Yandros
Savant
Those last two are widely regarded as among the best TG fan missions. I can't help you on your question, though, not sure I ever played it and if I did it was over 12 years ago.
EDIT: Am playing through "Bloodstone Prison". Wow, this one is brilliant. But it seems I have a problem. Some of the undead look to be human, I mean 'flesh-and-blood-and-very-much-alive" human. Is this normal?
So it looks like the author used whatever trick JIS used in F to make zombies behave and look like humans
So it looks like the author used whatever trick JIS used in F to make zombies behave and look like humans
I think that trick is simpler than that. If I'm right, it's a question of what AI/script is assigned to the critter. Apply the TreeBeast AI/script to a human critter, for example, and you get a human that stomps around with its torso bent forward, much like a charging bull. Ruins of Originia used that to great effect on headless models.
As for Bloodstone Prison - I checked by looking at videos of the FM on YouTube, and something's wrong. Those archers are supposed to be Haunt archers, but instead they're just standard guards. That servant zombie in the kitchen is just a servant who acts like a zombie.
Now the question is whether this is a problem with my installation, or whether TFix screws up the FM.
I think that trick is simpler than that. If I'm right, it's a question of what AI/script is assigned to the critter. Apply the TreeBeast AI/script to a human critter, for example, and you get a human that stomps around with its torso bent forward, much like a charging bull. Ruins of Originia used that to great effect on headless models.
:D... You can create a coin that blows up in your face like a mine...
Then you cross the wires somewhere where you aren't supposed to, and it blows up in your face, but that's a different story.
So, finished the Gems of Provenance campaign. Gave it a rating of 9/10, really fucking great missions, not the best I've ever played but amazing nonetheless. They're among those missions that come the closest to Thief Gold's original atmosphere.
While the two new missions in the campaign were really awesome and well-designed, I found them to be sightly disappointing as they were much less surreal and dreamlike than the first two. Also, I think stinkykitty added some new readables to the first two that explain the weird architecture and area design, which somehow substracts from the experience a bit. The dreamlike-ness was one of the original two missions' greatest strengths, everything was kinda weird but you didn't care because, like in a dream, it made sense anyway.
Oh and here's the stack of crates I used to make the shot (I still couldn't get a full view of the place):