Played through Making a Profit, another 20th anniversary FM I hadn't played yet for some reason.
Absolutely excellent. Big city mission, sadly there are too few buildings that can be entered, but the architecture... man, it's something else. Perfectly captures the Thief 1 vibe while going a step beyond with shapes and textures. Top notch. It features a Hammerite church, a mansion with Pagan touches, and an eerie crypt. Very, very good.
Thanks for the recommendation. Don't know how I missed this one.
I'm surprised you didn't mention all the custom voice work. There are several custom conversations, and many of the impressions of the stock TG voices are remarkably good (someone's Benny is spot on). There's also an animated briefing in the style of the original game, which is nice. You can tell a lot of love went into this thing.
What's cool about this mission is the scenario and its presentation.
Making a Profit features a number of memorable scripted events, some of which change the map in small ways as you progress. You're made to backtrack at several points, and I found it impressive that this never feels like a slog the way it often does in other missions. The author has designed a fun and occasionally surprising adventure here.
Part of the reason backtracking never feels daunting is that the map is very simple. Its structure is a straightforward network of long city streets connecting 3-4 points of interest, which are themselves fairly small and easy to navigate. There aren't many difficult guard encounters, no tricky platforming, and the mission is very generous with gear, which means there aren't any challenges that you dread repeating. You also never linger in any one place too long, so it's hard to get sick of these locations before you have to revisit them. The result is fun enough, and not very demanding; while it has its intense moments,
Profit is mostly a low-stress experience.
That said, I think the city portion is needlessly big. The breadth and length of the streets doesn't serve a discernible purpose, and there's not enough going on in the cemetery to justify its size. I also think the author could have exploited
Thief's movement mechanics a little more. There's not much in the way of verticality, so when you traverse the city, you do so at ground level. When you go from one floor of a building to another, you typically use the stairs. There's little opportunity for rooftop climbing, vent crawling, and all that good stuff. In short, Garrett's perspective on this map is too similar to that of an NPC, and it takes some of the joy out of trespassing.
The size of the map does make for a lovely view when you make it up to the Lady's hilltop estate, though. While I was less enthusiastic about the quality of the architecture than you were, that low-poly vista made an impression on me.