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?
If you want level designers to change (which is a very tall order, because "the paying customer orders the music"), you will have to post these on TTLG or the TDM forums, not here.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?
WRT alternate universes, the soon-to-be-released campaign I'm working on with Tannar is set in the 1940's, and you play a private eye. We've gone crazy overboard with attention to detail, and with avoiding any references to the Thief universe (like familiar sounds and textures) to improve immersion, although that's a really hard thing to do.
I had ideas for a mission using assets from Kingpin: Life of Crime and Max Payne. Rundown modern urban environments and stuff. The only issue with it being that guards carrying swords would look really out of place in such a setting. :p
And you totally know which fan-favourite guard will be seated in that armchair, sleeping and snoring:
, the soon-to-be-released campaign
If you want level designers to change (which is a very tall order, because "the paying customer orders the music"), you will have to post these on TTLG or the TDM forums, not here.
But if you really want to change things, the way to do it is to go out and build. Which is why I started at all: I was dissatisfied with the FM scene of the time, and wanted something different.
Seriously, I would love to play an UnkCat mission.
That's what I've been doing with Rocksbourg, and with real life getting in the way, it just never ends... I need to gather some will and just finish the missions as they are, it's becoming a chore now.In my opinion, the optimal way to build/create anything is to spend an uninterrupted time period for creating, then setting the project aside once it's all-but finished and forget about it for a while (at least 6 months if it's something major), then return to it and have another look at it and apply the finishing touches. The fresh perspective will do wonders.
While I'm not very hot for a big-ass Bonehoard mission (though I wouldn't scoff at it) there is something quite similar that I would wish to see: An Old Quarter-style mission, made by either Melan or skacky or someone of equal caliber. A cityscape that's been abandoned by Man and repopulated by everything but Man. Burricks, Craymen, some zombies, maybe even a small gang of Hammerites or Thieves that went in trying to make a difference but are now reduced to just trying to survive. "Bones" tried something along those lines, but didn't really quite catch the feeling (though it is a nice mission overall). Maybe even a rooftop mission based on the Old Quarter. It's also the perfect setting to incorporate other settings into it without it looking odd or out of place, like some Lost City ruins or a crypt, maybe even having a small "civilized" part of town.
Welcome to RPGCodex! Here is your complimentary monocle and subscription to The Daily Stormer!
Arrowgrab and I are... ...old associates. .)
WRT Ancient Rome, it also has Thief's unsettling Pagan cults in the form of the Bacchanalians, which is my go-to source for inspiration when I imagine Pagan secret societies. Althought the accounts are unreliable, the fiction is compellingly sordid and colourful. Rome can also credibly have a few layers of crumbling infrastructure beneath its surface, and marvels of civil engineering that could give The City's technologies a run for their money.