Hey, welcome!
While you're posting, I'm sure this has already been answered here before, and I should know it already, but do you remember the story about the dancing zombies easter egg in Framed? (If you throw a scouting orb over the fenced wall at the start of the mission, you'll see 2 zombies dancing.) Was that just a fun thing thrown in because why not? I imagine there's not much more to it, but is there any story to it? Edit: Like who did it, or whose idea was it? What were the dancing animations for anyway? And how did the devs think about that out-of-game space? Stuff like that...
If you want my own little story, I got Dromed off the Thief2 CD and started building my own levels for I think a year before I even knew about TTLG and that other people were doing it too. (I was teaching English on a small Japanese island and didn't have my own personal internet access at the time.) And as soon as I found this site and the FM scene, of course I knew immediately I had found my people. But what I really liked about that CD release was that someone on the team had actually written a manifesto (or maybe the manifesto was on the LGS site, I can't recall now; but the Dromed tutorial was a kind of manifesto in itself iirc), and that manifesto and the whole thinking around level building for Thief made a massive impression on me at the time. What games released today come with manifestos, much less ones that the fans take up and extend with their own levels building on the tradition? Also, for that matter, I never really thought of the LGS devs as people separate from us (like for normal game company devs); from about the start I thought of all of us, the devs and dromeding fans as in this thing together. Those are some of the many things that made LGS & its people very special for those of us that have stuck around here.