Cheers for the update, good to see people care about their past work.
I recently did a replay of "Ominous Bequest (Gold)" to see what precisely it is that makes the mission so awesome.
In one word: Details.
Almost every room in the house has a lightswitch.
Creaky floorboards creak when stepped upon.
Guards pay notice to oddities, like closet doors being open, sprinklers being activated or the lights being turned on/off in a room.
Marvelous use of space in the mansion itself.
It's easily a 9/10 FM, but I did notice a few things that I found odd or would have done differentely myself, which rob it of its final point.
# The mission starts with Garrett falling off the wall because it crumbles beneath him. Within both eyesight and earshot are two guards, yet they choose to do absolutely nothing about part of the wall collapsing. Considering how alert guards are to the smallest change in detail in this FM, this is a noticeable oversight.
# Another oversight is how the guards "on strike" in the gazebo are more than happy to do their intended job and smack Garrett around if they as much as spot him. I would have coded them to not respond to Garrett's presence unless he interacts directly with them (like knock one of them out or try to pickpocket them).
# The mission regresses into a keyhunt at one point, barring all further passage until the respective key(s) have been found. While somewhat annoying, it all but disappears once Garrett gains access to the crypts.
# What is more annoying though, is that this leaves Garrett with around a dozen keys cluttering up his inventory. My fortune for a keyring!
# From the moment Garrett has completed all objectives except escaping, the mission noticeably jumps onto a set of rails and doesn't get off them until Garrett is supposed to kill Kadar, the highpoint of the "story" element of the FM. Garrett MUST go there and he MUST do that, for a section that is just too long. There is nothing wrong with any of these sections, but overall they do drag this section on a bit much.
# For example, right after I've unwillingly aided in Kadar's resurrection and exited Beta chamber, a ghost appears that walks over to an unfrobbable door, opens it and disappears. Inside is a journal written by a scribe both before and after his death, as well as a key that unlocks the path needed to progress. The journal reeks of audiolog syndrome and ultimately does nothing but deliver pointless cringe-worthy exposition. The fact that the Book of Souls is Kadar's horcrux/phylactery has already been established by another readable, not to mention the book itself once Garrett enters Beta chamber, and it shouldn't take a genius to find out where Kadar is now, especially since the FM is on rails at this point. I would have made the ghost just walk over to the "progress" door and unlock that, or just skipped the whole ghost sequence and had the door open by itself, due a small earthquake or whatnot.
# Straight after that we see a Crayman recover the Talisman of Life, after which begins a sequence where Garrett travels through 4 different mini-areas before reaching the crypts again. At this point most people just want to get back to destroy Kadar, so the pace needs to be picked up, not bogged down by this. I would have cut it down to 2 mini-areas, especially skipping that tomb with the zombie in it.
# The two aforementioned points underline what is probably the only real problem with Ominous Bequest: It has too much stuff in it. Yeah, who could have guessed that? DromED, especially with the NewDark patch, allows for a lot of things, but sometimes less is more. And yet, Ominous Bequest did all this without NewDark, so clever thinking can do wonders.
Finally, I can imagine some readers wondering why I would review/tear into an FM as good as Ominous Bequest. The answer is because I'm seeing a lack of self-awareness in modders and their work, where they throw in stuff after stuff without asking themselves: "Is this really necessary?" or "Can't I do this another way?" Thief's modding community is no exception. I may be too late to have notable DromED Taffers change how they make their work, but hopefully I can influence future modmakers to adopt an outside perspective. Maybe I'm hoping for too much, but you never know without trying, right?