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Thief 2 fan missions and campaigns

Discussion in 'General Gaming' started by SCO, Nov 17, 2010.

  1. Icewater Artisanal Shitposting™ Patron

    Icewater
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    Location:
    Freedomland
    Project: Eternity Wasteland 2
    Playing Into The Odd right now and it's beautiful.

    Show Spoiler
    The entire underground area (and especially the city with the guard dummies everywhere) was really creepy, but ultimately I got out of it without anything trying to kill me which was pretty disappointing. I hope the mission requires us to go back there later.
     
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  2. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

    Unkillable Cat
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    Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
    The first section plays more like "The Acip Trip" than anything: Sit and wait for that one tiny moment in the guard patrols where there's an opening to get anywhere without being murder-raped. The worst part is all the rage here could be dispelled by just removing one guard.

    But yeah, if one has the patience to get through the first section, then it's a whole new ballgame after that - and it's a fantastic one. You're gonna need those flares.
     
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  3. Mechs Delight Educated

    Mechs Delight
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    In this case, it is. It improved somewhat after the horrendous start, but there are still severa personall annoyances (
    Show Spoiler
    exact jumps to thin pipes in the sewer; a guard who wears FULL BODY ARMOR and must be killed, making a lot of noise; a guard who rotates rapidly in full daylight with a long distance between you and him
    ). Also, when you look at the environments throughout much of the mission, you'll realize it isn't called "Into the Odd" for nothing.

    But, as mentioned, these are personal views and preferences. And the atmosphere and readables are nice.
     
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  4. DrKubiac Educated

    DrKubiac
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    You don't need to kill anyone in the mission, not even that armored guy.
     
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  5. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

    Unkillable Cat
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    Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
    I found at least two Gas Arrows and decided to just send that guy to nappy-land because he was inconveniently placed. (What I didn't get was the Mechanist get-together outside of the public bathroom.)

    I get your gripe about the pipe-jumping Mechs Delight , but on the other hand it's a very short segment. That is the case with so many things here, they don't overstay their welcome. (Except the darkness.)

    There are plenty of little things in this mission to irk some players, but on the other hand it has a solid theme and a thick atmosphere one just cannot overlook. If I were to say whether to turn your nose away or just get in there and deal with it... get in there.

    And correct me if I'm wrong... but this is Sperry making a comeback, right? Either it is, or it's someone who really REALLY loves him.

    I finished "Into the Odd" earlier today, expecting to be within a sensible distance of the total loot amount. Nope, 49xx/65xx. I have a lot of odd taffing to do...
     
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  6. Curratum Cipher

    Curratum
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    Thought I'd drop this here. This is what I've collected and hand-picked after sifting through releases over the last decade and a half.

    [​IMG]
    [​IMG]
     
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  7. Schlock Educated

    Schlock
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  8. Icewater Artisanal Shitposting™ Patron

    Icewater
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    Into The Odd is fucking amazing. Why are you not playing it right now? Yes, YOU, person reading this post.
     
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  9. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

    Unkillable Cat
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    Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
    Keep in mind that both "Into the Odd" and that long-titled FM by GORT have seen updates since their release.
     
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  10. Curratum Cipher

    Curratum
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    I'd like to give Into the Odd a chance if the massive clusterfuck of an opening section has been fixed.
     
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  11. nicked Educated

    nicked
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    OK I've only played two contest missions so far (not counting Builder's Paradise which I encountered technical problems with so I'll go back to it later).

    Feast of Pilgrims is a clear front-runner thus far, and in fact I'd be surprised if anything tops this. It's an instant classic. The level design is absolutely superb. YMMV on the humour and worldbuilding but I thought it hit the right notes. But just the design, pacing and flow of this thing, it's a masterclass.

    I also played Fierce Competition, which is a small, simple but very well-crafted mission. It's not going to win any prizes, but it does what it does very well, and will provide a satisfying hour or so of classic Thiefy goodness.
     
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  12. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

    Unkillable Cat
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    Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
    I agree with you 100% on "Fierce Competition". It comes in, does the job, doesn't falter anywhere but doesn't stand out in any way until afterwards when you start mulling it over and realize how everything just worked.

    The biggest surprise for me so far is "Ten Little Taffers", which is based on Agatha Christie's ill-titled murder mystery. It's different because it starts out as a ghosting effort, but then you realize that each difficulty level is instead used to tell the story from three different angles - one from the murderer, one from one the victim and one from a thief who's just trying to survive the night. This is one I'm gonna play on all three difficulty levels before rendering any judgement.

    Curratum Short walkthrough for the opening segment of "Into the Odd" follows:

    Show Spoiler
    # Literally steam in your own shit for a bit until the guard has left. Follow him, but before you do make a note of the hatch at the other end of the bathroom, you'll have to visit here again later once you've found Rope Arrows.
    # Soon enough the trail will turn into a North/South corridor. On the right will come a ledge you can mantle up on, this is the only real Safe Space to hide from the guards if/when they spot you. It might be a good idea to wait here now while the guard you've been following turns around and heads back for the bathroom
    # If you continue down the North/South corridor you'll eventually reach a spot with a market cart on the left, and a guard in front of a gate on the right. Just by the cart is a doorway with a dark enough shadow in one corner that you can hide there.
    # Just to the East of this position is the hard part: An open area with a factory to the South and a passage leading North, and a small shed to the East. Two guards patrol here, one going from between the factory and the Northern passage, and another going sorta East/West through this area. They are the problem, and it's them you need to be aware of at almost all times.
    # There are two good hiding spots here, one is at a tiny, specific place within the shed, and the other is underneath that roof between the factory and the shed. One of the guards will appear to peer into the darkness there, but unless he's spotted you somehow he won't ever go in there.
    # Your exit is through the path to the North, but first you need the Gear from the factory to the South. Start by getting in there, preferably without beeing seen or heard, as there's very little room to hide in there. In the room with the elevator you can pull a lever to open the grate on the North side of the factory, severely cutting down your travel time once you have the Gear. Wait to open this until you're done in the factory, though.
    # Sneak around on the first floor and find some flares and a Flash Mine. You will need every flare you can find, so grab them whenever you can. (There's a reason to get on the conveyor belt, let's see if you spot it.) While down on the bottom floor you'll see a small room that you can't enter. The Gear is in there in a box on the ground.
    # To get in there, take the elevator up to the upper floor. Beware as an archer guard patrols up here, but he can be circumvented despite the cramped surroundings. Look for a rotating lever on a machine up there to open up a grate that gives you access to the rest of the upper floor of the factory.
    # Go into this new area, then drop down into the inaccessible room from above and get the gear. It should not be too much of a problem to get out of the room afterwards.
    # With Gear in hand, make your way over to the Northern path mentioned earlier, then take the exit on the right in there. It should lead to two places, a conveyor belt with a crusher on the bottom and a dark sideroom. In there are not just more flares, but also a panel full of gears with one gear missing. Put the Gear in there and pull the lever nearby. The grate at the end of the Northern Path will now open.
    # Make your way into the yard beyond the grate. What you're looking for is a small opening in a pipe on the ground. Once you drop down there the adventure begins.
    # If you feel up to it, fine-comb the area you just finished before dropping into the pipe. There's a water arrow to be found, some flash bombs and a healing potion. The window above the Northern Path (and above the conveyor belt where the crusher is) requires a Rope Arrow, so forget about that until later.
    # While on your new adventure you will eventually find a Blackjack and some Rope Arrows. The lock picks will only come into play once you reach the surface again, so make a note of any door that you can't unlock and try to find your way back to it.
    # Enjoy the ride.
     
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  13. nicked Educated

    nicked
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    Builder's Paradise is visually interesting, but so far it's just no fun at all to play. Keyhunt gameplay in an enormous metal maze filled with obnoxiously loud ambient sound everywhere.
     
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  14. nicked Educated

    nicked
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    Into the Odd is some first class, Grade A bullshit. Who played that opening section and thought "Hmm yes, this absolute clusterfuck is an acceptable level of challenge?"
     
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  15. Psych0sis Novice

    Psych0sis
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    As a tester I am a little biased. The start CAN be a bit of a punch in the dick, but once you get to the sewers and then emerge in the mansion the mission becomes, in my opinion, an instant classic.

    And just to let you know, the start used to be a LOT harder.
     
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  16. Mechs Delight Educated

    Mechs Delight
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    I think The Builder's Paradise is brilliant, but I realize it won't be to everyone's taste (Mechanists, futuristic design, huge layout).

    Feast of Pilgrims is quite enjoyable
    Show Spoiler
    although there a few technical problems, similar to the first mission of Godbreaker, and I just get the nagging feeling the Life of the Party base map is beginning to feel overused.
     
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  17. Curratum Cipher

    Curratum
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    Finished Fierce Competition. What a lovely, lovely FM! My favorite style of level.
     
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  18. Mechs Delight Educated

    Mechs Delight
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    My Favorite Year is a fun, breezy little retro urban exercise, and Troubling Transitions is an interesting look at the City just before the Mechanists rose to power (and a BIG improvement over psych0sis's Thief Gold contest submission).
     
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  19. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    The leap up in quality from his first mission is YUGE
     
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  20. nicked Educated

    nicked
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    I'm giving up on Into the Odd for now. I'll come back to it, but right now it's just a slog. I keep seeing "stick with it, it gets good later", but when? The finicky jumping, platforming trial-and-error in the sewers? Wandering around some weird-looking catacombs filled with locked doors that don't open to either of the two keys I managed to find? I'm in the city streets again after drifting through a surreal mansion, but leaving it there as I'm just fatigued with it. How far into this thing do I get some lockpicks? It's all very pretty and atmospheric, though so surreal as to not really resemble anything approaching a real place, but I'm just lost and wandering aimlessly and not having much fun at all.
     
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  21. Curratum Cipher

    Curratum
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    Oooh, finished My Favorite Year as well, lovely just lovely! <3
     
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  22. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

    Unkillable Cat
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    Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
    Gave "The Builder's Paradise" a play. This one is not a contender for the top spot.

    It does a lot of things right, like architecture, level design, aesthetics and atmosphere (the exterior area in particular is awesome)... but then proceeds to squander most of that with a humongous map and an long list of objectives chores with overly vague descriptions. "Stop the Assembly Factory" is a good example. For the longest time there are no clues given about how to do this. Then by chance I find a book in the library that gives what I'm gonna call 'suggestions'. Two out of three sub-objectives must be completed: The first one seems to involve turning on all the lights in an attempt to overload the powergrid. Astute taffers can guess why that is a bad idea. Did I mention how big the place is as well? The second one (and most straightforward) is to clog up the ore extractor by placing a piece of tough metal into it. Finding the machine is the hardest part, but clever taffers should be able to find a suitable piece of metal with a little effort. The third and final sub-objective is the one that has me questioning the author's sanity: Turn off five water valves in the basement. I have come across frobbable, but non-descriptive valves in the basement while ascending through this place, and I have frobbed some of them. The thing is, I don't know which ones I've turned, or how many. This was way back at the start of the mission, and I have plenty other things to worry about now.

    Like that bloody Kernel guy. Kernel is one of the truly devout Mechanists, and has willingly had himself transformed into some kind of cyber-zombie. He's unkillable and quite persistent. But then I figured: "He's only in that particular part of the complex, so I only need to worry about him while I'm there!" Nope. He's teleported about the place, based on your activities. There's a security room in the complex (read: dead-end trap) far away from Mr. Kernel, in which there's a book which will give you new objectives when read. Guess who's dropped in nearby on a beeline-course for the room the moment you read that book? This kind of 'scripting' is unrealistic and unfitting of Thief. The very worst part is that the same trick is pulled several other times as well, like when you get another MacGuffin from the other dead-end trap and baddies are dispatched to kill you.

    Then there's the major objective of the FM: Dispose of the current Mechanist Management. This involves a lengthy series of vaguely-described tasks where you have to 'reboot' all those Mechanist critters running around, but it can't even be consistent with itself. The final tasks involve pulling two levers: The first one is stated to make all the critters neutral to humans. It didn't take me long to realize this information is false. The second lever sets the critters to kill all humans, including the Mechanist Management. This also involves most of the critters running around, so after this you only have to deal with MechBeasts.

    And then of course there's the obligatory (but optional) collecta-thon: Find seven elemental items throughout the place. I don't know whether it was sheer stubbornness or my good taffin' skills, but I did find all of them. You'll want to keep track of various readables to discover clues about some of them.

    In the event taffers do find their way through all of this, they are rewarded with what I think is one of the coolest 'farewell'-words of any critter in Thief. I'll leave it up to people to discover on their own.

    Verdict: While not a finalist contender for the competition, it is still a worthy and challenging FM. I give it an 8, it mostly loses points for frustrating (and pointless!) gameplay elements.
     
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  23. nicked Educated

    nicked
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    OK I persevered and finally got through Into the Odd. It certainly is odd.

    On the one hand, it's one of the most detailed, atmospheric, bizarre, surreal, oppressive, mad and sinister missions I've ever played. It's taken all the weird impossible architecture and bizarre secrets of missions like The Chalice of Souls and cranked everything up to 11. It's dreamlike in it's illogical layout and tortuous attention to the most bizarre of details.

    On the other hand, it's confusing, frustrating, shows up the absolute worst of the dark engine's clunkiness, is staggeringly unfair in its level of difficulty and doesn't even try to approach the theme of the contest.

    Taken purely as a video game level and judged on fun, it's a failure. Taken as an experience, as an exercise in creating the sort of nightmare atmosphere more normally associated with works of literature like Gormenghast or Viriconium, it's a breathtaking achievement.

    I would have liked to see a version without any enemies, or certainly without human enemies at least - you'd have this quietly menacing, horrifying nightmare that challenges all definitions of "place" but without the most unfair stealth scenarios I've ever seen.

    So I guess I'm echoing what others have said - stick with it, it is worth the slog. Just go in with your eyes open. Don't expect a fun Thief level, this is something else entirely.
     
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  24. Mechs Delight Educated

    Mechs Delight
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    I guess I meant the atmosphere of "The Builder's Paradise" is brilliant, as is much of the layout. I've yet to encounter the parts Cat says are "frustrating."

    "Show Off" is a bit too crowded with enemies in the streets and the museum itself is nothing special.
     
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  25. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

    Unkillable Cat
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    At first glance "Show Off" is quickly amounting to being a "Turn-Off". The streets are bare-bones, while the museum is 95% marble floors, security cameras and pain.

    Imagine "First Bank and Trust" but without all the nice touches and more marble floor.

    The idea is sound and the potential is great, but so far neither is living up to it.
     
    Last edited: Mar 29, 2020
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