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The Factory Heist (12 Sep 2020)


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Congrats on the release! Looks promising! Will be looking in to this one very soon, probably tonight.

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My Fan Missions:

   Series:                                                                           Standalone:

Chronicles of Skulduggery 1: Pearls and Swine                     The Night of Reluctant Benefaction

Chronicles of Skulduggery 2: A Precarious Position              Langhorne Lodge

Chronicles of Skulduggery 3: Sacricide

 

 

 

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Just finished it. A good little mission you've made! The setting feels quite unique, and the factory, while small provides a lot of interest and challenge. Patrols were tight and brutal on Ghost difficulty, which is good though some of their routes bordered on unfair.

the area around the storeroom/bathroom since the guard will check every room thoroughly with no place to hide.

The loot goal was also very challenging. I only found 187 organically over my 30 minute playtime, and some of the pieces were incredibly hard to find. I suppose that's fair enough on the highest difficulty.

I enjoyed exploring the buried house area, though it seemed a bit too modern to really have been lost, forgotten and built over, but I guess who's to say how fast the architectural techniques change in the TDM universe. I also thought that some of the texture seams seemed a bit to harsh in the mission with flat surfaces and straight lines. Adding a few brushes to cover those hard transitions usually helps make it softer on the eye. In general I enjoyed the brush based geometry though!

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My Fan Missions:

   Series:                                                                           Standalone:

Chronicles of Skulduggery 1: Pearls and Swine                     The Night of Reluctant Benefaction

Chronicles of Skulduggery 2: A Precarious Position              Langhorne Lodge

Chronicles of Skulduggery 3: Sacricide

 

 

 

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10 hours ago, Bienie said:

Just finished it. A good little mission you've made! The setting feels quite unique, and the factory, while small provides a lot of interest and challenge. Patrols were tight and brutal on Ghost difficulty, which is good though some of their routes bordered on unfair.

  Reveal hidden contents

the area around the storeroom/bathroom since the guard will check every room thoroughly with no place to hide.

The loot goal was also very challenging. I only found 187 organically over my 30 minute playtime, and some of the pieces were incredibly hard to find. I suppose that's fair enough on the highest difficulty.

  Reveal hidden contents

I enjoyed exploring the buried house area, though it seemed a bit too modern to really have been lost, forgotten and built over, but I guess who's to say how fast the architectural techniques change in the TDM universe. I also thought that some of the texture seams seemed a bit to harsh in the mission with flat surfaces and straight lines. Adding a few brushes to cover those hard transitions usually helps make it softer on the eye. In general I enjoyed the brush based geometry though!

 

Thanks for the encouraging feedback. I'm glad you enjoyed it. I agree with you about the stark lines of the factory and occasional mismatching seams- this is something I'm aiming to do better in my next mission.

The guard you mention is very thorough, but he also has a very long patrol route so the observant thief should be able to avoid getting cornered.

A few people have mentioned how hard the loot is to find so I'll put up a few hints in my OP.

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My missions:          the Factory Heist

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Finished this one last night. Went with Ghost, despite the no-knockouts, since I figured it would be a very small mission. Which it was, but as mentioned, potentially quite tricky. I loved the verticality, and the fact that it was super easy to climb your way up to the top floor, and then drop back down. Especially since I ended up needing more running back and forth than I would've ever imagined, and I couldn't be bothered to be very sneaky about it.

As far as loot goes

Spoiler

I didn't find all of it, but enough to pass the objective. That said, the tiny lock-box atop the shelf was a pain in the ass. Clever that you had to carry something to stand on to reach it, but god damn if it didn't require some serious wiggling to find a position that would allow me to frob the loot. I even carried a second box for more reach, but that helped none. 

Other than that

Spoiler

It took far too long for me to find the damn key for the box in that one guy's office. Seriously, the first time I found it I thought it shot out from space and landed on the floor. I think a guard outside must've smacked it through the wall and made it bounce around the room. Afterwards I died and had to try and find it all over again, which I thankfully did.

Obviously not a long mission, but for a first effort it's a decent one. Considering the ease of movement, you could even make it actually require ghosting, so that people like me don't just make mockery out of stealth, but that's neither here nor there. Good job in any case.

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Thanks for the feedback, and I'm glad you enjoyed it.

30 minutes ago, roygato said:

As far as loot goes

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I didn't find all of it, but enough to pass the objective. That said, the tiny lock-box atop the shelf was a pain in the ass. Clever that you had to carry something to stand on to reach it, but god damn if it didn't require some serious wiggling to find a position that would allow me to frob the loot. I even carried a second box for more reach, but that helped none. 

Spoiler

Heh, in the earliest version of the mission there were only two movable crates: one under the staircase on the shop floor, and a smaller one in the janitor room next to Snoad's office. Those two crates are the exact right size to let you reach the lockbox. But it turns out you don't need crates at all. It's possible to unlock and loot the box just by jumping and frobbing.

As for the key, I made it small because I figure it makes no sense for a little jewel box to be unlocked by a key the size of a ping pong racket.

 

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My missions:          the Factory Heist

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Straight from Thief 2 warehouse? :D All those red bricks!

Edited by lowenz
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Nice mission! Played on Catburgler (middle). I didn't do any knockouts anyway. 283 loot.

Spoiler

 

Nice loot placement, it took a while to find many items. The jewelry box was a pain - hard but fair. The guards were just right - not too many of them, but with the lanterns they were tough. I manged to excite one of the guards enough so that he dropped the lantern, which was good because his future patrols were lantern-less. But, he put the lantern down in an awkward place that made the rest of the mission tough. Fair enough! I liked the layout of the factory, lots of verticality and noisy steps. A nice feature of the mission was that you had to get the generator started to accomplish the main objective, but that turned on lights and made getting around the factory tougher.

I loved the ruins, especially the tilt effect. I don't know how much work it was to build it, but I'd love a full-sized mission where much of it are ruins like that.

My only criticism is that the factory floor and some of the rooms were pretty 'generic'. Not a lot of stuff, or variety. A minor quibble.

 

Congratulations and good work!

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I loved the ruins, especially the tilt effect. I don't know how much work it was to build it,

The ruin was a massive pain to make, especially the cracked floor in the middle. The principle isn't complicated: just build the house grid aligned and then rotate it. But somehow this caused a LOT of leaking and I had to do a lot of ugly brush work to seal it. Connecting it to the rest of the level was annoying too; the clipper tool was hard to align and using CSG subtraction on tilted surfaces is disastrous.

 

Thanks for playing, and I'm glad you liked it.

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My missions:          the Factory Heist

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In the factory I had to use CambridgeSpy's walkthrough to find the lockbox key; I had to noclip to actually pull the prize out of it.

The tilted ruins are very nice! I hoped they would be more extensive. It would be nice to see older, T1-style architecture under the current City levels 😉

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