User comments for the mission Intertheft, by Nomadman:
The best possible re-imagining of Thieves Guild, it captured the OM feel perfectly whilst showing off Newdark capabilities, which was what the contest was all about. Couldn't ask for more.Tighter package than the OM and in generally I feel like this entry was more faithful to the premise of the competition, in my opinion.Really excellent mission. Great use of space and sound. Many alternating paths available to the player and frequent changes to the setting and surroundings made it constantly fresh and interesting (something the OM struggled with). Architecture and other design elements are expertly implemented and consistently remind one of the quality of a Skacky/Black Parade team mission. I hope to see more from this author.An okay mission for me. The gameplay and architecture were great, but other than that it felt like a Warming-up of the OM. The same story, the same conversations. I felt bored after playing it for a while.Making a kinda tedious mission into a fun one is not easy but the author succeeded here. I always love cramped and detailed spaces so that's another plus. And as much as I think that the House of the Architect is a really good mission it did lack at least some kind of story or at least some readables.Fantastic "retelling" of Thieves' Guild that is better-looking, easier to navigate, and better paced than the original while retaining everything that was interesting in the OM. Hard to believe this is from a new author, it feels polished to a shine. Next time I replay Thief 1, I'll probably slot this mission in instead of the original Thieves' Guild, it's that much better.A very good re-interpretation of what the thieves guild *SHOULD* have been like. It had the grittyness feel of a real OM TG mission. my only complaint is the fine touches were missed - i.e. plates that are sunk into table tops. for tl/dr > WOW.This level struck much better balance between openness and intelligibility, and the challenges that it poses are more bearable than in original Thieves' Guild. There are much less samey-looking corridors and sewer tunnels while the layout is divided into small parts that are easily distinguishable one from another. While doing so, Intertheft also remains multi-leveled and - surprisingly for such underground level! - very vertical mission that occasionally puts you into spatial puzzles. Often it proposes you several ways into areas of interest - which is also sign of a quality mission. Sometimes you still can get lost (for me it was objective with obtaining bracelet), but such moments are rare comparing to original Thieves Guild. In general, excellent first mission, and I hope Nomadman would continue!Enjoyed playing. A little constricted in places. Bewildering map.Very good reinterpretation of the infamous Thieve's guild mission. Some clever and interesting architecture, specifically in reuben's and donald's mansions. Good encounter design, interesting sneaking opportunities. The layout is a bit cramped in some parts, corridors could be about 20% larger. This is the winner for me.Very beautiful remake of the Thieves Guild. No critic points at all for me.A maze that is nicer and less maze-ish than the original.I was so impressed by this one, I think it serves as a good replacement for the original 'Thieves Guild'-mission.Thieves' Guild - but fixed. Tightly built, with good flow, chhallenging sneaking, and solid aesthetics.Very nicely made. Layout is a bit cramped for my liking, but it's only a personal thing. Lot of effort went into small details and I highly appreciate it, I don't like empty, low effort missions, and this is definitely not one. Thank you for the fun and good luck with the contest!Great game play, good pacing and design, good amount of imagination in expanding the original Thief mission.Fun to play. A bit too narrow some places.EntertainingVery interesting, nicely improving Thief Guild, what has really boring fragemnt. Intertheft: none. I found here great time and Thief atmosphere. One thing: here also too many guards.I really enjoyed this re-imagining. It is definitely superior to the original experience (Sorry LGS, but I guess that's why it wasn't in TDP). I rated 8 because while it is incredibly technically proficient and I experienced no bugs or issues, it *was* a reimagined OM.First of all, this is just insanely good author's first mission! So far I'm not sure if I've played before this good author's first mission (maybe Compulsory Egress and Hidden Agenda are at the same level). What impressed me most is the gameplay that feels so solid and the difficulty is just right. It's been awhile since I've played OMs but I think this mission captures the feeling of OMs nicely. Of course this is much more detailed than OMs but still it feels that author's top priority was the gameplay. Also atmosphere and tension are very strong throughout the whole mission!
So, I really hope to see more FMs from this author! It's quite rare to play a mission like Intertheft where the gameplay and difficulty feels just right and everything seems balanced. Very good work!Great mission, especially for a first-time author. Very well-designed and atmospheric. It was a pleasure to play.A recreation of the "Thieves' Guild" mission, but with a better-sized (smaller) area. Some locations, though, were a bit too cramped for me, e.g., the sleeping rooms of the thieves, or some of the bosses' houses. The environment still required a notable amount of exploration, and especially looking for things to steal or sometimes information to gain. In the end, I found it to be a bit too much labour for a bit too small a reward in gameplay.
Why exactly I value it slightly less than "House of the Architect", I cannot say, but it most likely is a personal choice. "Intertheft" is still a very notable effort, a worthy competitor to "House of the Architect", and certainly not a bad mission.Quite challenging mission. Large amount of thieves (expert). Navigation between manors and at the thieves sewers was painful. Only at the end I figured out which manor belonged to whom. However, every exploration was greatly rewarded. As usually when playing FMs, I missed around 1000 loot, so replay is absolutely needed. The story was straightforward, the readables were fun and not long, which I liked. The mission was atmospheric in the way that it reminded me of Alcazar or Into the odd. However, some things I did not like. First of all, the mission felt a little too dark for me, even with gamma set at around 60-70%. Secondly, some parts, like the sleeping rooms at the sewers area, were too cramped and sometimes I was stuck by the bed or body that I needed to reload. Also, I was firstly very confused, that I was given a key for certain door while you could open it with lockpicks.An excellent remastering of perhaps the least liked mission in the whole series.