable wasn’t fitting on the page Various grammar/typo/bug fixes for readables Miscellaneous Countless solidity issues, moveables dropping through surfaces and other map issues fixed Sapphire texture showed up black Some doors in the sewers didn’t react to lockpicks at all Gambling den toilet lids swung in the wrong direction Unfrobable golden dagger next to the sleeping mage has been removed New corner desk by Dragofer for the office of Kings & Co. Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, ate0ate, Biene, Bluerat, CambridgeSpy, Cardia, Dragofer, Garrett(Monolyth-42), JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, MikeA, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (v1.1, slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur Links Secret loot & areas walkthrough by @Lzocast 19 6 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
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